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AAAAAAPlaneshifted

Planeshifted
PlaneshiftedReturn
Planeshifted
Planeshifted Return
Returnto
Return
Return tototo
to

Revisit
RevisitMagic:
Magic:the
the Gathering's
Gathering's Gothic
GothicHorror
Horrorplane
planeofofInnistrad
Innistradininthis
thisguide
guidefor
forthe
the
world's
world'sgreatest
greatestroleplaying
roleplayinggame
game
Credits
Designer:
Gabe Rodriguez, /u/letterephesus Contents
Logo and Cover Art:
Wizards of the Coast Races ..................................................................................................3
Artist Credits: Dryad ...............................................................................................4
Aurore Folny, Brent Hollowell, Deruchenko Alexander, Filip Geist .................................................................................................5
Buburan, Jakub Kasper, Jamie Jones, Jana Schirmer & Half-Devil ........................................................................................6
Johannes Voss, Jason A. Engle, Johann Bodin, Karl Kopinski, Homonculus ...................................................................................7
Marta Nael, Matt Stewart, Mila Pesic, Nicholas Gregory, Human .............................................................................................8
Pindurski, Svetlin Velinov, Vincent Proce, Yeong-Hao Han, Scarecrow .......................................................................................9
Zara Alfonso Skaab ............................................................................................ 10
Treefolk .........................................................................................11
The following resources provided material and Vampire .........................................................................................12
inspiration: Werewolf .......................................................................................13
The MTG Wiki Spells ............................................................................................... 14
The orignal Plane Shift: Innistrad Treasures ........................................................................................ 17
A Planeswalker's Guide to Innistrad Bestiary ........................................................................................... 18
Magic: the Gathering cards from the Midnight Hunt set
PDF Link
Technical Resources: The PDF link for this document is currently unavailable,
Detect Balance Spreadsheet for Custom Races by u/jwbjerk please check back again at a later date.
D&D Watercolor Stains by Jared Ondricek
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2
About this Book

T
his book is a quick supplemental guide to Creature Type
be used with Plane Shift: Innistrad, which
provides rules and options for playing Every creature in D&D, including every player character, has
Dungeons & Dragons 5th edition in the a special tag in the rules that identifies the type of creature
Innistrad setting from Magic: the Gathering. they are. Most player characters are of the Humanoid type. A
This book provides updated character race in this section tells you what your creature type is.
options and a selection of new spells. Here's a list of the game's creature types in alphabetical
order: Aberration, Beast, Celestial, Construct, Dragon,
Races Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze,
Plant, Undead. These types don’t have rules themselves, but
At 1st level, you choose your character's race. This section some rules in the game affect creatures of certain types in
presents updated playable races for this setting. Plane Shift: different ways. For example, the cure wounds spell doesn’t
Innistrad provides information to help you understand your work on a Construct or an Undead.
character's place in the world.
When you create a character for a campaign or adventure Age
set on the plane of Innistrad, you choose from one of the race
options presented here, and follow these additional rules The typical life span of a player character in the D&D
during character creation. multiverse is about a century, assuming the character doesn’t
meet a violent end on an adventure.
Ability Score Increases
Height and Weight
When determining your ability scores, you increase one of
those scores by 2 and increase a different score by 1, or you Player characters, regardless of race, typically fall into the
increase three different scores by 1. You follow this rule same ranges of height and weight that humans have in our
regardless of the method you use to determine the scores, world. If you’d like to determine your character’s height or
such as rolling or point buy. weight randomly, consult the Random Height and Weight
Your class's "Quick Build" section offers suggestions on table in the Player’s Handbook, and choose the row in the
which scores to increase. You're free to follow those table that best represents the build you imagine for your
suggestions or to ignore them. Whichever scores you decide character.
to increase, none of the scores can be raised above 20.
Proficiencies
Languages Some races and subraces grant proficiencies. These
Your character can speak, read, and write Common and one proficiencies are usually cultural, and your character might
other language that you and your DM agree is appropriate for not have any connection with the culture in question or might
the character. The languages in Innistrad that a character have pursued different training. You can replace each of those
might speak are listed below. proficiencies with a different one of your choice, following the
restrictions on the Proficiency Swaps table.
Innistrad Languages
Language Typical Speakers Proficiency Swaps
Proficiency Replacement Proficiency
Common Common
Skill Skill
Demonic Demons, Devils
Armor Simple/Martial weapon or tool
Draconinc Dragons
Martial weapon Simple/Martial weapon or tool
Gavony Gavony
Simple weapon Simple weapon or tool
Kessig Kessigers
Tool Simple weapon or tool
Nephalia Nephalians
Stensia Stensians

3
Jaime
Jaime
JaimeJones
Jaime
Jaime Jones
Jones
Jones
Jones

Dryad Traits
You have the following racial traits.
Creature Type. You are an Elemental.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. 500 years on average.
Barkskin. You have rough, bark-like skin. When you aren't
wearing armor, your base AC is 16 (your Dexterity modifier
doesn't affect this number).
Dryad Druidcraft. You know the druidcraft cantrip.
Plant Nature. As long as you spend at least 5 hours a day
Dryads are elementals, manifestations of the plane's green in direct sunlight, you don't need to eat or drink.
mana. They appear as beautiful nature spirits wrapped in Speech of Beast and Leaf. You have the ability to
vine and thorn. They make their home in the Somberwald, a communicate in a limited manner with Beasts, Plants, and
winding, drooping pine forest in the Geier Reach mountains vegetation. They can understand the meaning of your words,
of Stensia province. They suffer no intruders into their though you have no special ability to understand them in
domain, and ever since the arrival of the Eldrazi horror return. You have advantage on all Charisma checks you make
Emrakul, and her subsequent imprisonment in the moon, the to influence them.
dryads have become more aggressive, making Tree Step. As an action, you can use 10 feet of movement
communication between the villages spread in the forest to magically step into a tree within 5 feet of you and emerge
difficult. from a second tree you can see within 60 feet of the first tree,
appearing in an unoccupied space within 5 feet of the second
tree. Both trees must be living and at least the same size as
you.
You can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.

4
Jason
Jason
JasonA.
Jason
Jason A.A.A.
A.Engle
Engle
Engle
Engle
Engle

Geist
Geist Traits Geists are the ghosts of human dead of Innistrad. They are
found throughout the plane and take many forms, shaped by
You have the following racial traits. the characteristics of the plane's mana. Although their nature
Creature Type. You are an Undead. and substance are fundamentally insubstantial, allowing
Size. You are Medium or Small (choose when you select them to pass through walls or disappear entirely from view,
this race). they can affect the material world in a variety of ways. Some
Speed. Your walking speed is 30 feet. can make themselves solid for a brief time, or can solidify
Darkvision. You can see in dim light within 60 feet of you parts of themselves or items they hold—typically long enough
as if it were bright light, and in darkness as if it were dim to slash open a throat with a weapon or claws.
light. You can't discern color in darkness, only shades of gray.
Life Span. You are immune to the effects of aging and
can't be aged magically. Feat: Ghostly Possession
Deathless Nature. You have resistance to poison damage If your campaign uses the optional feat rules found
and immunity to disease, and you don't need to eat, drink, or in the Player's Handbook, your geist character can
breathe. take the following feat.
Ghostly Flight. You hover slightly off the ground. You can
move across difficult terrain without expending extra As an action, you can force a Humanoid within 5
movement if you are using your walking speed. feet of you to succeed on a Charisma saving throw
against a DC equal to 8 + your proficiency bonus +
Incorporeal Movement. You can move through other your Charisma modifier or be possessed by you.
creatures and objects as if they were difficult terrain. You take While the target is possessed, it is incapacitated,
5 (1d10) force damage if you end your turn inside a creature and you disappear and control the target, making
or object. 2 feet of rock, 2 inches of any metal other than lead, all decisions for it. You can't be targeted by any
or a thin sheet of lead blocks this movement. attack, spell, or other effect, except ones that turn
Incorporeal Resistance. You have advantage on saving undead. The possession lasts for 1 hour, the target
throws you make to avoid or end the grappled, paralyzed, drops to 0 hit points, you end it as a bonus action,
petrified, poisoned, prone, or restrained condition on yourself. or you are turned or forced out by an effect such as
Sleepless Revitalization. You don't need to sleep, and the dispel good and evil spell. The target is
magic can't put you to sleep. You remain conscious during a immune to the possession of all geists for 24
long rest, though you must still refrain from strenuous hours if the effect ends for it. You can use this feat
activity to gain the benefit of the rest. a number of times equal to your proficiency bonus,
regaining all expended uses when you finish a long
rest.

5
PINDURSKI
PINDURSKI
PINDURSKI
PINDURSKI
PINDURSKI

Racial Traits
You have the following racial traits.
Creature Type. You are a Humanoid. You are also
considered a devil for any prerequisite or effect that requires
you to be a devil.
Size. You are Medium.
Half-Devil Speed. Your walking speed is 30 feet.
Devils are infernal perpetrators of malicious mischief. They Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim
make up the personal armies and entourages of the demons light. You can't discern color in darkness, only shades of gray.
—those creatures’ selfish desires and urges made flesh. Cruel Hellish Resistance. You have resistance to fire damage.
and gleefully sadistic, devils have no regard for the safety of Infernal Legacy. You know the minor illusion cantrip.
themselves or others. They delight in destruction, mayhem, Starting at 3rd level, you can cast the hellish rebuke spell
and pain. with this trait. Starting at 5th level, you can also cast the
The planeswalker Tibalt is a half-devil, the result of a crown of madness spell with this trait. Once you cast hellish
potent and hateful spell. The spell fused his own essence with rebuke or crown of madness with this trait, you can't cast that
the devils at his side. This spell still exist, and could be used spell with it again until you finish a long rest. You can also
by others to achieve a similar infernal legacy. cast either of those spells using any spell slots you have of the
appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting
ability for these spells when you cast them with this trait
(choose when you gain this lineage).

6
Filip
Filip
FilipBurburan
Filip
Filip Burburan
Burburan
Burburan
Burburan

Homonculus Traits
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Constructed Nature. You have resistance to poison
damage and immunity to disease, and you have advantage on
saving throws you make to avoid or end the paralyzed or
poisoned condition on yourself. You don't need to eat, drink,
or breathe. Homunculus
Nimble Escape. You can take the Disengage or Hide
action as a bonus action on each of your turns. Stitchers and necro-alchemists of Innistrad often create and
Sentry's Rest. When you take a long rest, you must spend utilize homunculi, which are small subservient living
at least six hours in an inactive, motionless state, rather than constructs. They are used for menial tasks including
sleeping. In this state, you appear inert, but it doesn't render collecting parts for skaab creation and maintaining libraries
you unconscious, and you can see and hear as normal. and laboratories. They often appear as blue-skinned
Specialized Design. You gain one skill proficiency and one cyclopean humanoids.
tool proficiency of your choice.
True Life. If the mending spell is cast on you, you can
expend a Hit Die, roll it, and regain a number of hit points
equal to the roll plus your Constitution modifier (minimum of
1 hit point).
In addition, your creator designed you to benefit from
common spells that preserve life but that normally don't
affect Constructs: cure wounds, healing word, and spare the
dying.

7
Jana
Jana
JanaSchirmer
Jana
Jana Schirmer
Schirmer&&&&&Johannes
Schirmer
Schirmer Johannes
JohannesVoss
Johannes
Johannes Voss
Voss
Voss
Voss

Human Human Traits


Innistrad's population is mostly human, and are found You have the following racial traits.
throughout the four provinces. The people of Gavony are Creature Type. You are a Humanoid.
known for being well rounded. Kessigers are farmers, millers, Size. You are Medium.
weavers, and stonemasons, living close to the land and Speed. Your walking speed is 30 feet.
working hard for every meal. This makes them self-reliant, Human Determination. When you make an attack roll, an
pragmatic, and plainspoken. Beneath an ever-present shroud ability check, or a saving throw, you can do so with advantage.
of fog billowing in from the sea, the people of Nephalia You can use this trait a number of times equal to your
maintain a semblance of normalcy, buying and selling goods proficiency bonus, and you regain all expended uses when
from across Innistrad in their bustling markets, setting out to you finish a long rest.
sea in tiny fishing boats, or tilling the soggy earth in Skills. Humans have a wide range of natural talents. You
waterlogged fields. And finally, countless generations of have proficiency in one skill of your choice and with one tool
hardship and proximity to the vampire strongholds—leading of your choice.
to lost children and neighbors—have taught Stensians to
guard their hearts. They are proud and fervent in their beliefs
but seem brusque or even cold to the people of other Variant Traits
provinces. If your campaign uses the optional feat rules from
the Player's Handbook, your Dungeon Master
might allow these variant traits, which replace your
Human Determination and Skills traits.
Resourceful. Whenever you finish a long rest, you
are given inspiration, using the rules for inspiration
provided in the Player's Handbook.
Feat. You gain one of the following feats from
the Player's Handbook: Alert, Healer, Lucky, Magic
Initiate, Savage Attacker, Skilled, or Tough.

8
Jakub
Jakub
JakubKasper
Jakub
Jakub Kasper
Kasper
Kasper
Kasper

Scarecrow Traits
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and
can't be aged magically.
Constructed Nature. You have resistance to poison
damage, and you have immunity to the poisoned condition
and to disease. You don't need to eat, drink, or breathe. Scarecrow
False Appearance. If a creature hasn't seen you move or
act, it must succeed on a Wisdom (Perception) check against On Innistrad, living scarecrows are inhabited and given life by
a DC of 8 + your Dexterity modifier + your proficiency bonus malign forces such as geists or demons. Each one is unique,
to discern that you are animate. often handcrafted by local humans from whatever scraps and
Fire Vulnerability. You have vulnerability to fire damage. junk are available. Most often, scarecrows continue their goal
Repair. If the mending spell is cast on you, you can spend a of scaring, but turn from crows and ravens to the local
Hit Die, roll it, and regain a number of hit points equal to the humans.
roll plus your Constitution modifier (minimum of 1 hit point).
Sleepless Revitalization. You don't need to sleep, and
magic can't put you to sleep. You remain conscious during a
long rest, though you must still refrain from strenuous
activity to gain the benefit of the rest.
Terrifying Glare. As an action, you can glare at one
creature within 30 feet of you that can see you. That creature
must succeed on a Wisdom saving throw against a DC of 8 +
your proficiency bonus + your Charisma modifier or become
frightened of you until the end of your next turn.

9
Karl
Karl
KarlKopinski
Karl
Karl Kopinski
Kopinski
Kopinski
Kopinski

Skaab
Skaabs are constructed zombies assembled from disparate
body parts and animated through scientific means. Most
skaabs are more or less humanlike, but creative stitchers
have crafted winged skaabs similar to the drakes of other Amalgamation. You are an amalgamation of parts of other
worlds, towering giant skaabs, and unrecognizable horrors. dead creatures. You gain an additional based on one of the
Skaberen go through an elaborate process to gather body following options (choose when you select this race):
parts, bind them together, infuse the stitched body with vital Extra Head. You have an additional head. You can't be
fluid, and plant a vital force in its unliving flesh. Some surprised, and you have advantage on saving throws you
skaberen even use necro-alchemy to fuel their laboratories, make to avoid the blinded, deafened, or unconscious
leading to even more confusion in terminology. condition on yourself.
Extra Limbs. You have two secondary limbs somewhere on
Skaab Traits your body. The secondary limbs can manipulate an object,
You have the following racial traits. open or close a door or container, pick up or set down a
Creature Type. You are a Construct. You also count as an Tiny object, or wield a weapon that has the light property.
Undead for effects and prerequisites that require you to be Natural Weapons. You have some mechanical or organic
Undead. weapon that you can use to make unarmed strikes. When
Size. You are Medium. you hit with it, the strike deals 1d6 + your Strength
Speed. Your walking speed is 30 feet. modifier bludgeoning, piercing, or slashing damage,
Life Span. Skaab don't age. You are immune to the effects instead of the bludgeoning damage normal for an unarmed
of aging and can't be aged magically. strike (choose the damage type when you select this
Deathless Nature. You have resistance to poison damage option).
and immunity to disease, and you have advantage on saving Tattered Wings. As a bonus action, you can fly up to a
throws you make to avoid or end the poisoned condition on number of feet equal to your Speed. If you are in the air at
the end of this movement, you fall if nothing is holding you
yourself. You don't need to eat, drink, or breathe. aloft.
Sleepless Revitalization. You don't need to sleep, and
magic can't put you to sleep. You remain conscious during a
long rest, though you must still refrain from strenuous
activity to gain the benefit of the rest.

10
Nicholas
Nicholas
NicholasGregory
Nicholas
Nicholas Gregory
Gregory
Gregory
Gregory

Treefolk Traits
You have the following racial traits.
Creature Type. You are a Plant.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Natural Armor. You have tough, bark-like skin. While you
aren't wearing armor, your base Armor Class is 16 (your Treefolk
Dexterity modifier doesn't affect this number). The treefolk of Innistrad are the fusions of geists with the
Powerful Build. You count as one size larger when anceint wood. Some treefolk spend most of their time in
determining your carrying capacity and the weight you can slumber and arise only seasonally, while others are
push, drag, or lift. permanently hungry for more life to add to their core. Within
Speech of Beast and Leaf. You have the ability to the Somberwald forest, there are spirits residing in treefolk
communicate in a limited manner with Beasts, Plants, and that predate humanity itself.
vegetation. They can understand the meaning of your words,
though you have no special ability to understand them in
return. You have advantage on all Charisma checks you make
to influence them.
Strength of the Wood. You have advantage on Strength-
based ability checks and Strength saving throws.
Treefolk Toughness. Your hit point maximum increases by
1, and it increases by 1 every time you gain a level.
Treefolk Weakness. You have vulnerability to fire damage.

11
Aurore
Aurore
AuroreFolny
Aurore
Aurore Folny
Folny
Folny
Folny

Vampire
The vampires of Innistrad form a civilization that stands Vampiric Lineage. You gain an additional benefit based on
one of the following lineages of your choice (choose when you
alongside and in direct competition with humanity, select this race).
presenting the greatest danger to human life on the plane. Your lineage may grant you the ability to cast one or more
Like werewolves, vampires were originally human, and have spells with this trait. Once you cast a spell with this trait, you
a complex history and society. You can learn more about can't cast that spell with it again until you finish a long rest.
Innistrad's vampires in Plane Shift: Innistrad. You can also cast the spell using any spell slots you have of
Racial Traits the appropriate level. Intelligence, Wisdom, or Charisma is
your spellcasting ability for these spells when you cast them
You have the following racial traits with this trait (choose when you select this race).
Creature Type. You are an Undead. Domnathi. You can cast the gaseous form spell with this
Size. You are Medium. trait, without requiring a material component, but you can
Speed. Your walking speed is 30 feet. target only yourself with it.
Darkvision. You can see in dim light within 60 feet of you Falkenrath. You have a flying speed equal to your walking
as if it were bright light and in darkness as if it were dim speed. You can't use this flying speed if you're wearing
light. You discern colors in that darkness as shades of gray. medium or heavy armor.
Deathless Nature. You don't need to eat or breathe, and Markov. You can cast the charm person spell with this trait.
you can only drink blood for sustenance. You do not cast Starting at 3rd level, you can also cast the detect thoughts
reflections or shadows. spell with this trait, without a material component.
Bite. You have elongated fangs that you can use to make Stromkirk. You can cast the silent image spell with this trait,
unarmed strikes. If you hit with them, the strike deals 1d6 + without requiring a material component. Starting at 3rd
your Strength modifier piercing damage, instead of the level, you can cast the mirror image spell with this trait.
bludgeoning damage normal for an unarmed strike. Voldaren. You can cast the polymorph spell with this trait,
Vampiric Drain. When you attack with your Bite and hit a without requiring a material component, but you can target
creature that isn't a Construct or an Undead, you can gain only yourself with it, and the new form can only be a bat, a
temporary hit points equal to your proficiency bonus. You can cat, or a rat (you choose when you cast the spell).
use this trait a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a
long rest.

12
Mila
Mila
MilaPesic
Mila
Mila Pesic
Pesic
Pesic
Pesic

While transformed, you gain the following traits:


Werewolf
Driven by their passions, their supernatural hunger, and the You can use your elongated fangs and claws to make
cycle of the moon, werewolves shed their tenuous humanity unarmed strikes. If you hit with them, you deal piercing
to embrace the savage predator within. Lycanthropy—the damage equal to 1d6 + your Strength modifier, instead of
condition that turns humans into werewolves—is a the bludgeoning damage normal for an unarmed strike. If
supernatural curse that causes the victim’s spiritual essence the target of this unarmed strike is a humanoid, it must
to become mingled with the wild essence of nature, succeed on a DC 12 Constitution saving throw or be
symbolized by the wolf. Werewolves are often lone hunters, cursed with lycanthropy. On a successful save, a creature
stalking and killing humans as singular monsters in towns is immune to lycanthropy for 24 hours.
and villages, but some werewolves form loose social groups Your walking speed increases by 5 feet, and you have a
in the wild, called howlpacks. You can learn more about climbing speed equal to your walking speed.
werewolves, lycanthropy, and howlpacks in Plane Shift: You have advantage on Wisdom (Perception) checks that
Innistrad. rely on hearing or smell.
At the start of your turn, you must succeed on a DC 8
Racial Traits Wisdom saving throw or move directly toward the nearest
creature and use the Attack action against that creature. If
You have the following racial traits. you’re concentrating on a spell or are under an effect that
Creature Type. You are a Humanoid. prevents you from concentrating (such as the barbarian’s
Size. You are Medium. Rage feature), you automatically fail this saving throw. You
Speed. Your walking speed is 30 feet. regain control of yourself after the attack.
Darkvision. You can see in dim light within 60 feet of you You can transform in this way a number of times equal to
as if it were bright light, and in darkness as if it were dim your proficiency bonus, and you regain all expended uses
light. You can't discern color in darkness, only shades of gray. when you finish a long rest.
Bestial Instincts. You have proficiency in one of the Involuntary Change. If you start your turn in the light of
following skills of your choice: Acrobatics, Athletics, the full moon, you must succeed on a DC 15 Charisma saving
Intimidation, or Survival. throw or use your bonus action to transform as described in
Shapechanger. As a bonus action, you can transform into the Shapechanger trait, even if you have expended all uses,
a man-beast hybrid. This transformation lasts for 1 minute, and you can't revert to your normal appearance until you
until you die, or until you revert to your normal appearance as leave the moon's light.
a bonus action. When you transform, you gain temporary hit
points equal to 2 × your proficiency bonus.

13
Spells

T
he following section presents spells Adamant Will
available to spellcasters in Amonkhet. The
Spells table shows which class spell lists 1st-level Abjuration
the spells appear on, as well as that spell's Casting Time: 1 reaction, which you take when a creature
level and school of magic. With your DM's you can see within range is reduced to 0 hit points but not
permission, these spells might be available killed outright
to you even if they aren't on your class spell Range: 60 feet
list. (The Artificer class is presented in Components: V, S
Tasha's Cauldron of Everything.) Duration: 1 round
Spells When you cast this spell, the target drops to 1 hit point
Level Spell School Classes
instead of 0. On its next turn, it gains advantage on its first
attack roll.
Blessed
C Abj. Cleric, Paladin, Warlock Blessed Defiance
Defiance
1st Adamant Will Abj. Bard, Cleric, Paladin, Warlock Abjuration cantrip
Chill of the Casting Time: 1 reaction, which you take when you are
1st
Grave
Trn. Sorcerer, Warlock, Wizard reduced to 0 hit points
Range: Self
2nd
Burn the
Evo.
Artificer, Cleric, Druid, Components: V, S
Accursed Paladin Duration: 1 minute
2nd Siphon Insight Ench.
Artificer, Bard, Druid, Ranger, When you drop to 0 hit points, you call upon your patron or
Warlock deity to grant you vengeance. Your spirit manifests as a ghost
Cleric, Paladin, Sorcerer, in your space, and lasts until it drops to 0 hit points or until
3rd Candletrap Abj.
Warlock, Wizard the spell ends. You control the ghost and make all decisions
for it. In combat, it shares your initative count. The spell ends
3rd Flare of Faith Ench. Paladin, Sorcerer, Warlock early if you regain consciousness.
Artificer, Cleric, Paladin,
3rd Geistwave Abj. Burn the Accursed
Sorcerer, Warlock, Wizard
Unnatural Cleric, Druid, Sorcerer,
2nd-Level Evocation
8th
Moonrise
Trn.
Warlock, Wizard Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silver coin and an open flame)
Duration: Instantaneous
You cause a creature you can see within range to burn from
the inside out. The target makes a Constitution saving throw,
taking 3d8 fire damage on a failed save or half as much on a
successful one. A creature that is cursed or attuned to a
cursed object has disadvantage on the saving throw.

Aurore
Aurore
AuroreFolny
Aurore
Aurore Folny
Folny
Folny
Folny
Flare of Faith
3rd-Level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Candletrap
3rd-Level Abjuration You present your holy symbol and speak a prayer censuring
the undead. A sphere of bright light appears around you in a
Casting Time: 1 minute 15-foot radius, casts dim light for an additional 15 feet, and
Range: 10 feet lasts for the duration. Each Undead in the light that can see
Components: V, S, M (5 or more candles with a total value of or hear you must succeed on a Wisdom saving throw or be
100gp, which the spell consumes) turned for 1 minute. A turned creature can repeat the saving
Duration: 1 hour throw at the end of each of its turns, ending the spell on itself
As you cast this spell, you arrange the candles in a circle with on a success. If a turned creature takes damage, the spell
a 5 or 10-foot radius on the ground or the floor. When you also ends for it.
finish casting, magical energy fills the circle to a height of 20 A turned creature must spend its turns trying to move as far
feet for the duration, and the cylinder becomes a magic trap. away from you as it can, and it can't willingly move to a space
The trap is triggered when a Construct, Shapechanger, or within the light. It also can't take reactions. For its action, it
Undead creature moves into the cylinder. The circle affects can use only the Dash action or try to escape from an effect
the creature in the following ways: that prevents it from moving. If there's nowhere to move, the
creature can use the Dodge action.
The creature can't willingly leave the cylinder by
nonmagical means. If the creature tries to use Geistwave
teleportation or interplanar travel to do so, it must first 3rd-Level Abjuration
succeed on a Charisma saving throw. Casting Time: 1 action
The creature has disadvantage on attack rolls against Range: 60 feet
targets outside the cylinder. Components: V, S, M (a glass jar)
Targets outside the cylinder can't be charmed, frightened, Duration: 1 round
or possessed by the creature.
You attempt to send one creature you can see within range
Chill of the Grave into the Border Ethereal. The target must succeed on a
1st-Level Transmutation Charisma saving throw or be banished until the end of your
Casting Time: 1 action next turn.
Range: Self While on the Ethereal plane, the target can only affect and be
Components: V, S, M (a piece of rotting flesh) affected by other creatures on that plane. Creatures that
Duration: Concentration, up to 1 minute aren't on the Ethereal Plane can't perceive the target and
You imbue yourself with the cold energy of the dead. Until the can't interact with it, unless a special ability or magic has
spell ends, you can use an action to exhale freezing energy in given them the ability to do so. The target ignores all objects
a 15-foot cone. Each creature in that area must make a and effects that aren't on the Ethereal Plane, allowing it to
Dexterity saving throw. On a failed save, a creature takes 1d6 move through objects it perceives on the plane it originated
cold damage and is restrained by ice until the spell ends. On from.
a successful save, a creature takes half as much damage and When the spell ends, the target immediately returns to the
isn't restrained. plane it originated from in the spot it currently occupies. If it
A restrained target, or another creature that can touch it, can occupies the same spot as a solid object or creature when
use its action to make a Strength check against your spell this happens, it is immediately shunted to the nearest
save DC. On a success, the target escapes and is no longer unoccupied space that it can occupy and takes force damage
restrained by ice. equal to twice the number of feet it is moved.
This spell has no effect if you cast it while you are on the
Ethereal Plane or a plane that doesn't border it, such as one
of the Outer Planes.

15
Siphon Insight
2nd-Level Enchantment
Modified Spells
Casting Time: 1 bonus action The following spells have changes to their spell descriptions
Range: Self when they are cast on the plane of Innistrad.
Components: S Bestow Curse
Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack When you cast bestow curse, you can choose the nature of
during this spell's duration, the attack deals an additional 2d6 the curse from the following additional options:
psychic damage to the target, and you learn the surface Curse of Clinging Webs. While cursed, a spider-filled web
thoughts of the creature—what is most on its mind in that clings to the target. At the start of each of its turns, the
moment. Questions verbally directed at the target creature target must make a Dexterity saving throw. On a failed
naturally shape the course of its thoughts, so this spell is save, the target takes 1d4 piercing damage plus 1d4 poison
particularly effective as part of an interrogation. damage and is restrained until the start of its next turn. On
Unnatural Moonrise a successful save, the target takes half as much damage
and isn't restrained.
8th-Level Transmutation Curse of Conformity. You can choose this option only if you
Casting Time: 10 minutes cast this spell using a spell slot of 4th level or higher. While
Range: Self cursed, the target is polymorphed into a commoner. It
Components: V, S, M (a clay jar filled with 1 pint of retains its alignment and personality. If the target is
Humanoid blood) reduced to 0 hit points, it returns to the number of hit
Duration: Concentration, up to 8 hours points it had before it transformed. The target's clothing
You seize control of time on the entirety of the plane you're and equipment aren't changed by this curse.
on. You must be on a plane with a day/night cycle to cast this Curse of Leeches. While cursed, the target is infested with
spell, and it must be daytime when you cast it. If you leave leeches. The target must make a Constitution saving throw
your current plane of existence, the spell ends early. at the start of each of its turns, taking 1d6 necrotic damage
on a failed save or half as much on a successful save. If this
While casting this spell, you alter the flow of time around damage reduces the target to 0 hit points, it dies, and a
your plane's celestial bodies such that it becomes night at leech lurker emerges from its body in its space.
your current location. Time is not altered for creatures, Curse of Shaken Faith. While cursed, the target's faith in its
plants, or other objects, but your plane's sun(s) set and your deity or patron is shaken. Whenever the target casts a spell
plane's moon(s) rise. When the spell is complete, it remains on the Cleric, Paladin, or Warlock spell list, it gains a level
night for the duration. When the spell ends, time is altered of exhaustion.
such that the celestial bodies return to their previous Curse of Silence. Choose a spell or a word such as a name.
locations and orientations. While cursed, the target can't perform the verbal
component of the chosen spell or speak the chosen word
or name.
Curse of Surveillance. While cursed, eyeballs appear on the
target's limbs. You can see and hear through the eyeballs as
though you were there.
Curse of the Restless Dead. While cursed, at the end of
each of the target's turns, each corpse of a Large or smaller
creature within 5 feet of the target animates and makes a
melee attack against the target.
Moonbeam
If a werewolf is in its original form when it fails its saving
throw against moonbeam, it instead transforms into its
hybrid form and can't assume a different form until it leaves
the spell's light.
Sunbeam
Whenever an Undead or Shapechanger takes damage from
sunbeam, it is frightened of you for 1 minute or until it takes
damage. A frightened creature can make a Wisdom saving
throw at the end of each of its turns, ending the frightened
condition on itself on a success.
Wizards
Wizards
Wizardsof
Wizards
Wizards ofofof
ofthe the
theCoast
the
the Coast
Coast
Coast
Coast

16
Treasures
This section presents some magic items that can be found in
Innistrad.
Bramble Armor Pithing Needle
Armor (any Medium or Heavy armor except Hide), Very Rare Wondrous Item, Legendary (Requires Attunement)
(Requires Attunement)
While wearing this armor, a creature that hits you with a This small needle can be injected into a creature's neck to
melee attack while within 5 feet of you takes 1d4 piercing magically remove its memories.
damage. In addition, at the start of each your turns, you deal As an action, you can prick a Large or smaller creature with
1d4 piercing damage to a creature grappling or grappled by the needle. If the creature is unwilling, you must succeed on
you. an attack roll using the needle as an improvised weapon
against the creature. On a hit, or if the creature is willing, you
Hedgewitch's Mask cast modify memory on the creature. When cast this way, the
Wondrous Item, Very Rare (Requires Attunement) spell lasts until the needle is removed, and you can affect the
target's memory of any event it has experienced.
This mask is made from a ram's skull and is adorned with
branches and magic candles that produce dim light in your Spiked Ripsaw
space. Wondrous Item, Very Rare
While wearing this mask, you have advantage on attack rolls The ripsaw has 10 charges and regains all expended charges
against Undead, Shapechangers, and creatures larger than daily at dawn. You can expend a charge as an action and use
you. the ripsaw to make a melee weapon attack against a creature
Ivold's Device or object within 5 feet of you. If you have proficiency with
Wondrous Item, Rare (Requires Attunement) herbalism kit, you may add your proficiency bonus to the
attack roll. On a hit, the ripsaw deals 2d8 slashing damage. If
This leather cap fits over the head and has a number of the target is a Plant or nonmagical plant, it takes an additonal
crystal lenses that can be flipped over the eyes. While 1d8 slashing damage. If the ripsaw has no charges left, it can
wearing the device, you can cast see invisibility at will. be used as an improvised weapon that deals 1d8 bludgeoning
damage on a hit.
Mask of Griselbrand Soulcipher Board
Wondrous Item, Artifact (Requires Attunement) Wondrous Item, Uncommon
This mask appears as a white skull adorned with black Soulcipher boards are tools to contact and divine the will of
horns, and depicts the most powerful demon of Innistrad, spirits or other mysterious forces. While touching the
Griselbrand. soulcipher board, you can cast speak with dead. The target of
While wearing this mask, you gain the following benefits: the spell can be any dead Humanoid you are familiar with
who died within 100 feet of the board's current location.
You have a flying speed of 60 feet. When you cast the spell with way, you place your fingertips
Whenever you hit a creature that isn't a Construct or on a planchette set atop the board and feel forces move the
Undead with a melee attack, you gain temporary hit points planchette toward letters and symbols, gradually revealing a
equal to half the damage dealt. cryptic message.
Whenever you take damage, you can use your reaction to
make an attack or cast a spell with a casting time of 1
action.

17
Bestiary
This chapter presents a number of unique monsters and
NPCs who can be found throughout Innistrad. The Innisrad
Creatures table below lists every creature in this chapter,
along with that creature's type and challenge rating (CR). The
creatures in this bestiary are organized alphabetically.
Using a Stat Block
This chapter is a companion to the Monster Manual and
adopts a similar presentation. If you are unfamiliar with the
monster stat block format, please read the introduction of the
Monster Manual before proceeding further. That book
explains stat block terminology and gives rules for various
monster traits, information which isn't repeated here.
In this chapter you will find some weapons and
spellcasting that function in atypical ways. These exceptions
are features of a stat block and represent how a particular
creature uses weapons and casts spells; these exceptions
have no effect for how weapons and spells function for
someone else.
Additionally, if a stat block contains the name of a class in
the creature's name or in parentheses under the name, the
creature is considered a member of that class for the purpose
of meeting prerequisites for magic items.
Innistrad Creatures
Creature Creature Type CR
Cathar Humanoid 5
Croaking Counterpart Monstrosity 3
Deathbonnet Plant 3
Devil Fiend aa
Falcon Abomination Construct 1
Giant Ant Beast 1/2
Homunculus Construct 0
Insectile Aberration Monstrosity aa
Lightning Elemental Elemental 5
Occultist Humanoid 2
Shadow Kin Monstrosity 3
Sludge Monster Ooze aa
Tomb Tyrant Undead 4
Zombie Bear Undead 1

Marta
Marta
MartaNael
Marta
Marta Nael
Nael
Nael
Nael

18
Zara
Zara
ZaraAlfonso
Zara
Zara Alfonso
Alfonso
Alfonso
Alfonso

Cathar
Medium Humanoid (Any Race), Typically Lawful
Good

Armor Class 18 (plate armor)


Hit Points 84 (13d8 + 26)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3)

Saving Throws Wis +5, Cha +6


Skills Athletics +7, Religion +4, Persuasion +6
Senses passive Perception 12
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Cathar Aura of Protection. The cathar and allies within 10
Cathars are the soldiers of the Avacynian church, but feet of it gain a +3 bonus to all saving throws.
“soldiers” is a broad term encompassing everything from
crime-solving investigators to mounted paladins. Some Actions
cathar orders are so independent as to be virtually separate Multiattack. The cathar makes two weapon attacks.
sects of the church, while others are tightly bound to the
hierarchy of the faith. Greatsword. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Lay on Hands (3/day). One creature the cathar
touches regains 12 (2d8 + 3) hit points.
Spellcasting. The cathar casts one of the following
spells, using Charisma as the spellcasting ability
(spell save DC 14, +6 to hit with spell attacks):
1/day each: command, compelled duel, dispel
magic, find steed, hold person, lesser restoration
Turn the Unholy. Each Fiend, Shapechanger, and
Undead that can see or hear the cathar within 30
feet of it must succeed on a DC 14 Wisdom saving
throw be frightened of the cathar for 1 minute.

19
Yeong-Hao
Yeong-Hao
Yeong-HaoHan
Yeong-Hao
Yeong-Hao Han
Han
Han
Han

Croaking Counterpart
Tiny Monstrosity (Shapechanger), Unaligned

Armor Class 11
Hit Points 1 (1d4 - 1)
Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA


1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

Skills Perception +1, Stealth +3


Senses darkvision 30 ft., passive Perception 11
Languages speaks the languages of the creature it is
mimicking but doesn't understand them
Challenge 0 (0 or 10 XP)
Proficiency Bonus +2
Croaking Counterpart
No one is sure of the history or origin of the croaking
Amphibious. The counterpart can breathe air and counterpart. It appears as a small, frog-like creature that
water. poorly mimics the appearance of nearby humanoids.
Standing Leap. The counterpart's long jump is up to
10 feet and its high jump is up to 5 feet, with or
without a running start.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
Shapechanger. The counterpart polymorphs into a
creature it has seen, or back into its true form. Its
statistics are the same in each form, and its
appearance never changes enough to hide the fact
that it is a frog. It can mimic the appearance of
equipment, but this equipment is a part of its form
and can't be used or removed. It reverts to its true
form if it dies.

20
Filip
Filip
FilipBurburan
Filip
Filip Burburan
Burburan
Burburan
Burburan

Deathbonnet
Tiny Plant, Unaligned

Armor Class 12 (natural armor)


Hit Points 66 (12d4+36)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 10 (+0) 17 (+3) 4 (-3) 14 (+2) 4 (-3)

Skills Perception +4
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
Languages —
Challenge 3 (700 XP)
Proficiency Bonus +2
Deathbonnet
The deathbonnet sprout is a quasi-sentient fungus found in Actions
the forests of Innistrad, such as the Somberwald in the Geier Slam. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Reach mountains of Stensia province. It feeds off of death, so one target. Hit: 16 (2d10 + 5) bludgeoning damage
much that a sprout might quickly evolve into a deathbonnet plus 3 (1d6) bludgeoning damage for each size
hulk. category above Tiny. If the target is a creature and
the deathbonnet is larger than it, the target must
succeed on a DC 15 Strength saving throw or be
knocked prone.
Fungal Feast. The deathbonnet feeds on one corpse
within reach. The deathbonnet's size magically
increases for 1 minute. While enlarged, the
deathbonnet increases its size by one category
(from Tiny to Small, for example), deals an additional
1d6 damage on its Slam attacks for each size
category above Tiny, and makes Strength checks
and Strength saving throws with advantage. If the
duergar lacks the room to increase its size by one
category, it attains the maximum size possible in
the space available.

21
Nicholas
Nicholas
NicholasGregory
Nicholas
Nicholas Gregory
Gregory
Gregory
Gregory

Giant Ant
Large Beast, Unaligned

Armor Class 16 (natural armor)


Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


Giant Ant
15 (+2) 18 (+4) 11 (+0) 3 (-4) 10 (+0) 3 (-4)
Among the many other horrors of Innistrad are giant insects,
particularly enlarged ants believed to be the result of failed
Senses passive Perception 10
experiments by fleshcrafting wizards.
Languages —
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Keen Smell. The ant has advantage on Wisdom


(Perception) checks that rely on smell.
Pack Tactics. The ant has advantage on an attack roll
against a creature if at least one of the ant's allies is
within 5 feet of the creature and the ally isn't
incapacitated.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage.

22
Brent
Brent
BrentHollowell
Brent
Brent Hollowell
Hollowell
Hollowell
Hollowell

Homunculus
Tiny Construct, Neutral

Armor Class 13 (natural armor)


Hit Points 5 (2d4)
Speed 20 ft.

Homunculus STR DEX CON INT WIS CHA


Stitchers and necro-alchemists of Innistrad often create and 4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
utilize homunculi, which are small subservient living
constructs. They are used for menial tasks including Damage Immunities poison
collecting parts for skaab creation and maintaining libraries Condition Immunities charmed, poisoned
and laboratories. They often appear as blue-skinned Skills Arcana +2, Medicine +2, Perception +2,
cyclopean humanoids. Stealth +4
Senses darkvision 60 ft., passive Perception 12
Languages one languages known by its master
Challenge 0 (0 or 10 XP)
Proficiency Bonus +2

Skulk. The homunculus has advantage on attack rolls


against Small or larger creatures.
Unblinking. Attack rolls against the homunculus have
disadvantage.

Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 1 bludgeoning damage.

23
Matt
Matt
MattStewart
Matt
Matt Stewart
Stewart
Stewart
Stewart

Insectile Aberration
Medium Monstrosity, Typically Chaotic Evil

Armor Class 12 (15 with mage armor)


Hit Points 22 (5d8)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA Insectile Aberration


9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) A number of crazed wizards on Innistrad perform
experiments that revolve around insects and metamorphosis,
Saving Throws Int +5, Wis +3 with the ultimate goal of achieving a kind of "perfect" state of
Skills Arcana +5, Investigation +5, Medicine +5 being that merges man and insect.
Senses passive Perception 11
Languages Common plus one other
Challenge 1 (200 XP)
Proficiency Bonus +2

Actions
Proboscis. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spellcasting. The aberration casts one of the
following spell, using Intelligence as the spellcasting
ability (spell save DC 13):
At will: light, mage hand, prestidigitation
1/day each: hold person, knock, mage armor,
polymorph

24
Deruchenko
Deruchenko
DeruchenkoAlexander
Deruchenko
Deruchenko Alexander
Alexander
Alexander
Alexander

Lightning Elemental
Large Elemental, Neutral

Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

Damage Resistances fire, thunder; bludgeoning,


piercing, and slashing from nonmagical attacks
Damage Immunities lightning, poison
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Auran
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Lightning Form. The elemental can move through a


space as narrow as 1 inch wide without squeezing.
A creature that touches the elemental or hits it with
Lightning Elemental a melee attack while within 5 feet of it takes 5
(1d10) lightning damage. In addition, the elemental
Storms are frequent on Innistrad, and many skaberen have can enter a hostile creature's space and stop there.
taken to harnessing the energy of such storms to bring the The first time it enters a creature's space on a turn,
final spark of life to their skaab creations. Some wizards take that creature takes 5 (1d10) lightning damage and
the harnessing of such storms to new levels by using its must succeed on a DC 13 Constitution saving throw
power to manifest powerful lightning elementals that guard or be stunned until the start of its next turn.
their laboratories against intruders and rising threats. Illumination. The elemental sheds bright light in a
30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental
moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.

Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) lightning damage. If
the target is a creature, it must succeed on a DC 13
Constitution saving throw or be stunned until the
start of its next turn.

25
Zara
Zara
ZaraAlfonso
Zara
Zara Alfonso
Alfonso
Alfonso
Alfonso

Occultist
Medium Humanoid (Human), Typically Chaotic
Good

Armor Class 10 (13 with mage armor)


Hit Points 24 (7d8 - 7)
Speed 30 ft.

STR DEX CON INT WIS CHA


9 (-1) 10 (+0) 9 (-1) 17 (+3) 15 (+2) 11 (+0)

Saving Throws Int +5, Wis +4


Skills Arcana +5, Insight +6, Investigation +7,
Perception +4
Senses passive Perception 14 Occultist
Languages Common, Demonic, plus any one other Where cathar inquisitors of the Church of Avacyn are the
Challenge 2 (450 XP) traditional investigators of Innistrad's supernatural threats
Proficiency Bonus +2 and occurrences, occultists have stepped into their place as
support for the church wanes. These new, young investigators
Special Equipment. The occultist carries an ivold's don't draw their power from faith or angels, but instead take
device (see page 17). to dark and old forgotten magic; they aren't afraid to fight fire
Spellcasting. The occultist can spend 1 minute to with fire when it comes to dark powers.
cast one of the following spells, using Intelligence
as the spellcasting ability (spell save DC 13):
alarm, augury, glyph of warding, hallow, identify,
illusory script, magic circle, prayer of healing.

Actions
See Invisibility. The occultist uses its ivold's device
to cast see invisibility.
Dagger. Melee or Ranged Weapon Attack: +2 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 2
(1d4) piercing damage.

26
Deruchenko
Deruchenko
DeruchenkoAlexander
Deruchenko
Deruchenko Alexander
Alexander
Alexander
Alexander

Shadow Kin
Medium Monstrosity (Shapechanger), Typically
Neutral

Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +6, Insight +3


Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2

Ambusher. In the first round of a combat, the


shadow kin has advantage on attack rolls against any
creature it surprised.

Shadow Kin Surprise Attack. If the shadow kin surprises a


creature and hits it with an attack during the first
Shadow kin are mysterious shapeshifters found throughout round of combat, the target takes an extra 10 (3d6)
Innistrad's history. Stories of doppelgangers, evil twins, and damage from the attack.
living reflections all trace their origins back to some form of
shadow kin. Actions
Multiattack. The shadow kin makes two melee
attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Shapechanger. The shadow kin polymorphs into a
Small, Medium, or Large humanoid it touches, or
back into its true form. Its statistics, other than its
size, skill proficiencies, and senses, are the same in
each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.
Speak With Dead. The shadow kin magically knows
the memories of the creature it is polymorphed
into, and can speak, read, and write all the languages
it knew in life.

27
Svetlin
Svetlin
SvetlinVelinov
Svetlin
Svetlin Velinov
Velinov
Velinov
Velinov

Sludge Monster
Gargantuan Ooze, Unaligned

Armor Class 9
Hit Points 145 (10d20+40)
Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


16 (+3) 9 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5)

Damage Immunities acid, cold, lightning, slashing


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Sludge Monster
The sludge monster is a mass of sentient ooze that crawls
Amorphous. The sludge monster can move through across nephalia, leaving sludge in its wake. This sludge is not
a space as narrow as 1 inch wide without squeezing. only corrosive, but capable of completely covering a creature
and controlling its movements, turning it into an agent for the
Corrosive Form. A creature that touches the sludge
monster or hits it with a melee attack while within 5
monster.
feet of it takes 9 (2d8) acid damage and must
succeed on a DC 16 Dexterity saving throw or be
covered in sludge.
Covered in Sludge. A creature that becomes covered
in the sludge monster's slime falls under the effects
of a crown of madness spell as though cast by the
sludge.

Actions
Pseudopod. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning
damage plus 40 (9d8) acid damage. The target must
also succeed on a DC 16 Dexterity saving throw or
be covered in sludge.

28
Johann
Johann
JohannBodin
Johann
Johann Bodin
Bodin
Bodin
Bodin

Tomb Tyrant
Medium Humanoid (Lizardfolk), chaotic evil

Armor Class 15 (natural armor)


Hit Points 78 (12d8 + 24)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 15 (+2)

Saving Throws Con +4, Wis +2


Skills Perception +4
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 14
Languages all the languages it knew in life
Challenge 4 (1,100 XP)
Tomb Tyrant Proficiency Bonus +2
Most zombies, both ghouls and skaabs, aren't truly intelligent. Undead Fortitude. If damage reduces the tyrant to 0
They are simply tools that serve their skaberen and hit points, it must make a Constitution saving throw
ghoulcaller masters. However, on rare occasions, a zombie with a DC of 5 + the damage taken, unless the
will remember much of its former life and retain its damage is radiant or from a critical hit. On a
intelligence. To prevent such an occurrence, wizards have success, the tyrant drops to 1 hit point instead.
developed a magic item known as a pithing needle to remove
such memories from their creations. However, when a pithing Actions
needle is not employed, the result is an intelligent zombie
that often leads its undead brothers against their former Multiattack. The tyrant makes two melee attacks.
masters. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 4) bludgeoning damage.
Longsword. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing
damage.

Reactions
Parry. The tyrant adds 2 to its AC against one melee
attack that would hit it. To do so, the tyrant must
see the attacker and be wielding a melee weapon.

29
Vincent
Vincent
VincentProce
Vincent
Vincent Proce
Proce
Proce
Proce

Zombie Bear
Large Undead, Unaligned

Armor Class 11 (natural armor)


Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)

Damage Immunities poison


Condition Immunities poisoned
Skills Perception +3
Senses passive Perception 13
Languages — Zombie Bear
Challenge 1 (200 XP) Practically any living thing on Innistrad can become a
Proficiency Bonus +2 ghoulish undead. The grizzlies of the Somberwald forest are
no exception, and unlucky hunters might find themselves
Keen Smell. The bear has advantage on Wisdom hunted by their recently deceased quarry.
(Perception) checks that rely on smell.
Undead Fortitude. If damage reduces the bear to 0
hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the
damage is radiant or from a critical hit. On a
success, the bear drops to 1 hit point instead.

Actions
Multiattack. The bear makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) slashing damage.

30
Become What
You Fear.
Huge thank you to all of my supporters and my
personal play group, and to James Wyatt for his
work on the original Plane Shift supplements.

This supplement is 100% free fan content


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Coast. ©Wizards of the Coast LLC.

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For use with the fifth edition Player's Handbook,


Monster Manual, and Dungeon Master's Guide

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