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The Roleplaying Game The Tome of Strange Beings 13 26
The Roleplaying Game The Tome of Strange Beings 13 26
The Roleplaying Game The Tome of Strange Beings 13 26
12
Aberrations &
Constructs
6 8 10 1 7 1
Challenge: (-2) (-1) (+0) (-5) (-2) (-5)
14 10 (5,900 Souls)
Armour Class: 10 (Natural Armour) Speed: 60 feet
Position: 4 (1d6+1)
Worm-like amalgamations made of dozens of skeletons bound Initiative DC: 11
together, burrowing through the Tombs of Giants; tracking,
pursuing, and ambushing wanderers in the darkest and most
neglected back-tunnels. Long aeons pass between each ill-fated Skills Senses
adventurer, but still these abominations are found lying in wait, - blindsight 30 ft.,
guarding precious loot or vital paths of progress. passive Perception 8
Last Rites The Bone Tower does not grant souls once killed
Challenge:
if it is later reanimated by a Necromancer. The
Bone Tower grants souls normally if there are 0 (10 Souls)
no necromancers present that may raise them.
Actions
Bizarre, insectoid aberration with bulbous eyes and numerous
Collapse The Bone Tower lunges forwards, body slamming spiny legs capable of great leaps. Though rarely found, gather
those attacking it. Creatures in a 20 foot long, in swarms amidst lost and abandoned ruins.
10 foot wide line from the Bone Tower must
succeed on a DC 15 Dexterity saving throw Usually harmless, the swarms occasionally harbour a
or take 30 (4d12+4) bludgeoning damage. The much deadlier variant, the red-eyed Chaos Bug, capable of
Bone Tower is knocked prone after this lunge overpowering a humanoid mind and forcing it into servitude.
unless it makes a successful DC 16 Strength
saving throw.
Praise the Maggot For every round a target starts enveloped by the
(red-eyed variant) Chaos Bug, it needs to succeed on a successful STR DEX CON INT WIS CHA
DC 13 Charisma saving throw or become
charmed until the chaos bug dies or is removed 10 14 12 20 15 6
from the target. The charmed target is under (+0) (+2) (+1) (+5) (+2) (-2)
the chaos bug's control and can't take reactions.
Armour Class: 14 Speed: 30 feet
Whenever the charmed target takes damage, Position: 88 (16d8+16)
the target can repeat the saving throw, ending Initiative DC: 15
the effect on itself on a success.
Envelop Melee Weapon Attack: +1 to hit, reach 15 ft., one - charmed, frightened
creature. Hit: 2 (1d6-1) piercing damage, and Damage Vulnerabilities Damage Resistances
the Chaos Bug attaches to the target with a
wicked proboscis. If the target is Medium or - damage from spells
smaller the bug engulfs the targets head. The
engulfed target is blinded. Challenge:
Tall, hunched figures with six arms and wearing three expressive
masks, Pinwheel servants appear like a cursed and grotesque
fusion of three people: a naïve child, a kindly mother, and a
valiant father. Each arm holds a long pike with a glowing lantern
hanging from it.
Actions
Cleansing Fireball Ranged Spell Attack: +7 to hit, reach 120 ft., one
target. Hit: 17 (5d6) fire damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 11 14 9 10 7 6 10 10 5 10 11
(+2) (+1) (+2) (-1) (+0) (-2) (-2) (+0) (+0) (-3) (+0) (+0)
Armour Class: 12 Speed: 30 feet Armour Class: 13 (Natural Armour) Speed: 30 feet
Position: 19 (3d8+6) Position: 22 (5d8)
Initiative DC: 11 Initiative DC: 12
Scoop Melee Weapon Attack: +4 to hit, reach 5 feet., one Magic Weapons The Vagrant's attacks are magical.
target. Hit: 7 (1d10+2) bludgeoning damage.
Lost Souls The Vagrant is exceedingly rare and only
appears in locations where a significant
Position Spends number of Souls have been lost.
Spend 5 Position Sweeping Strike. The Treant Gardener may target Variant Forms The Vagrant can appear in two forms: the
two creatures instead of one using an attack. egg form is docile and does not attack. The
crab form is aggressive and wields a wicked
piercing claw.
Soul Needle The Vagrant exhales a shimmering hail of (Crab Variant Only) Melee Weapon Attack: +2 to hit, reach 5 ft., one
magical needles in a 15-foot cone. Each target. Hit: 5 (1d10) piercing damage.
creature in that area must make a DC 12
Dexterity saving throw, taking 22 (5d8) force
damage on a failed save, or half as much
damage on a successful one.
17
Beasts
Challenge:
1/4 (50 Souls)
21
Against a sea of gently swaying greenery, only the slightly
unnatural movements of a Possessed Tree’s movement set
them apart. They do not attack, and they rarely make any
visible movements, yet they are constantly found in the
entrances and mouths of hidden tunnels and secret ravines.
Are they created at these locations or following some unseen
trail? It is unknown whether they are even truly possessed, or
if they are just another oddity that Darkroot has collected.
Actions
Root Strider (Recharge 6). The Possessed Tree pushes itself into
a blur of motion and may move 1 foot.
Reactions
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 14 13 2 10 6 20 15 20 6 6 4
(-1) (+2) (+1) (-4) (+0) (-2) (+5) (+2) (+5) (-2) (-2) (-3)
Armour Class: 12 Speed: 30 feet Armour Class: 18 (Natural Armour) Speed: 45 feet
Position: 9 (2d6+2) Position: 84 (8d10+40)
Initiative DC: 14 Initiative DC: 15
Guarding the Boreal Valley and Irithyll proper, some say that
they are the chosen of the Pontiff Sulyvahn himself, though
Keen smell The Snow Rat has advantage on Wisdom there is little of the nobility displayed by his sacred knights
(Perception) checks that rely on smell. in this monster, it is clearly more akin to the derisive exiled
Outrider Knights.
Pack Tactics The Snow Rat has advantage on an attack roll
against a creature if at least one of the rat's allies is These vacuous beasts rain down upon trespassers with vicious
within 5 feet of the creature and not incapacitated. bites and savage charges, sundering armour and crushing
trespassers with simple, sadistic glee.
Escape The Snow Rat can take the Dash, Disengage,
or Hide action as a bonus action on each of
its turns.
Bloodied Putrid Bite Melee Weapon Attack: +6 to hit, reach 0 ft., one
target in the swarm's space. Hit: 14 (4d6)
Spend 3 Position Pontiffs Lapdog. A bolt of lightning arcs from piercing damage, and the target must succeed
the slobbering maw of Sulyvahn’s Beast in a 5 on a DC 15 Constitution saving throw or
foot wide, 60 foot long line. Creatures in the take 14d6 poison damage. If the swarm has
area of effect take 27 (5d8+5) lightning damage. half of its Position or fewer remaining, the
target takes 8 (2d6+2) piercing damage and
10 (2d6+3) poison damage.
Skills Senses
- darkvision 30 ft.,
passive Perception 10
Damage Immunities Condition Immunities
poison charmed, frightened,
grappled, paralysed,
petrified, prone,
restrained, stunned
Challenge:
5 (1,800 souls)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 12 10 2 10 4 10 14 10 12 10 7
(-1) (+1) (+0) (-4) (+0) (-3) (+0) (+2) (+0) (+1) (+0) (-2)
Challenge:
Darkroot Basin’s supposedly natural fauna baffle and amaze,
1 (200 souls)
each beast more unusual than the last. Tree-Lizards are no
exception to this menagerie. Those ambushed by these
24
Often found scurrying through the sewers, a swarm of small camouflaged “reptiles” are sure to note the venomous, forefinger
rats can strip a corpse to the bone in a matter of minutes. Any sized fangs of a serpent's maw as it pulls back for another
food they encounter who may happen to be living should steer breakneck strike; they are less likely to notice the identical
clear of these swarms as their poison bites can be debilitating. head, or the slender gecko body that both connect to, before
it is too late. Expert ambushers who hide amongst the moss of
Darkroot, patiently awaiting a hapless supper to wander near.
Rumoured to occasionally have the acorn-like Egg Vermifuge
Keen smell The swarm has advantage on Wisdom in their lairs, an unlikely saviour to the egg-bearer’s infestation.
(Perception) checks that rely on smell.
Putrid Bite Melee Weapon Attack: +3 to hit, reach 0 ft., one Camouflage The Tree Lizard gets advantage on all stealth
target in the swarm's space. Hit: 8 (2d6+1) checks.
piercing damage, and the target must succeed
on a DC 12 Constitution saving throw or take Actions
7 (2d6) poison damage. If the swarm has half of
its Position or fewer remaining, the target takes Multiattack The Tree Lizard attacks twice, once with each
3 (1d6) piercing damage and 1d6 poison damage. of its two heads.
6 14 10 1 1 6 - fire
(-2) (+2) (+0) (-5) (-5) (-2)