dfc8e701-c122-4c7d-9f59-86ebdd8533ce

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 122

we are amidst strange beings,

in a strange land.
Credits

Solaire of Astora
DARK SOULS: The Roleplaying Game Team

Line Manager & Project Lead


Richard August

Writing
Richard August
Corey Davies
Alex Delaney
Colin Le Sueur
Ginny Loveday
Alan Patrick
Josh Wakerley

Editing
Shawn Banerjee
Ginny Loveday

Graphic Design & Layout


Elliott Smith

Production
Candy Chan

Brand Manager
Emma King

Steamforged Games Team


2

Co-Founders Sculpting & Art Marketing &


Mat Hart (CCO) Ben Charles Community Management
Rich Loxam (CEO) Russ Charles Mike Appleton
Nathan Lines Ben Clapperton
Chairman Doug Telford Rae Dixon
Simon Spalding Joe Thornton Stuart Fenton
Holly Woolford Tom Hart
Non-Executive Director Emma King
Ron Ashtiani Graphic Design & Layout Stuart Lee
Ian Livingstone CBE Mike Hyslop Chynna-Blue Scott
Elliott Smith Ben Taylor
Investment Director Jessica Santoso Dylan Wilby
Rob Jones Nicole Holmes-De-Wyvill Sinclair
Abigail Thornton Licensing & Commercial
Development Kelly Vizma Emma Higgins
Richard August David Wheeler Toby Davies
Jordan Connolly Laurence Finch
Alex Delaney Finance Steve Hough
Gabe Hicks Jo Bebb Firoz Rana
Ginny Loveday John Higham Jo Turner
Fraser McFetridge Vanessa O‘Brien Matthew Vann-Hinton
Steve Margetson Amy Rapaport
Sherwin Matthews Operations & Fulfillment
Jamie Perkins Production Judy Guan
Candy Chan John Hockey
Human Resources Matthew Elliott Richard Jennings
Gareth Reid Alex Hall Susanna Ngai
Nicolas Lu
Carl Matthews
Tom Rochford
3

The Tome of Strange Beings


Demons & Fiends

Bell Gargoyle 28
Bounding Demon of Izalith 29
Crow Demon 30
Table of Stone Demon 30

Contents
Denizens of the Darkness

Balder Knight 34
Blowdart Sniper 35
Burrowing Rockworm 36
Introduction Chained Prisoner 37
Channeler 38
Chaos Eater 39
Using This Book 09
Clan of Forest Hunters 40
- Building Encounters 09
Corvian Knight 40
- What's The Fight For? 10
Corvian Storyteller 41
- Choose The Right Bad Guys 10
Crystal Knight 42
- Describe, Describe,Describe 10
Darkmoon Soldiers 43
- Plan for the Boss Early 10
Drake 44
Boss Fights 11
Ents 44
- Don't Be Cruel 11
Egg Carrier 45
- Death is A Learning Experience 11
Giant Skeleton 46
4 - Make the Fight Important 11
Giant Skeleton Archer 47
- Let Them Be Cool 11
Ghost 48
Infested Barbarian 49
Infested Ghoul 50
Lycanthrope Hunter 50
Aberrations & Constructs Man Serpent Mage 51
Mindless Corvian Settler 52
Oolacile Sorceress 52
Bone Tower 14
Oolacile Resident 53
Chaos Bug 14
Necromancer 54
Pinwheel Servant 15
Painting Guardian 54
Treant Gardener 16
Parasitic Wall-Hugger 56
Vagrant 16
Picasa 57
Royal Sentinels 58
Sentinels 58

Beasts

Frog-Ray 20
Great Feline 20
Possessed Tree 21
Snow Rat 22
Sulyvahn's Beast 22
Swarm of Large Rats 23
Swarm of Small Rats 24
Tree Lizard 24
Vile Maggot 25
Wild Dogs 25
Undead

Banshee 62
Black Knight 63
Darkwraith Knight 64
Flaming Attack Dog 65
Hollow Assassin 66
Hollow Cleric 66
Hollow Manservant 67
Hollow Priest 68
Lycanthrope 69
Phalanx 70
Pus of Man 70
Skeleton Beast 72
Stone Guardian 72
Torch Hollow 73
Undead Assassin 74
Undead Attack Dog 74
Undead Crystal Archer 75
Undead Crystal Soldier 76
Undead Knight Archer 76
Undead Soldier 77
Wisp 78

Bosses
5

Bed of Chaos 82
Ceaseless Discharge 84
Centipede Demon 86
Chaos Witch Quelaag 88
Crossbreed Priscilla 90
Dark Sun Gwyndolin 92
Gravelord Nito 94
Gwyn, Lord of Cinder 96
Manus, Father of the Abyss 98
Oceiros, the Consumed King 100
Ornstein & Smough 102
Pinwheel 104
Sanctuary Guardian 105
Seath the Scaleless 106
Slave Knight Gael 108
Stray Demon 110
The Four Kings 111

Glossary 112
Index 116

For all those who seek to link the flame.


May your quests be glorious,
and may your deaths be painless.
6
Introduction
urn back while you still can. Turn back while you
still possess your mind…and some semblance
of a self. That which lies herein is designed
to kill and to maim. To break your body and
snap your mind. There is no escape, there is no
respite. Once you begin your journey, there is no way back.
There is only death, and darkness, and the possibility of flame.

We are in a strange land, after all. And strangers in strange lands should
know what to expect. It’s in the name of the book in your hands. Strange
beings. You’re still here then? No words of ours will dissuade you from your
path? Well then…Welcome traveller, to the Tome of Strange Beings.

This bestiary contains creatures from throughout the DARK SOULS


universe—from across the different video games—now assembled here to terrify
your players, butcher their character, and introduce them to the miracle of
the bonfire!

After all, let’s not kid ourselves. DARK SOULS: The Roleplaying Game isn’t
about balance or carefully compiled lists of encounter ratings. It’s about
hopeless odds, and death, death, death. These are creatures to surprise and
slaughter your players, to force them to think and to work together. There’s
almost nothing in this book that isn’t directly hostile to the Unkindled.

So…Prepare to Die.
8
Introduction

Using This Book


This book is a bestiary, featuring a host of iconic DARK SOULS
creatures ready to bring terror to your tabletop. Complete with all
new abilities, terrifying attacks, and brutal bloodied actions, the
creatures herein provide a wealth of new ways to send your characters
back to the bonfire, and bring the worlds of DARK SOULS: The
Roleplaying Game to new, and grisly, life.

To make things easier, this book is broken into sections, each


concentrating on the different types of monsters to be found therein.
You’ll find a minion section, which contains all of the lesser terrifying
monsters and beings you’ll encounter as you wander through the
world, from variations on the lowly Hollow you’re after to the Dark
Knights. If you want to skip straight to the big bosses, they have their
own chapter—as you’d expect! If you’re looking for Nito, Lord of the
Undead, for instance, or any other iconic boss, then you’ll want to
check out this chapter.

There’s also an initial chapter that guides you through how to use
monsters and build encounters in DARK SOULS: The Roleplaying
Game. After all, everyone expects to die in a DARK SOULS game,
but they also anticipate actually making some forward progress at
some point. This chapter offers ways to build interesting encounters,
use monsters in interesting ways, and ensure your games feel fair and
authentically difficult—and brutal, like you expect in this strange world.

Building
Encounters

W hen you imagine battle, it’s not just enemies trading blows
until one side is killed—no, battles are much more than that.
They are tense, and tactical. Combat shouldn’t become a matter of
rolling dice over and over again, running through the same litany
of actions, until a resolution is reached. An exciting battle should
cause players to think, and to push their characters to the limits of
their abilities.

Battle should be a dynamic, exciting, and perilous test of mettle and


steel. So, how do you go about achieving this feeling in your games?
The following tips should help, but they don’t stand alone. Each tip
interacts with all the others and you, as GM, need to weave each
choice you make and each element to create thrilling battle scenes.
Introduction

What's the Fight For? Describe, Describe, Describe

W hat are you attempting to achieve in your game with this fight?
Fights shouldn’t just happen. Of course, it’s fine to throw in
random fights to subject your players to a challenge, but most fights
T he glorious, gothic world of DARK SOULS is instantly
memorable. It surrounds the characters at all times; stygian
darkness making everything unsafe, unsound, uncertain. Description
should serve a broader purpose. Determine what this purpose is— is your dearest friend in evoking this bleak mood. You can’t stop at
what you want your characters to experience and recognise in the your describing the surroundings, however. Describe your monsters.
fight. It can be as simple as determining that their current path is Emphasise their strangeness, dwell on the most disgusting or
especially well-guarded and dangerous. It can be subtle, reinforcing disturbing elements. Use the monster descriptions and key phrases,
the overarching theme of your adventure, or brutally obvious as you included with each stat block to advise you how to effectively
show the characters that there’s something cool behind this door! communicate the monster’s appearance, how it moves, and the way
You don’t need to overthink it or have each fight provide a major in which it shapes the world around it. Description is a key GM tool,
turning point, but knowing what you want it to achieve is a great but that doesn’t mean it’s always easy to pluck the perfect phrase
help to you as a GM in terms of running the fight and knowing when from your mind when needed. That’s okay though—that’s something
to draw it to a close. this book is designed to help with. Describe as much as you can and
respond to player questions with information—if they’ve earned it, of
Choose the Right Bad Guys course. While DARK SOULS lore should always remain mysterious
and impenetrable, monster behaviour shouldn’t. If characters ask
questions about how a creature moves, or what it does when it’s about

T his can seem obvious, but there’s more to it than it might initially
appear. To start, you need to know what kind of challenge your
characters are going to face. Do you want to kill them? Because
to attack them, give them the answers!

Plan for the Boss Early


you can, it’s pretty easy to do, but you need to know why you’re
doing that and what lesson your characters are going to learn
from it. In both DARK SOULS videogames and in the DARK
SOULS: The Roleplaying Game death comes pretty easily, but it
always communicates something more. This can help determine your
O ne way to make monster fights feel important is to link them
to the approaching boss fight. This does several things—it
gives you a means of teasing the approaching boss battle, a great
monster choices, as can the environment you’re setting the fight in. way of allowing characters to perfect the tactics they might utilise
Is it in a castle? Then you’re likely going to want Silver Knights, or in the forthcoming battle, and it helps the characters infer things
other creatures who suit both the environmental aesthetics and the about the world. The boss battles (we’ll get to those shortly!) are one
10 tone of the location. You can change things up completely, if you of the major focus points of any DARK SOULS game, but they
want to, of course. Rather than Silver Knights or Hollows, fill the shouldn’t come out of nowhere. When building your encounters,
dingy confines of the castle with walking plants and giant butterflies, try and construct them so there’s a dialogue between the individual
maybe even some scarecrows. encounter and the broader story you’re telling. How do the initial
creatures the characters meet reflect, or contrast, with the boss?
Be sure that’s the effect you want your battle to have though, as the What’s the relationship between the boss and the other monsters?
characters are sure to wonder why the castle is full of butterflies. Are they loyal soldiers? Debtors, forced to repay even after death? Or
Dislocation and uncertainty are great emotions to invoke in players, are they mindless things, bound through magic or sheer misfortune
but make sure you’re building an encounter capable of achieving to infest an area, waiting for annihilation to free them? And if so,
that aim. The tone of your adventure depends on the monsters what does that say about the boss? What does their choice of minion
you’re pitting them against. Think about what impact you want the say about the boss? What does it say about how the characters need
monsters to have, think about where they encounter the characters, to approach the fight? These are important questions and answering
and what character should take from meeting them—both in terms them, or at least giving thought to them, is a great way of shaping
of gameplay, and in terms of atmosphere around the table. meaningful and exciting encounters.
Introduction Make the Fight Important

Boss Fights B osses should be scary and, as they are vital to any DARK
SOULS game, they should feel like a big deal. Bosses are
the pinnacle of a game session, an adventure, or even an entire
campaign. When characters meet the biggest and deadliest beings
in the world of Lothric, or Lordran, they should feel central to the

N ow, we’ve got the tips for building an encounter with the smaller
things, the monsters that surround you and close in on all sides
in Lothric. But then, there’s still the big fights—the boss battles.
action. Encounters should build to a boss fight, with the characters
increasingly aware that they’re drawing near to something ominous,
something dreadful, something likely to send them back to the
They’re a vital part of any DARK SOULS experience, and they bonfire in assorted pieces. Now, of course, you can achieve positive
should be difficult. They should be challenging. They should even, results by occasionally throwing in a sudden surprise boss, or a boss
on occasion, be gruelling. But they should also always be moments the characters need to hunt down. Truly though, most of the time,
of high drama, of grand and terrible acts, and of decisions taken in bosses should feel inevitable and unavoidable. A terrible threat
the midst of desperation. Sometimes, they might even turn out to against which the characters must test themselves and which they
be decisions leading to victory. So, let’s look at four principles to can’t advance past until they’ve found their way.
underpin your boss battles!
There’s no dodging a boss battle in the DARK SOULS videogames
Don't be Cruel and there’s no running away. Once you’ve begun a boss fight, you
either complete it or you die. You don’t have to be quite as ruthless
in your games, but it does achieve a definite atmosphere and it

T here are bosses in DARK SOULS: The Roleplaying Game


who can do awful, terrible things to characters, but you don’t
need to use these bosses every turn. This is a co-operative game in
lets characters know there’s no way out. It makes every boss battle
properly significant, and means characters bring their best to the
battle. There’s no hiding. It’s do or—very literally—die.
which you’re working with the players to tell a story, but that doesn’t
mean you shouldn’t challenge them nor does it mean they shouldn’t Let Them be Cool
struggle or that they won’t suffer setbacks. The characters should be
reminded about the constant dangers they face and the deadliness
of the enemy combatants arrayed against them, especially when
they face off against a boss. However, you should be generous and
be sparing in utilising the most powerful of boss abilities to make
W hile you’re making sure characters recognise the terrible
peril they’re in whenever fighting a boss, you should also be
ensuring they get the opportunity to be amazing. If the characters
sure things are fair. There are a few ways of making things feel fairer come up with a means of defeating the boss—or any creature—let
for characters: the first of which is to use the names of attacks when them try it. Think of an appropriate check the characters need to
telling characters what the boss is going to do. This lets characters succeed on, or a succession of them if that feels most appropriate— 11
prepare their actions, learn what to expect, and build tactics to collaborating to develop an unconventional plan is the beauty of
counteract what’s coming. It’s also great for building apprehension! roleplaying . While DARK SOULS video games require characters
to hack their way to victory, you don’t have to use the same approach
Death is a Learning Experience every time for the roleplaying game.

If the characters engage with their surroundings and decide on a plan

T his isn’t a direct contradiction of the above, even though it might


sound like it. While you shouldn’t be unnecessarily cruel, you
also shouldn’t be afraid of the characters struggling a little bit. If your
to drop a vast portcullis onto Black Dragon Kalameet’s neck, or to
lure Halfbreed Priscilla into a pit of lava, let them! It’s your game and,
importantly, it’s the player’s game. If they find exciting or unusual
players aren’t making use of their abilities, if they’re hoarding Position ways to deal with big fights, then you should go with it. Don’t enable
rather than spending it judiciously, or if they’re simply choosing to them to avoid risks or danger, of course, but use their choices to open
play stupidly, then it’s okay for things to go badly for them. Death is up new and different risks.
a reasonable reward for idiocy in the world of DARK SOULS. Even
then, you should try to make character deaths feel meaningful—have Being smart, using your resources intelligently, and achieving your
them contain some elements of progress, and of salutary lessons for goals is what DARK SOULS is all about. Give your players that
the characters. Let the characters, as they’re being butchered, glimpse chance, and your battles will be all the more exciting as a result.
a momentary weakness. A means by which they can ensure that they
do better next time. Death isn’t the end in DARK SOULS; it’s just
an opportunity to have one more go.

What This Doesn't Mean... Now you’ve got the key advice for building epic, authentically
Don’t try to solve out-of-game problems with an in-game DARK SOULS encounters and boss battles. They’re
solution. If someone is disrupting the table, don’t kill their intended to challenge your players and their characters, to
character—no matter how tempting it might be! Talk to them, push them to their limits, and to build the kind of endlessly
explain how you want the table to function and how you want the threatening adventures you’ve experienced in the video games.
game to flow. A lot of these issues can be dealt with via a Session So now, go forward, choose the creatures most suitable for
0, held before the game properly begins. You should discuss your your games, and get ready to set them against your poor,
expectations as a GM along with any expectations your players unprepared players!
have. Combine your Session 0 with other safety tools such as
those discussed in the DARK SOULS: The Roleplaying Game
corebook to make sure your games are fun for everyone.
The Tome of Strange Beings

12
Aberrations &
Constructs
13
Flailing Spin The Bone Tower swings its flail in a wide arc.
Bone Tower Each creature in a 10-foot radius centred on
Large aberration the Bone Tower must make a DC 15 Dexterity
saving throw, taking 44 (8d8+8) bludgeoning
damage on a failed save or half as much damage
on a successful one.
STR DEX CON INT WIS CHA
Multiattack The Bone Tower makes three attacks.
15 19 14 12 8 1
(+2) (+4) (+2) (+1) (-1) (-5) Strike Melee Weapon Attack: +7 to hit, reach 5 feet.,
single target. Hit: 31 (5d10d+4) damage,
Armour Class: 16 (Natural Armour) Speed: 60 feet
Position: 187 (25d10+50) Reactions
Initiative DC: 14
Many Limbed In reaction to taking melee damage, the Bone
Tower may make a free Strike attack that deals
Saving Throws half damage if it hits.
Wis +3, Cha -1
Bloodied

Skills Senses Ground to Dust The multiattack action grants 1 additional


- blindsight 120 feet., attack and the Bone Tower has -4 AC for the
passive Perception 9 remainder of combat.

Damage Immunities Condition Immunities


necrotic blinded, charmed, deafened, Chaos Bug
exhausted, frightened Tiny aberration

Damage Vulnerabilities Damage Resistances


fire, radiant -
STR DEX CON INT WIS CHA

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

Damage Immunities Condition Immunities


- -
Ancient Bones Successful attacks made against a Bone Tower by
a bludgeoning weapon are counted as critical hits.
Damage Vulnerabilities Damage Resistances
Restless Dead Bone Towers do not need to rest or sleep and - fire
are immune to the exhausted condition.

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.
Illumination The Chaos Bug sheds bright light in a 10-foot
radius and dim light for an additional 10 feet. Pinwheel Servant
Medium construct
Leaper A Chaos Bug can leap in place up to 15 feet.

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.

Actions Saving Throws


Int +9, Wis +6
Bite Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1d6−1) piercing damage. Skills Senses
Performance +2 passive Perception 12
There are two types of Chaos Bugs and the rarer version has glowing
red eyes. The red-eyed variant has the following action: Damage Immunities Condition Immunities

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:

While attached to the target, the Chaos 3 (700 Souls)


Bug can attack no other creature except the
target but has advantage on its attack rolls. Magical constructs manifested by the tragic and mysterious
Additionally, the Chaos Bug's speed becomes 15
necromancer known as Pinwheel. Created to serve and defend
0, it can't benefit from any bonus to its speed, their creator, the Pinwheel servants are made in Pinwheel's
and it moves with the target. image and share many of their powers and abilities, except for
the ability to create duplicates.
A creature can detach the Chaos Bug by
making a successful DC 10 Strength check Unlike the mirror clones created by Pinwheel, these servants
as an action. On its turn, the Chaos Bug can are permanent and can't be destroyed easily. Pinwheel servants
detach itself from the target as a free action. operate autonomously, with no need to be commanded by
Pinwheel. They can often be found as guards, servants, or
wrangling other undead created by the necromancer Pinwheel.

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.

Magic Resistance The Pinwheel servant has advantage on saving


throws against spells and other magical effects.

Actions

Cleansing Fireball Ranged Spell Attack: +7 to hit, reach 120 ft., one
target. Hit: 17 (5d6) fire damage.

Flamethrower (Recharge 5–6). The Pinwheel servant


manifests fire in a 30‐foot cone. Each creature
in that area must make a DC 17 Dexterity
saving throw, taking 56 (16d6) fire damage
on a failed save, or half as much damage on a
successful one.
Treant Gardener Vagrant
Medium construct Tiny aberration

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

Skills Senses Saving Throws


Athletics +4, Perception +2, darkvision 30 ft., Dex +2, Con +2, Wis +2, Cha +2
Stealth +3 passive Perception 12

Damage Immunities Condition Immunities Skills Senses


- blinded Perception +2, Stealth +2 blindsight 10 ft.,
darkvision 60 ft.,
passive Perception 12
Damage Vulnerabilities Damage Resistances
Damage Immunities Condition Immunities
- -
Poison blinded, charmed, deafened,
frightened, poisoned,
unconscious
Challenge:
1 (200 souls) Damage Vulnerabilities Damage Resistances
fire, radiant -
Often regarded as serfs of the forest sanctuary, Treant
16 Gardeners are usually found wielding gardening tools that Challenge:
they use as weapons. Appearing in the Royal Wood, they 1/2 (100 Souls)
are believed to be ancient versions of the Demonic Foliage
that roam the Darkroot Garden. After the fall of Oolacile,
the Treant Gardeners no longer had any need to operate as One of the rarest and most curious beings in all of Lothric.
servants and regressed into the wild as feral creatures. The mysterious vagrant is spoken of in hushed tones, a thing
of legend so extraordinary and unusual that few know of its
existence, let alone have seen it with mortal eyes. The Vagrant
manifests from nothing, materializing in lost places of strong
Charge If the Treant Gardener moves at least 20 feet
magic, drawn by the enormous energy generated by the loss
straight toward a target and then hits it with
of a significant number of Souls. The power and potential of
an attack on the same turn, the target takes an
those lost Souls calls the vagrant into being, which can appear
extra 9 (2d8) piercing damage. If the target is a
in multiple forms.
creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
The Egg Vagrant appears like a bulbous egg with a cracked
side, skittering on spindly legs. This variant is docile and will
Actions
not attack. The Crab Vagrant appears like a wedge of volcanic
rock within a shimmering translucent sphere, with a wicked
Multiattack The Treant Gardener attacks twice with its
claw and grasping tentacles protruding from its top. The Crab
pitchfork, using any combination of its stab or
Vagrant, though relatively unprotected, is capable of launching
scoop attacks.
a deadly magical needle attack that can easily overwhelm the
hardiest of warriors.
Stab Melee Weapon Attack: +4 to hit, reach 10 feet.,
one target. Hit: 7 (1d10+2) piercing damage.

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.
Actions

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
The Tome of Strange Beings

18

Beasts
19
Reactions
Frog-Ray
Small beast Hop The Frog-Ray may make a leap of 15 feet in
response to taking melee damage.

STR DEX CON INT WIS CHA


Great Feline
12 15 10 4 10 8 Large beast
(+1) (+2) (+0) (-3) (+0) (-1)

Armour Class: 12 (Natural Armour) Speed: 30 feet


Position: 36 (8d8) STR DEX CON INT WIS CHA
Initiative DC: 12
18 17 13 6 15 3
(+4) (+3) (+1) (-2) (+2) (-4)
Skills Senses Armour Class: 13 Speed: 40 feet,
Survival +2 darkvision 60 feet Position: 55 (10d8+10) Climb 20 feet.
Damage Immunities Condition Immunities Initiative DC: 15
- -
Damage Vulnerabilities Damage Resistances Saving Throws
fire - Dex +5, Con +3, Wis +4

Challenge: Skills Senses

1 (200 Souls) Athletics +6, Perception +4 darkvision 60 ft.,


passive Perception 14

Damage Immunities Condition Immunities


Many unusual and magical creatures inhabit the deep places
- -
of Lordran, but few are more outlandish than the Frog-
Ray. Submerged in the murky pools of swamps or up in the Damage Vulnerabilities Damage Resistances
20 moss covered branches, these giant frogs’ vibrant colouration
poison -
implies toxins, yet it is neither venomous nor poisonous. This
deception gives pause to many would-be predators, and more
than a few adventurers too. Despite their sluggish demeanour,
they’re not afraid to pounce on prey; particularly those who’ve Challenge:
already been run ragged by the horrors of the Darkroot fens. 4 (1,100 souls)

At first glance, Great Felines look much like normal cats.


Venomous A creature that sees the Frog-Ray must With their large, muscular bodies and relatively small heads,
Colouring succeed on DC 14 Wisdom saving throw or these beasts can appear quite intimidating, and their neat
become frightened by the obviously venomous rows of sharp teeth only further that perception. Their
markings of the Frog-Ray. If the creature has large size does little to hinder their speed. They can rapidly
previously encountered Frog-Rays the DC is pinpoint their target and perform quick strikes, making a
lowered to 8. group of them very formidable.

Ambush Predator The Frog-Ray is able to surprise all enemies


unless they make a successful DC 16 Wisdom
(Perception) check to detect it. Keen Hearing and The Great Feline has advantage on Wisdom
Sight (Perception) checks that rely on sight or sound.
Actions
Pack Tactics The Great Feline has advantage on an attack
Tongue Whip Melee Weapon Attack: +3 to hit, reach 10 ft., one roll against a creature if at least one of the
target. Hit: 11 (3d6+1) bludgeoning damage. Great Feline’s allies is within 5 feet of the
creature and not incapacitated.
Tongue Lash Melee Weapon Attack: +3 to hit, reach 10 feet,
one target. Hit: 8 (3d4+1) bludgeoning damage. Pounce If the Great Feline moves at least 20 feet
straight toward a creature and then hits it with
Mudspit Ranged Weapon Attack: +4 to hit, range 20/60 a bite attack on the same turn, that target must
ft., one target. Hit: 9 (2d6+2) bludgeoning succeed on a DC 13 Strength saving throw or
damage. A target hit by this attack must make be knocked prone.
a DC 14 Dexterity saving throw. On a failed
save their speed is halved for 4 (1d4+2) turns. If the target is prone, the Great Feline can make
one quick bite attack against it as a bonus action.
Actions
Possessed Tree
Multiattack The Great Feline makes two quick bite attacks. Large plant

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


Quick Bite target. Hit: 8 (1d8 +4) piercing damage.
STR DEX CON INT WIS CHA
Melee Weapon Attack: +6 to hit, reach 10 ft., one
Turning Bite creature. Hit: 8 (1d8+4) piercing damage plus 1 1 15 1 1 1
4 bludgeoning damage, and the target must (-5) (-5) (+2) (-5) (-5) (-5)
succeed on a DC 13 Strength saving throw or
Armour Class: 18 (Natural Armour) Speed: 0 feet
be knocked prone.
Position: 32 (5d8+10)
Reactions Initiative DC: 5

Rolling Charge The Great Feline drops into a roll, moving


up to half its speed without provoking Skills Senses
opportunity attacks. It can then make one Survival -3 passive Perception 5
turning bite attack against a target of its choice.
Damage Immunities Condition Immunities
- blinded, charmed,
deafened, exhausted,
frightened, paralysed,
petrified, poisoned,
prone, unconscious
Damage Vulnerabilities Damage Resistances
fire Damage from any magical
source

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.

Trees for The Possessed Tree is nearly identical to the un-possessed


The Forest vegetation of the Darkroot swamps. Its subtly unnatural
movements are the only giveaway. A creature must
succeed on a DC 18 Wisdom (Perception) check to
identify a possessed tree.The DC is lowered to 12 if they
have identified or fought one before.

Peculiar Possessed Trees are usually found blocking or


Placement obscuring entrances to small ravines, cave entrances,
or even doorways.

Actions

Root Strider (Recharge 6). The Possessed Tree pushes itself into
a blur of motion and may move 1 foot.

Reactions

Wriggle In response to taking damage, the Possessed Tree


wriggles unsettlingly.

Arbour When the Possessed Tree becomes bloodied, it


Defender immediately begins to sway slightly in the breeze.
Snow Rat Sulyvahn’s Beast
Small beast Huge beast

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

Skills Senses Saving Throws


- darkvision 60 ft., Str +8, Con +8
passive Perception 10

Damage Immunities Condition Immunities Skills Senses


poison - Survival +1 passive Perception 8
Damage Immunities Condition Immunities
Damage Vulnerabilities Damage Resistances - prone
- - Damage Vulnerabilities Damage Resistances
cold, fire, poison -
Challenge:
1/4 (50 souls) Challenge:
5 (1,800 Souls)
A special type of Sewer Rat found exclusively in the Painted
22
World of Ariamis. Like the small Sewer Rats, with one huge All matted fur and vicious fangs, there is nothing remotely
difference: Snow Rats carry far more poison toxin on them human about these beasts. From the three sets of eyes on its
and can quickly disable their foes. Heralded by the pitter- crocodilian head to the jagged shards of its exposed ribcage,
patter of their claws along the sewers, they can at least be it is clear that whatever else this creature may have been, it
easily avoided. is now a beast of spite.

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.

Actions Sundered Rib Protruding and jagged, the ribcage of Sulyvahn’s


Cage Beast is a constant threat to any would-be
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one attacker. Any creature within 5 feet at the start
target. Hit: 4 (1d4+2) piercing damage. If the of the Beast’s turn must make a DC 15 Dexterity
target is a creature, it must succeed on a DC saving throw. On a failed save, they take 3
10 Constitution saving throw or contract a (1d6) piercing damage and are knocked prone.
disease. Until the disease is cured, the target
can’t regain Position except by magical means, Actions
and the target’s Position maximum decreases
by 3 (1d6) every 24 hours. Multiattack Sulyvahn’s Beast makes three attacks, at least
one of which must be its Fanged Maw.

Fanged Maw Melee Weapon Attack: +8 to hit, reach 10 ft.,


one target. Hit: 23 (4d8+5) piercing damager.
Charging Chomp (Recharge: 6). Gigantic maw open wide, Keen smell The swarm has advantage on Wisdom
Sulyvahn’s Beast charges with reckless abandon (Perception) checks that rely on smell.
at a target within 60 feet. The attack hits the
target for 27 (4d10+5) bludgeoning damage. Swarm The swarm can occupy another creature's
space and vice versa, and the swarm can move
Any creature in a space Sulyvahn’s Beast passes through any opening large enough for a
through takes 8 (1d6+5) bludgeoning damage. Medium rat. The swarm can't regain Position
or gain temporary Position.
The target of the attack must succeed on a DC 15
Constitution saving throw or be knocked prone. Actions

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.

Swarm of Large Rats Bloodied


Huge beast
Retribution When the swarm becomes bloodied, it
immediately moves up to its speed and makes
a putrid bite attack.
STR DEX CON INT WIS CHA
Desperation Creatures successfully targeted by the swarm with
14 17 18 2 10 4 putrid bite automatically take the poison damage,
(+2) (+3) (+4) (-4) (+0) (-3) without requiring the additional saving throw.
Armour Class: 13 Speed: 30 feet
Position: 63 (6d12+24)
Initiative DC: 16
23

Skills Senses
- darkvision 30 ft.,
passive Perception 10
Damage Immunities Condition Immunities
poison charmed, frightened,
grappled, paralysed,
petrified, prone,
restrained, stunned

Damage Vulnerabilities Damage Resistances


- bludgeoning, piercing,
slashing

Challenge:
5 (1,800 souls)

Heralded by what at first seems like the scurrying of normal


rats, but quickly morphs into a stampede, the swarm of large
rats is a formidable enemy: capable of taking down anyone
who falls into its path with its deadly poison bite.

Overrun Spend 10 Position. The swarm can move up to


twice its speed without provoking opportunity
attacks. It can then make one putrid bite attack
against a target of its choice.
Swarm of Small Rats Tree Lizard
Medium beast Medium beast

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)

Armour Class: 11 Speed: 30 feet Armour Class: 12 (Mossy Lizard Hide)


Position: 13 (3d8) Position: 54 (12d8) Speed: 20 feet
Initiative DC: 13 Initiative DC: 14

Skills Senses Skills Senses


- darkvision 30 ft., - passive Perception 10
passive Perception 10
Damage Immunities Condition Immunities Damage Immunities Condition Immunities

poison charmed, frightened, - -


grappled, paralysed, Damage Vulnerabilities Damage Resistances
petrified, prone,
restrained, stunned - poison
Damage Vulnerabilities Damage Resistances
- bludgeoning, piercing, Challenge:
slashing 1/2 (450 Souls)

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.

Swarm The swarm can occupy another creature's space and


vice versa, and the swarm can move through any Ambush Predator Enemy creatures must succeed on a DC
opening large enough for a Tiny rat. The swarm 16 Wisdom (Perception) check or the Tree
can't regain Position or gain temporary Position. Lizard is able to surprise them. This check has
a DC of 12 if the target creature has engaged
Actions Tree Lizards before.

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.

Fanged Strike Melee Weapon Attack: +4 to hit, reach 10 ft.,


one target. Hit 5 (1d6+2) piercing damage
and 4 (1d4+2) poison damage. The target must
succeed on a DC14 Constitution saving throw
or become poisoned, suffering 2 (1d4) poison
damage each turn, unless they succeed on a
subsequent DC14 saving throw made at the
beginning of their turn.
Venomous (Recharge 4-6). Melee Weapon Attack: +4 to hit,
Injection reach 10 ft., one target. Hit 9 (2d6+2) piercing Wild Dogs
damage plus 4 (1d4+2) poison damage. Medium beast

Venomous Spray Ranged Weapon Attack: +4 to hit, range 20/60


ft., one target. Hit: 6 (1d8+2) poison damage.
Creatures adjacent to the target creature take STR DEX CON INT WIS CHA
half damage.
15 16 12 3 12 5
Bloodied (+2) (+3) (+1) (-4) (+1) (-3)

Armour Class: 13 Speed: 50 feet


The Tree Lizard may attempt to flee into the tree canopy above. The Tree-
Lizard must succeed on a DC 12 Dexterity saving throw. If it is successful it Position: 33 (6d8+6)
will climb to its perch in the tree canopy above and relocate onto a different Initiative DC: 15
tree within 20 feet. Climbing to its perch does incur attacks of opportunity
as normal. The Tree Lizard cannot move if there is no tree within 20 feet.
Skills Senses
Perception +3, Stealth +5 darkvision 60 ft.,
Vile Maggot passive Perception 14
Tiny beast
Damage Immunities Condition Immunities
- -
STR DEX CON INT WIS CHA Damage Vulnerabilities Damage Resistances

6 14 10 1 1 6 - fire
(-2) (+2) (+0) (-5) (-5) (-2)

Armour Class: 12 Speed: 20 feet Challenge:


Position: 9 (2d8) 1 (200 souls)
Initiative DC: 12

Wild dogs live in packs but are usually found in groups


Skills Senses of two or three. Before attacking, the dogs growl angrily, 25
- blindsight 20 ft., warning enemies to maintain their distance.
passive Perception 5
If provoked, they will attack ferociously, surrounding enemies
and picking them off one by one. Worst of all though is their
Challenge: howl, which summons other dogs to the area as the sound of
1/4 (50 souls) the hunt echoes throughout the sky.

Glowing faintly with a sickly yellow glow and two disgusting


pincers protruding from its face, Vile Maggots are a
troublesome foe, especially in large numbers. They smell Keen Sight and The Wild Dog has advantage on Wisdom
of carrion and paralyse their opponents. Creatures caught Smell (Perception) checks that rely on sight or smell.
unprepared find themselves quickly overwhelmed.
Pack Tactics The wild dog has advantage on an attack roll
against a creature if at least one of the Wild
Dog's allies is within 5 feet of the creature and
Paralytic Saliva Any creature that takes damage from a Vile not incapacitated.
Maggot’s melee attack must succeed on a
DC 11 Constitution saving throw or become Actions
stunned until the end of the Vile Maggot’s next
turn. A creature that fails this saving throw may Multiattack The Wild Dog makes two bite attacks.
repeat it at the end of its turns, ending the effect
on itself on a success. Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage. If the
Actions target is a creature, it must succeed on a DC
12 Constitution saving throw against disease
Bite Melee Weapon Attack: +0 to hit, reach 0 ft., one or become poisoned until the disease is cured.
creature in the Vile Maggot’s space. Hit: 1 Every 24 hours that elapse, the creature must
piercing damage. repeat the saving throw, reducing its Position
maximum by 5 (1d10) on a failed save. This
Lunging Bite Reach 0 ft., one creature in the Vile Maggot’s reduction lasts until the disease is cured.
space. Hit: 1 piercing damage. This attack
requires the Vile Maggot to move 10 feet
directly towards a target and automatically
hits its target.
The Tome of Strange Beings

26

Demons & Fiends


27
Shield Bash Melee Weapon Attack: +10 to hit, reach 5 ft., one
Bell Gargoyle creature. Hit: 13 (2d6+6) bludgeoning damage.
Large fiend If the target is a Medium or smaller creature,
it must succeed on a DC 17 Strength saving
throw or be knocked prone.

STR DEX CON INT WIS CHA Flying Tail Whip Melee Weapon Attack: +10 to hit, reach 15 ft., one
target. Hit: 13 (2d6+6) slashing damage. The
23 10 21 14 11 10 target must succeed on a DC 17 Constitution
(+6) (+0) (+5) (+2) (+0) (+0) saving throw or be stunned for 1d4 turns.
Armour Class: 18 (Natural Armour) Speed: 60 feet
Fire Breath (Recharge 4–6). The Bell Gargoyle exhales fire
Position: 178 (17d10+85) in a 30‐foot cone. Each creature in that area
Initiative DC: 14 must make a DC 17 Dexterity saving throw,
taking 56 (16d6) fire damage on a failed save,
or half as much damage on a successful one.
Saving Throws
Dex +4, Con +9, Wis +4 Bloodied

Tail Cut Sustained damage severs the Bell Gargoyle's


Skills Senses segmented tail, halting further attacks with the
Perception +4, Stealth +4 blindsight 30 ft., tail axe.
darkvision 120 ft.,
passive Perception 14
Damage Immunities Condition Immunities
poison charmed, grappled,
poisoned, unconscious
Damage Vulnerabilities Damage Resistances
lightning cold, fire

Challenge:
28
10 (5,900 Souls)

Hulking, stone-like demons that stand watch over sites of


great reverence. Often appearing in pairs, these enchanted
creatures perch motionless until their domain is breached
and then attack with fiery rage and abandon.

Though their toughened stony skin offers excellent natural


defence, bell gargoyles often wear elaborate helmets and wield
intricate shields alongside their fierce bronze halberds. Their
segmented tails are flexible and end in wicked, axe-like blades.

Tactics include staggering their assault to catch targets


off-guard and attempting to overwhelm their prey in a pincer
attack, using the long reach of their halberds and tails to
great advantage.

False Appearance While the Bell Gargoyle remains motionless, it


is indistinguishable from an inanimate statue.

Actions

Multiattack The Bell Gargoyle makes three melee attacks.

Halberd Melee Weapon Attack: +10 to hit, reach 10 ft.,


one target. Hit: 17 (2d10+6) slashing damage.

Tail Axe Melee Weapon Attack: +10 to hit, reach 10 ft.,


one target. Hit: 13 (2d6+6) slashing damage.
Faceless The Bounding Demon of Izalith does not have
Bounding Demon of Izalith a face and as such any rolls which require it to
Huge demon see something are made at disadvantage.

Actions

STR DEX CON INT WIS CHA Multiattack The Bounding Demon of Izalith makes two
stomp attacks or one tail sweep attack.
25 12 16 7 8 6
(+7) (+1) (+4) (-2) (-1) (-2) Stomp Melee Weapon Attack: +10 to hit, reach 10
ft., one target. Hit: 20 (3d8+7) bludgeoning
Armour Class: 15 (Natural Armour) Speed: 40 feet
damage. All enemies within 5 feet of the target
Position: 136 (13d12+52) take half damage. If possible, a Bounding
Initiative DC: 11 Demon of Izalith will always target the same
creature with all of its stomp attacks in a round.

Saving Throws Tail Sweep Melee Weapon Attack: +10 to hit, reach 10 ft.,
Con +7 all enemies within reach. Hit: 33 (4d12+7)
bludgeoning damage. Enemies must succeed
on a DC 15 Dexterity saving throw or be
Skills Senses knocked prone.
Athletics +10 blindsight 200 ft.,
passive Perception 9 Bloodied

Damage Immunities Condition Immunities Retribution When the Bounding Demon of Izalith
becomes bloodied, it immediately makes
fire blinded, grappled
two stomp attacks and performs a bounding
jump without spending Position. Where the
Damage Vulnerabilities Damage Resistances Bounding Demon lands after this jump, an
- cold, poison area of 10 feet around it is filled with magma.
Creatures entering or starting their turn inside
the magma take 19 (3d12) burning damage.
Challenge:
Position Spends
8 (3,900 Souls) 29
Spend 4 Position Bounding Jump. The Bounding Demon
of Izalith may jump up to 50 feet from a
These cursed, half-formed creatures congregate in the bowels
standing start. This uses its movement but
of Lost Izalith. Cloistered there since the forces of Gwyn
does not trigger any attacks of opportunity.
sacked the city and bound all the demons unless they would
Any enemies within 10 feet of where it lands
serve the gods. The bounding demons are a strange breed; huge,
must immediately make a DC 16 Dexterity
squamous things which strut around oblivious to the fact their
saving throw, falling prone and taking 11
biology defies all logical explanation. Their thick hides are
(2d10) bludgeoning damage on a failed save,
insulated from the basalt lakes where they abide. This is just
or half as much damage on a successful one.
as well as their heavy strides are sure to shatter any solid earth
beneath them.
While bloodied the cost of a bounding jump
is 2 Position.
Crow Demon Stone Demon
Medium demon Medium demon

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

11 18 12 10 14 10 10 6 16 3 8 5
(+0) (+4) (+1) (+0) (+2) (+0) (+0) (-2) (+3) (-4) (+0) (-3)

Armour Class: 14 (Natural Armour) Speed: 25 feet, Armour Class: 15 (Natural Armour) Speed: 20 feet
Position: 130 (29d8) Fly 40 feet Position: 52 (7d8+21)
Initiative DC: 14 Initiative DC: 8

Saving Throws Saving Throws


Con +3 Con +5

Skills Senses Skills Senses


Acrobatics +6 passive Perception 12 - darkvision 60 ft.,
passive Perception 10
Damage Immunities Condition Immunities
- - Damage Immunities Condition Immunities
poison charmed, grappled,
Damage Vulnerabilities Damage Resistances
poisoned, prone, unconscious
- cold
Damage Vulnerabilities Damage Resistances
- fire, lightning
Challenge:
4 (1,100 Souls)
Challenge:
2 (450 Souls)
30 Banished or fled to The Painted World, none can say, but these
aloof beings have made their nests in this bleak vista. They are
tall and imposing creatures; inky black feathers on their faces Squat, dragon-shaped gargoyles that lurk in ancient, forgotten
and arms soaking up the light around them until giving way to places connected to the flame-wrought children of chaos.
the pale human-like flesh on the rest of their emaciated bodies. Often fading into the stonework, indistinguishable from
They flock together, often gliding in the cloud line, ghosts in the other statues, they wake to drift languidly towards interlopers.
fog, content to be alone together until they are roused to anger. Though plodding and clumsy, these demons channel the fury
When defending themselves they will divebomb interlopers; of chaos to roast those unlucky enough to cross their path.
cruel beaks seeking exposed flesh to tear at, midnight feathers Their naturally dense stone skin offers strong defence against
shrouding their target until they are no longer a threat. physical attacks and their demon heritage protects them from
magical aggression.

Murder Flight For every 10 feet flown by the Crow Demon


any damage done is increased by 2 (1d4) for the Demon's Sight Magical darkness doesn't impede the Stone
remainder of the round. Demon's darkvision.

Actions Magic Resistance The Stone Demon has advantage on saving throws
against spells and other magical effects.
Multiattack The Crow Demon makes two claw attacks or one
grab and peck attack. False Appearance While the Stone Demon remains motionless, it is
indistinguishable from an inanimate statue.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 11 (26d+4) slashing damage. Actions

Grab and Peck (Recharge 4-6). Melee Weapon Attack: +2 to hit, reach Multiattack The Stone Demon makes two attacks.
5 ft., one target. Hit: 26 (4d12) slashing damage.
Hurl Flame Ranged Spell Attack: +2 to hit, range 50 ft., one target.
Bloodied Hit: 7 (2d6) fire damage. If the target is a flammable
object that isn't being worn or carried, it also catches fire.
Clipped Wings While bloodied, the Crow Demon flies at half speed.
Fire Stream The Stone Demon exhales fire in a 15-foot line. Each
Position Spends creature in that area must make a DC 12 Dexterity
saving throw, taking 14 (4d6) fire damage on a failed
Spend 6 Position Quick Flight. The Crow Demon’s flying speed is save, or half as much damage on a successful one.
doubled for the remainder of the round
31
The Tome of Strange Beings

32
Denizens of
the Darkness
33
Bloodied
Balder Knight
Medium humanoid Balder Riposte Balder Knights may make one free melee
attack whenever a melee attack from a creature
adjacent to them misses. They may then leap
10 feet in any direction to an open space,
STR DEX CON INT WIS CHA without provoking attacks of opportunity.

15 16 14 11 11 11
(+2) (+3) (+2) (+0) (+0) (+0)

Armour Class: 16 (Balder Armour, Buckler),


18 (Balder Armour, Balder Shield)
Position: 78 (12d8+24) Speed: 25 feet,
Initiative DC: 15 Fly 40 feet

Saving Throws
Dex +5, Con +4

Skills Senses
Acrobatics +5, Athletics +4 passive Perception 10

Damage Immunities Condition Immunities


- -
Damage Vulnerabilities Damage Resistances
lightning, poison -

Challenge:
3 (700 Souls)

34

These knights once served the Knight King Rendal of Balder,


before their homeland was reduced to ruins by undead.
Long-since hollowed, these knights are strewn along the
path to Anor Londo, forever marking the failure of their
King’s grand ambition.

Despite their bitter fate, they remain skilled opponents – the


legendary shield and thrust technique of the Balder Knight
is sufficient to outlast death itself.

Weakness to Balder Knights treat any successful attack


Backstab from an attacker they cannot directly see, or
are surprised by, as a critical hit.

Actions

Multiattack Balder Knights makes two attacks with a


rapier or sword, or one attack with a crossbow.

Balder Knights are armed with one of the two following combinations,
and a crossbow.

Rapier & Buckler Melee Weapon Attack: +5 to hit, reach 10 ft.,


one target. Hit: 10 (2d6+3) piercing damage.

Sword & Shield Melee Weapon Attack: +4 to hit, reach 10 ft.,


one target. Hit: 15 (2d12+2) piercing damage.

Balder Crossbow Ranged Weapon Attack: +5 to hit, range 100/400


ft., one target. Hit: 13 (3d6+3) piercing damage.
Blowdart Sniper
Medium humanoid

STR DEX CON INT WIS CHA

10 11 8 10 13 6
(+0) (+0) (-1) (+0) (+1) (-2)

Armour Class: 6 Speed: 0 feet


Position: 3 (1d8-1)
Initiative DC: 10

Skills Senses
- passive Perception 11

Damage Immunities Condition Immunities


- -
Damage Vulnerabilities Damage Resistances
- poison

Challenge:
1/2 (100 Souls)

Be wary of these fiends, the contamination in Blighttown is of an


unmistakable foulness. Silentious and craven dregs of the toxic
scum, the Blowdart Snipers ensconce themselves in the decaying
recesses of the noxious cleft. They clad themselves in the refuse 35
discarded by the above world to disappear into the rank miasma
they inhabit. Hunched unseen, ready, and more than willing, to
discharge darts smeared in virulent poisons at any unfortunate
who dares venture through the pestilential place.

Blighttown The Blowdart Sniper has the invisible condition.


Mimicry When the Blowdart Sniper uses the Toxic Dart action,
the target creature and allies within 5 feet of them
must succeed on a DC 14 Wisdom (Perception) check.
Once this check has been passed the Blowdart Sniper
loses the invisibility condition.

Actions

Toxic Dart Ranged Weapon Attack: +2 to hit, range 25/100 ft., one
target. Hit: 2 (1d4) piercing damage. A creature hit by this
attack has the poisoned condition and must immediately
make a DC 12 Constitution saving throw. On a failed save
the target loses Position equal to the average roll of one of
its Hit Dice every minute. The loss of Position continues
until the poisoned condition is removed.

Feeble Push Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit
2 (1d4) bludgeoning damage. A creature hit by this attack
is pushed 5 feet directly away from the Blowdart Sniper.

Bloodied

Panic Shot When an enemy moves within 10 feet of the


Blowdart Sniper, if there are no other enemies within
this range, the Blowdart Sniper may immediately
make a Toxic Shot attack as a reaction.
Maws in the Stone Burrowing Rockworms often eject themselves
Burrowing Rockworm from stony surfaces when prey is nearby, though
Huge monstrosity some may stay partially within the ceiling or
high on a wall. Their location helps determine
their options in combat.

STR DEX CON INT WIS CHA Caustic Feeding Creatures restrained by the Burrowing
Rockworm automatically take 29 (5d8+7)
24 22 22 1 6 6 piercing damage and 16 (5d6) acid damage at
(+7) (+6) (+6) (-5) (-2) (-2) the start of their turn.
Armour Class: 18 (Natural Armour) Speed: 15 feet,
Actions
Position: 207 (18d10+108) Burrow 50 feet
Initiative DC: 16 Multiattack The Burrowing Rockworm makes two attacks,
only one of which can be lunge or hanging thrash.

Saving Throws Bite Melee Weapon Attack: +11 to hit, reach 10 ft.,
Str +11, Con +10 one target. Hit: 20 (3d8+7) piercing damage.
If the target is a Large or smaller creature, it is
also grappled and restrained (escape DC 19).
Skills Senses
Perception +2 darkvision 60 ft., Acid Spit Ranged Weapon Attack: +10 to hit, range 30
passive Perception 12 ft., one target. Hit: 16 (3d6+6) acid damage,
and one piece of nonmagical armour worn
Damage Immunities Condition Immunities by the target is partly dissolved and takes a
permanent and cumulative -1 penalty to the
acid exhaustion, petrified,
AC it offers. The armour is destroyed if the
prone, restrained
penalty reduces its AC to 10. If the target isn’t
Damage Vulnerabilities Damage Resistances wearing armour, they take an additional 7
poison - (2d6) acid damage.

Lunge Melee Weapon Attack: +11 to hit, reach 10 ft.,


one target. Hit: 20 (3d8+7) piercing damage.
Challenge:
If this attack exceeds the target’s AC by 5 or
36 10 (5,900 souls) more, the target takes double damage and is
grappled and restrained (escape DC 19).

Covered in rock-like nubs of calloused flesh, these undulating Hanging Thrash (Recharge 4-6). Melee Weapon Attack: +11
terrors spit acid and thrash about with terrible strength. Most to hit, reach 10 ft., all creatures it can reach
creatures caught up in a Burrowing Rockworm’s coils don’t without moving. Hit: 20 (3d8+7) bludgeoning
live to tell the tale, as the beast’s maw is filled with hundreds damage, and the creature is knocked back 10
of serrated teeth capable of grasping and shredding armour feet unless it succeeds on a DC 15 Strength
and flesh with ease. (Athletics) check. This attack can only be used
if the Burrowing Rockworm is in the ceiling
or another rocky surface.

Burrowed In While burrowed into a wall or ceiling, the


Burrowing Rockworm has +4 to its AC and
takes only half damage from any non-magical
attack

Bloodied

Spend 5 Position Change Location. The Burrowing Rockworm


leaps up to 30 feet into the closest safe space in
the ceiling or high on a wall. If it is already in
the ceiling or a wall, it instead ejects from that
place up to 30 feet to a safe place on the ground.
Chain Armour Attacks that deal bludgeoning, slashing, or
Chained Prisoner piercing damage deal half damage against the
Huge humanoid Chained Prisoner.

Blood in Chains The chains that bind the creature whip and lash
around the abomination. Any creature within
STR DEX CON INT WIS CHA 5 feet of the Chained Prisoner at the start of
their turn takes 7 (1d4+5) bludgeoning damage.
21 18 21 8 7 7
(+5) (+4) (+5) (-1) (-2) (-2) Actions
Armour Class: 18 Speed: 60 feet
Multiattack The Chained Prisoner makes three attacks per
Position: 287 (25d12+125) turn.
Initiative DC: 14
Smash Melee Weapon Attack: +9 to hit, reach 15 ft., one
target. Hit: 27 (4d10+5) bludgeoning damage.
Skills Senses
Wrecking Ball Melee Weapon Attack:+9 to hit, reach 5 ft., one
Intimidation +2 passive Perception 8
target. Hit: 36 (3d20+5) bludgeoning damage
Damage Immunities Condition Immunities and the target must succeed on a DC18
Dexterity saving throw or be knocked prone. A
acid, lightning charmed, frightened, prone,
creature that succeeds on its saving throw takes
unconscious
half as much damage and isn’t knocked prone.
Damage Vulnerabilities Damage Resistances
Charging Fury (Recharge 6). The Chained Prisoner charges
- bludgeoning, slashing,
60 feet, doing 41 (8d8+5) bludgeoning damage
piercing
to any creature whose space it passes through.
If the charge ends in a space occupied by an
hostile creature, then it will move past it to the
Challenge:
next free space.
12 (8,400 Souls)
Creatures that are hit must succeed on a
DC16 Dexterity or Strength saving throw or
Having broken its legs free, the obvious signs of an attempted be knocked prone.
37
imprisonment now empower it; the stake it was chained to
is now a barbarous weapon, the chains that bind it now an Bloodied
impenetrable armour. With a swinging boulder chained to
its distended mass as a makeshift wrecking-ball, this pitiful Restrained Fury Hurt and confined, the Chained Prisoner is
being can sunder flesh, crush bones and demolish walls; surely overcome with fury. Multiattack bestows one
the Abyss beyond is not as heinous as this? additional attack, its movement is increased by
15 feet and its AC is reduced by 4.
Channeler
Medium humanoid

STR DEX CON INT WIS CHA

9 14 11 17 12 11
(-1) (+2) (+0) (+3) (+1) (+0)

Armour Class: 15 (Enchanted Armour)


Position: 99 (22d8) Speed: 20 feet
Initiative DC: 16

Saving Throws
Int +6

Skills Senses
Arcana +6, History +6, truesight 120 ft.,
Perception +4, passive Perception 14
Performance +3
Damage Immunities Condition Immunities
fire exhaustion, poisoned
Damage Vulnerabilities Damage Resistances
- damage from spells and
magical weapons

Challenge:
38 6 (2,300 Souls)

Adorned in grandiose costumes befitting their station,


Channelers are the chosen research assistants of The
Paledrake. Travelling through Lordran and beyond to
return the finest, and most available, specimens to the
Great Archive to slake their master’s unending thirst for Actions
knowledge. Seath bestows impressive esoteric powers upon
them, ensuring they (and most importantly, the knowledge Multiattack A Channeler makes three attacks.
they carry) return to the Archive unscathed.
Trident Melee Weapon Attack: +5 to hit, reach 5 ft., one
It is unclear if their will is entirely their own, or if the creature target. Hit: 13 (2d10+2) piercing damage.
who peers through the six crystalline eyes in their masks guides
his aides more directly. What is clear is that a Channeler is Soul Arrow Ranged Spell Attack: +6 to hit, range 40 ft., one
dangerous. Made even more so by their ability to imbue their target. Hit: 29 (4d12+3) piercing damage.
allies with terrifying arcane strength.
War Dance (Recharge 5-6). All allies within 20 feet of the
Channeler gain the following benefits. Attacks
score a critical hit on a roll of 18-20. Attacks
Eyes of the Duke The six eyes in the faceplate of a Channeler deal an extra 1d6 of their damage type. This
see all, a Channeler has truesight to a range lasts until the Channeler is killed, even if the
of 120 feet. affected creature leaves the area of effect.

Ensorcelled For one round after a Narrow Escape reaction, Reactions


Movements a Channeler is resistant to all damage while it
is encased in the incandescent after-effects Narrow Escape (Recharge 6). When hit by a melee weapon
of a teleportation. attack, after taking damage, the Channeler
teleports up to 40 feet.
Enchanted Armaments Attacks made by a Channeler are magical.

Enthusiastic Spend 6 Position. Increase the range of the


Performance war dance action to 40 feet.
Aberrant Ground The ground in a 10-foot radius around the Chaos
Chaos Eater Eater is treated as difficult terrain. Each creature
Large monstrosity that starts its turn in that area must succeed on a
DC 10 Strength saving throw or have its speed
reduced to 0 until the start of its next turn. 39

STR DEX CON INT WIS CHA Actions

10 8 16 3 10 6 Multiattack The Chaos Eater makes one Tentacle Swipe and


(+0) (-1) (+3) (−4) (+0) (−2) one Corrosive Vomit attack.

Armour Class: 9 (Natural Armour) Speed: 10 feet Tentacle Swipe Melee Weapon Attack: +2 to hit, reach 15 ft., one
Position: 76 (9d10+27) creature. Hit: 17 (5d6) piercing damage. If the
target is Medium or smaller, it must succeed
Initiative DC: 9
on a DC 10 Strength saving throw or become
restrained (escape DC 10) by the Chaos Eater.
Skills Senses Corrosive Vomit Ranged Weapon Attack: +1 to hit, range 30/60 feet.,
- darkvision 60 ft., one creature. Hit: 10 (3d6) acid damage. Each
passive Perception 10 time a creature is hit by this attack, it suffers -1
to its AC or weapon attack and damage rolls
Damage Immunities Condition Immunities
(targeted creature’s choice). This modifier persists
- grappled, prone until the creature completes a short or long rest
Damage Vulnerabilities Damage Resistances at a bonfire.

- - Consume The Chaos Eater consumes a creature it has


restrained.The creature must succeed on a DC 10
Strength saving throw to avoid being consumed.
Challenge: On a failed save the creature is consumed and is
2 (450 Souls) immediately reduced to 0 Position.

These bug-like creatures are covered in eyes and gaping tooth-


ringed mouths; the final sight of any who wander too close.
Their sucker-like appendages create a distinctive popping
noise as they walk. Spraying corrosive spittle, a Chaos Eater
is able to consume a knight in full armour in mere moments.
Jumping Slash Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Clan of Forest Hunters Hit: 13 (2d8+4) slashing damage. If the target is a
Medium humanoid creature other than a construct, it must succeed on
a DC 15 Constitution saving throw or lose 3 (1d6)
Position at the start of each of its turns due to the
appalling wound inflicted. Any creature can take an
STR DEX CON INT WIS CHA action to staunch the bleeding with a successful DC
12 Wisdom (Medicine) check.The wound also closes
18 15 16 10 12 15 if the target receives magical healing.
(+4) (+2) (+3) (+0) (+1) (+2)
Shield Bash Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Armour Class: 16 (Studded Leather, Shield)
Hit: 9 (2d4+4) bludgeoning damage. If the target is
Position: 112 (15d8+45) Speed: 30 feet a Medium or smaller creature, it must succeed on a
Initiative DC: 15 DC 15 Strength saving throw or be knocked prone.

Reactions
Saving Throws
Str +7, Dex +5, Con +6 Parry The Forest Hunter Bandit adds 3 to its AC against
one melee attack that would hit it. To do so, the
bandit must see the attacker and be wielding a
Skills Senses melee weapon.
Athletics +7, passive Perception 11
Intimidation +5
Damage Immunities Condition Immunities Corvian Knight
fire exhaustion, poisoned Large humanoid
Damage Vulnerabilities Damage Resistances
- -
STR DEX CON INT WIS CHA

Challenge: 14 16 14 11 14 11
(+2) (+3) (+2) (+0) (+2) (+0)
5 (1,800 Souls)
40 Armour Class: 15 (Assassins Leathers)
Position: 68 (8d10+16) Speed: 45 feet
A member of the Forest Hunters, a covenant of devoted warriors
sworn to protect the Darkroot Garden, eternal resting place of Initiative DC: 16
the legendary Knight Artorias of the Abyss, from intruders and
grave robbers. The Forest Hunters patrol the Garden and serve
under long-lived beast Alvina of the Darkroot Wood, leader Saving Throws
of the Forest Hunters and trusted friend of Knight Artorias. Str +5, Dex +6

The Forest Hunter bandit is ruthless and intimidating, wielding


a wicked battle axe alongside a broad round crimson shield Skills Senses
with an intricate black spider etched upon it. Typically wears Acrobatics +6 passive Perception 12
the garb of brigands from the lands of blazing sun, dust, and
sand: lightweight cloth and leather armour strengthened with Damage Immunities Condition Immunities
bands of bronze. fire -
Damage Vulnerabilities Damage Resistances
lightning -

Brave The Forest Hunter Bandit has advantage on saving


throws against being frightened. Challenge:
5 (1,800 Souls)
Brute A melee weapon deals one extra die of its damage
when the bandit hits with it (included in the attack).
Infatuated with Sister Friede and sworn to protect the
Actions
painting from flame; these vicious corvians haunt the
darkness, forever waiting for fresh prey. Loyal to a fault and
Bandit The Forest Hunter Bandit makes three melee attacks.
as wholly corrupted as the world around them, they even
resorted to executing their flame-praising brethren. In spite,
Battle Axe (One-handed). Melee Weapon Attack: +7 to hit, reach
or perhaps because of, their stooped and skeletal frames, these
5 ft., one target. Hit: 13 (2d8+4) slashing damage.
so-called knights fight with a dextrous and acrobatic style;
perfect for skulking the shadows of the Corvian Settlement.
Battle Axe (Two-handed). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 15 (2d10+4) slashing damage.
Corvian Storyteller
Medium humanoid

STR DEX CON INT WIS CHA

9 9 14 16 11 11
(-1) (-1) (+2) (+3) (+0) (+0)

Armour Class: 11
Position: 97 (15d8+30) Speed: 30 feet,
Initiative DC: 9 Fly 45 feet

Saving Throws
Int +5, Wis +2

Skills Senses
Arcana +5, History +5 passive Perception 10
Damage Immunities Condition Immunities
fire, poison poisoned, sleep
Damage Vulnerabilities Damage Resistances
Corvian Agility Corvian Knights have +3 AC against ranged - -
attacks and spells.
Challenge:
Onslaught Once per round, after making a successful attack,
2 (450 Souls)
the Corvian Knight may spend 2 Position to
make one additional attack immediately.
Nomadic wretches that travel the lands and share tales of 41
Actions the gentle painted world with other forlorn souls. Frail and
skeletal, matted feathers fall from their form with every attack,
Multiattack Corvian Knights makes three attacks, or five but they should not be underestimated; dreadful toxins and
if equipped with Crow Claws. a surprising ferocity await any who do. Storytellers tend to
urge their cohorts into fits of rage, while they strike enemies
Whirlwind Melee Weapon Attack: +2 to hit, 5-foot radius with their spore-heavy staves, ravaging all who may incur
sphere centred on the Corvian Knight. Hit: 12 their wrath as they push ever onward in search of a new home.
(2d8+3) slashing damage. Can only be used by
Corvian Knights equipped with Crow Claws.

Fan of Knives Ranged Weapon Attack: +2 to hit, 15-foot. cone. Winged The wings of a Corvian Storyteller are fully formed,
Hit: 9 (2d8 + 3) damage. May only be used granting them a flight speed of 45 feet.
by Corvian Knights equipped with the Crow
Quill. Each creature targeted must make a Actions
DC14 Dexterity saving throw, taking 13
(3d8) piercing damage on a failed save, or Multiattack The Corvian Storyteller attacks twice.
half as much damage on a successful one. The
Corvian may then leap 20 feet, this does not Fungal Stave Melee Weapon Attack: +1 to hit, reach 10 ft., one
provoke attacks of opportunity. target. Hit: 3 (1d8-1) bludgeoning damage.

Corvian Knights are armed with one of the following combinations: Toxic Glob The Corvian Storyteller hurls a 5-foot radius
sphere of toxic glob at a space within 60 feet of
Crow Claws Melee Weapon Attack: +5 to hit, reach 10 ft., one them. Creatures in the sphere must succeed on a
target.. Hit: 7 (1d8+3) piercing damage. DC 12 Constitution saving throw or take 9 (2d8)
poison damage and become poisoned.
Crow Quill Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 12 (2d8+3) piercing damage. Reactions

Bloodied Disperse Spores The Corvian Storyteller may use its reaction when
hit by an attack to create a 20-foot radius sphere
Knightly Bloodlust The multiattack action gives one additional centred on itself. Creatures, other than the Corvian
attack to all variants of the Corvian Knight. Storyteller, in the sphere take 9 (2d8) poison
Each attack does +2 damage and they gain +2 damage and must succeed on a DC 12 Constitution
Dexterity until the end of the combat. saving throw or become poisoned for 1d4 rounds.
Reactions
Crystal Knight
Medium humanoid (crystal) Riposte When targeted by a melee weapon attack
which misses, the Crystal Knight may
immediately make a stab attack targeting the
creature which missed.
STR DEX CON INT WIS CHA
Bloodied
22 12 16 7 11 9
(+6) (+1) (+3) (-2) (+0) (-1) Brittle The AC of the Crystal Knight is reduced by 4,
and when hit, all creatures within 5 feet take 2
Armour Class: 17 (Crystal Armour and Crystal Shield)
(1d4) piercing damage as crystal shrapnel flies
Position: 105 (14d8+42) Speed: 20 feet in all directions. The Crystal Knight cannot use
Initiative DC: 11 the Crystal Armour reaction while bloodied.

Position Spends
Saving Throws
Con +7, Cha +3 Spend 4 Position Crystal Armour. When hit by a melee weapon
attack, before taking damage, the Crystal
Knight may instead take no damage.
Skills Senses
Athletics +10, passive Perception 14
Intimidation +3,
Perception +4
Damage Immunities Condition Immunities
- exhaustion, poisoned
Damage Vulnerabilities Damage Resistances
- damage from spells and
magical weapons, poison

Challenge:
42 10 (5,900 Souls)

Studded with mysterious crystals that hold little more than a


glimmer of the dying light from the few torches still burning,
the Crystal Knights are the eidolons of a dying world. These
crystals are solid, providing a boon to the strength and
durability of the Crystal Knight which eludes any mortals.
But once a flaw in them develops they degrade rapidly and
there is no way yet known to restore a crystal once shattered.

Magic Resistance The Crystal Knight has advantage on saving


throws against spells and other magical effects.

Magic Attacks The Crystal Knight's weapon attacks are magical.

Actions

Multiattack The Crystal Knight makes two stab attacks,


one horizontal swing attack and one overhead
swing attack.

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


target. Hit: 19 (3d8+6) slashing damage.

Horizontal Swing Melee Weapon Attack: +10 to hit, reach 5ft.,


all creatures within 5 feet. Hit: 15 (2d8+6)
slashing damage.

Overhead Swing Melee Weapon Attack: +10 to hit, reach 5ft., one
target. Hit: 22 (3d10+6) slashing damage. A
creature hit by this attack must succeed on a DC
12 Dexterity saving throw or be knocked prone.
Actions
Darkmoon Soldiers
Medium humanoid Multiattack Darkmoon Soldiers makes three attacks with a
Balder Sword, or two attacks with a Greatsword.

Greatsword Melee Weapon Attack: +5 to hit, reach 10 ft,


STR DEX CON INT WIS CHA one creature. Hit: 28 (4d12+2) bludgeoning
damage. This attack hits all creatures adjacent
14 14 16 12 12 12 to the target creature.
(+2) (+2) (+3) (+1) (+1) (+1)
Balder Sword Melee Weapon Attack: +5 to hit, reach 5ft, one
Armour Class: 16 (Balder Armour and Shield),
target. Hit: 18 (3d10+2) slashing damage.
20 (Heavy Steel Armour and Towershield)
Position: 105 (14d8+42) Speed: 20 feet Estus Flask (2/day). The Darkmoon Soldier heals itself for
Initiative DC: 12 41 (7d10+3) Position.

Reactions
Saving Throws
Wis +4, Cha +4 Darkmoon Shield Bash. When targeted by a melee attack
Berenike the Darkmoon Soldier may make a shield
bash attack. Melee Weapon Attack: +5 to hit,
Skills Senses reach 5 ft., one target. Hit: 9 (2d6+2) damage.
A creature hit by this attack must succeed on
Acrobatics +5, Athletics +5, passive Perception 14
a DC15 Strength saving throw or be knocked
Deception +4, Perception+4,
prone.
Stealth +5
Damage Immunities Condition Immunities Darkmoon Balder Skilled Swordsman. When targeted by a melee
fire frightened attack the Darkmoon Soldier may make a DC
14 Dexterity saving throw. On a success it may
Damage Vulnerabilities Damage Resistances
make an immediate attack.
- all
Bloodied

Challenge: Combat Heal When the Darkmoon Soldier becomes


bloodied, it immediately uses the Estus Flask 43
10 (5,900 Souls)
ability if it has any uses remaining.

A hidden dagger to supplement the radiant armies of the Gods,


The Blades of the Darkmoon zealously hunt down and punish
sinners. These Knights, sworn to Dark Sun Gwyndolin, bring
brutal retribution down upon any who transgress against the
Gods; to disguise the fading light of Anor Londo and ensure
respect for the Gods. Claiming guilt-soaked ears as gory
trophies and leaving the maimed corpses as warnings to any
would-be transgressors. Recruited individually by Gwyndolin
for their prowess in combat, the Blades are a motley crew,
wielding whatever weapons and armour they are most skilled
in; all the better to bring swift vengeance down on sinners.

Blades in the Night When the Darkmoon Soldier is within 50 feet


of at least one other Darkmoon Soldier it gains
+2 AC and makes one additional attack when
it takes the multiattack action. The Darkmoon
Soldier can only benefit from this once.

Agents of the Darkmoon soldiers can spend Position like a


Dark Sun player character.

Load Out Variance The Darkmoon Soldier is equipped in one of


two ways:

Darkmoon Berenike is equipped with Heavy


Steel Armour, Towershield and a Greatsword.

Darkmoon Balder is equipped with Balder


Armour, Balder Shield and a Balder Sword.
Plunge Melee Weapon Attack: +7 to hit, reach 5 ft., one
Drake target. Hit: 6 (1d6+3) damage. This attack gains
Large dragon an additional d6 damage for every 10 feet of flight
travelled by the Drake before attacking on the same
turn. The target creature must succeed on a DC12
Strength saving throw or be knocked prone.
STR DEX CON INT WIS CHA
Reactions
21 16 18 12 12 6
(+5) (+3) (+4) (+1) (+1) (-2) Barbed Tail In response to taking damage a Drake can use
their reaction to immediately attack with their
Armour Class: 18 (Scaled Hide) Speed: 30 feet,
tail. Melee Weapon Attack: +7 to hit, reach 15 ft.,
Position: 133 (14d10+56) Fly 60 feet
one target. Hit: 10 (1d10+5) damage.
Initiative DC: 13
Bloodied
Saving Throws Cornered Beast When the Drake becomes bloodied, it immediately
Cha +0 releases a brutal discharge of lightning in a 20-foot
radius centred on itself. Each creature in the area
Skills Senses must make a Dexterity saving throw, taking 18 (4d8)
lightning damage on a failed save, or half as much
Perception +3 passive Perception 13
damage on a successful one. The Drake can repeat
Damage Immunities Condition Immunities this attack as an action for the remainder of combat.

lightning charmed, frightened


Damage Vulnerabilities Damage Resistances Ents
- - Medium humanoid

Challenge:
STR DEX CON INT WIS CHA
4 (1,100 Souls)
14 17 10 8 7 4
(+2) (+3) (+0) (-1) (-2) (-3)
44 Distant “cousins” of true Dragons, lacking their mighty size
and fire breath, these azure draconids are no mere beasts. Armour Class: 10 (Natural Armour) Speed: 45 feet
Even without the powerful forelimbs of the dragons of yore, Position: 40 (9d8)
the Drakes pose a very real threat to any who may have the
Initiative DC: 13
misfortune of stumbling upon them.

With vicious fangs and razor-sharp claws, Drakes are brutal Saving Throws
foes. Whilst their lightning attacks are sure to shock any who Con +2
live long enough to witness them, how they have the power of
lightning, the jealously guarded power of the Gods, is unknown. Skills Senses
Survival +0 darkvision 60 ft.,
passive Perception 8

Draconic Drakes are winged creatures and have a flight speed Damage Immunities Condition Immunities
Lineage of 60 feet. - -
Damage Vulnerabilities Damage Resistances
Membranous If a Drake is flying and takes more than one quarter
Wings of their total Position as damage in one round of fire magical
combat they will fall from the air and take 13
(2d10+2) bludgeoning damage as a result. Challenge:
2 (450 Souls)
Actions

Multiattack Drakes make two attacks, only one of which can Whether some spontaneous progeny of the twisted forces
be a plunge attack. in the quagmires of Darkroot, or some engineered being
turned loose; there is little recognisable in the jagged, shrub-
Draconic Fangs Melee Weapon Attack: +7 to hit, reach 10 ft., one like bodies of the Ents. These ambushers bury their limbs
target. Hit: 23 (4d8+5) damage. underground, patiently masquerading as regular verdure until
springing their trap; leaping out to surprise their targets with
Lightning Breath The drake exhales lightning in a 60-foot line that is a barrage from their whip-like limbs. Don’t mistake these
5 feet wide. Each creature in that line must make a deadly flora as anything else; their thorny bodies of twisted
DC 16 Dexterity saving throw, taking 24 (6d6+3) roots and choking ivy will lacerate any stumbling unfortunate
lightning damage on a failed save, or half as much before they’re even aware they’re at risk.
damage on a successful one.
Ambush Ents will disguise themselves by burying their
Attacker limbs in the ground, leaving only their bush-like Egg Carrier
upper-half visible. Enemy creatures must succeed Medium humanoid
on a DC 18 Wisdom (Perception) check or the
Ent is able to surprise its prey. If the creature has
fought Ents before the DC is lowered to 12.
STR DEX CON INT WIS CHA
Tangled Vines The wriggling vines and gnarled roots of the Ents
12 6 10 11 9 8
body make it impossible to spot vital weak points.
(+1) (-2) (+0) (+0) (-1) (-1)
The Ent is resistant to ranged and magical damage.
Armour Class: 8 Speed: 10 feet
Actions
Position: 4 (1d8)
Vine Whip Melee Weapon Attack: +5 to hit, reach 20 ft., one Initiative DC: Always last
target. Hit: 16 (3d8+3) slashing damage.
Skills Senses
Reactions
- passive Perception 9
Vine Grapple After taking melee damage, the Ent may attempt
Damage Immunities Condition Immunities
to grapple the creature it was hit by; enveloping
them in their myriad vines and branches. The - prone
target must succeed on a DC 14 Dexterity or DC Damage Vulnerabilities Damage Resistances
14 Strength saving throw or be grappled. At the
start of every turn the creature is grappled in this fire -
way they take 14 (2d10+3) slashing damage and 5
(1d6+2) piercing damage. Challenge:
1/2 (50 Souls)

Crawling prostrate under the weight of bulbous egg sacks that


blossom from ripe tissue, the egg burdened drag themselves
about what remains of their tragic lives. They have given
themselves fully to this; body and mind consumed by things
which squirm under their skin.Their only remaining purpose is
to feed the parasites that have burrowed into them. For this they 45
receive succour from the Fair Lady, and who knows how long
that will last. She is a blind demon, fading away surrounded by
dormant eggs. There are supposedly Egg Carriers who retain a
sense of self throughout their tormented years. Perhaps they have
something to offer you or perhaps this too is a curse so they can
truly understand when what little remains to them is taken away?

Egg Burdened When the Egg Carrier drops to zero Position, 4


(1d4+2) Vile Maggots are spawned within 5 feet
before the Egg Carrier is removed from play. If these
enemies cannot be placed within 5 feet of the Egg
Carrier they are placed in the nearest available space.

Parasitic After an attack is made by the Egg Carrier the target


Infection creature must succeed on a DC 16 Constitution saving
throw or else be infected with the Egg Head effect:

Egg Head: The affected creature gains a level of


exhaustion every hour to a maximum of three levels
of exhaustion. Further levels of exhaustion can be
added in the usual way or as part of another effect.
The affected creature has no way to remove levels of
exhaustion until this effect is removed by consuming
Purple Moss or a Moss Fruit.

Unclean While grappled by the Egg Carrier all Constitution


Intimacy saving throws are made with disadvantage.

Actions

Feeble Grasp Melee Weapon Attack: +3 to hit, reach 5 ft., one


creature. Hit: Target is grappled.
Mighty Swing Creatures hit by an attack from a Giant Skeleton
Giant Skeleton must succeed on a DC 16 Strength saving throw or
Large giant be pushed back 10 feet.

Into the Abyss When making attacks, a Giant Skeleton will always
try to push the target off the nearest cliff edge with
STR DEX CON INT WIS CHA its Mighty Swing feature.

18 14 13 7 6 1 Ancient Bones Successful attacks made against a Giant Skeleton


(+4) (+2) (+2) (-2) (-2) (-5) by a bludgeoning weapon are counted as critical hits.
Armour Class: 14 (Ancient Bones) Speed: 45 feet
Restless Dead Giant Skeletons do not need to rest or sleep, and are
Position: 97 (15d8+30) immune to the exhausted condition.
Initiative DC: 16
Last Rites The Giant Skeleton does not grant souls once killed
if it is later reanimated by a Necromancer. The
Saving Throws Giant Skeleton grants souls normally if there are no
Con +6, Wis +2 necromancers present that may raise them.

Actions
Skills Senses
Multiattack Giant Skeletons make two attacks.
- blindsight 120 ft.,
passive Perception 8
Giant Scimitar Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Damage Immunities Condition Immunities Hit: 22 (4d8+4) slashing damage. If the target is a
necrotic blinded, charmed, deafened, creature, it must succeed on a DC 16 Constitution
exhausted, frightened saving throw or take 5 (1d6+2) slashing damage at
Damage Vulnerabilities Damage Resistances the start of each of its turns due to a bleeding wound.
Each time the Giant Skeleton hits the wounded
fire, radiant - target with this attack, the damage dealt by the
wound increases by 5 (1d6+2). Any creature can take
an action to staunch the wound with a successful DC
Challenge:
13 Wisdom (Medicine) check.The wound also closes
7 (2,900 Souls) if the target receives magical healing.
46
Guillotine Slam Melee Weapon Attack: +8 to hit, reach 10 ft., one
Deep under even the nethermost Catacombs, lies Gravelord target. Hit: 26 (4d10+4) slashing damage and the
Nito’s light-devouring domain of death. Fathomless depths target must make a DC 16 Strength saving throw
of winding stone bridges over gaping ravines that go long or is knocked prone.
aeons without anything treading their paths, save the Giant
Skeletons. These are the most ancient of the dead, twice the Stomp Melee Weapon Attack: +8 to hit, reach 5 ft., one
height of any who may face them. They rely on simplistic target. Hit: 21 (5d6+4) bludgeoning damage, and
brutality whilst guarding their tombs, choosing to simply the target is pushed back 10 feet.
smash interlopers off the winding cliff edge paths into the
abyss below. Many an adventurer finds their doom in the dank, Reactions
pitch blackness of the Tombs of Giants.
Leap After taking damage from any source, a Giant
Skeleton may choose to leap 15 feet to their left or
right. This does not provoke attacks of opportunity.
Mighty Shot Creatures hit by an attack from a Giant Skeleton
Giant Skeleton Archer Archer must succeed on a DC 16 Strength
Large giant saving throw or be pushed back 10 feet.

Into the Abyss When making attacks, a Giant Skeleton


Archer will always try to push the target off the
STR DEX CON INT WIS CHA nearest cliff edge with its Mighty Shot feature.

14 18 13 7 6 1 Ancient Bones Successful attacks made against a Giant


(+2) (+4) (+2) (-2) (-2) (-5) Skeleton Archer by a bludgeoning weapon
are counted as critical hits.
Armour Class: 14 (Ancient Bones) Speed: 45 feet
Position: 150 (20d10+40) Restless Dead Giant Skeleton Archers do not need to rest
Initiative DC: 17 or sleep, and are immune to the exhausted
condition.

Saving Throws Last Rites A Giant Skeleton Archer does not grant
Con +6, Wis +2 souls once killed if it is later reanimated
by a Necromancer. The Giant Skeleton
Archer grants souls normally if there are no
Skills Senses necromancers present that may raise them.
Perception +2 blindsight 300 ft.,
Actions
passive Perception 12
Damage Immunities Condition Immunities Multiattack The Giant Skeleton Archer makes two attacks.
necrotic blinded, charmed, deafened,
exhausted, frightened Giant Bow Ranged Weapon Attack: +8 to hit, range
Damage Vulnerabilities Damage Resistances 100/300 ft., one target. Hit: 26 (5d8+4)
bludgeoning damage. Creatures adjacent to
fire, radiant - the target creature are hit for half damage.

Deadeye Shot The Skeleton takes time to aim, the next


Challenge:
attack made with the Giant Bow gains +4 to
7 (2,900 Souls) hit, doubles its range, and does critical damage.
47
Stomp Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 19 (5d6+2) bludgeoning damage.
In motionless silence the Giant Skeleton Archers stand watch Any creature hit by this attack is pushed back 20
over the pitch black domain of the First of the Dead. These feet (this includes the 10 feet from the Mighty
imposing figures dot the narrow paths of the cliff and crevices Shot feature).
of the Tombs of Giants, eyeless faces ever watchful. With
bows taller than any man, the hidden strength of their fleshless Reactions
bodies draws ballista-sized ammunition across their bowstring.
A sudden death launched through the darkness to bring a swift Leap After taking damage from any source, a Giant
and violent end to any who may seek to steal from the decrepit Skeleton may choose to leap 15 feet to their
sarcophagi of the ancient dead. left or right. This does not provoke attacks of
opportunity.
Actions
Ghost
Medium humanoid Graveyard Slash Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 24 (2d20+3) slashing damage.

Cold Embrace Targeting one enemy within 10 feet, the Ghost


STR DEX CON INT WIS CHA smothers them in its corpse-cold embrace.
The target creature must succeed on a DC 16
16 16 12 14 10 10 Dexterity saving throw or become grappled
(+3) (+3) (+1) (+2) (+0) (+0) (escape DC 16) and take 25 (5d8+3) necrotic
damage.
Armour Class: 10 Speed: 30 feet,
Position: 22 (4d8+4) Fly 30 feet
While grappled, the target creature takes 25
Initiative DC: 13 (5d8+3) necrotic damage at the beginning of
its turn.

Saving Throws So you Shall The target creature must succeed on a DC


Con +3, Wis +2 Suffer Too 16 Dexterity saving throw or become cursed.
While cursed your total and current Position
are reduced by one third, rounded down. While
Skills Senses cursed, a creature can target and hit ghosts
regardless of the Immaterial feature until the
History +4, Insight +2, truesight 120 ft.,
creature dies or rests.
Perception +2 passive Perception 12
Damage Immunities Condition Immunities Reactions
- blinded, charmed, deafened,
exhaustion, frightened, Spectral Retreat After taking damage from another creature, the
incapacitated, invisible, Ghost can choose to retreat 10 feet into a solid
paralysed, petrified, poisoned, surface. This does incur attacks of opportunity.
prone, restrained, stunned,
unconscious
Damage Vulnerabilities Damage Resistances
radiant -
48

Challenge:
3 (700 Souls)

Cursed residents of the once-flourishing undead city of New


Londo. When the Abyss began to consume it, and corrupted
its masters, the city was flooded to limit with the spread of the
humanity-corrupted Darkwraiths.

The city’s luckless denizens did not escape; they drowned


slowly in the icy waters, sacrificed along with the city and
entirely powerless to save themselves or loved ones from dying
bitter, desperate deaths. Now, fuelled by rage, these spectres
haunt the waterlogged ruins of the city; dragging foolhardy
explorers to watery graves in acts of bitter revenge.

Accursed Dead Attacks against a Ghost that deal Radiant


damage are treated as a critical hit.

Ghostly Levitation Ghosts have a fly speed of 30 feet.

Incorporeal Ghosts can pass through inanimate and


animate objects including creatures, walls, floors,
and ceilings. They do not need air to breathe
and can stay within a solid material for as long
as they wish.

Immaterial A Ghost can only be hit by attacks from enemy


creatures if it has made attacks against an
enemy in its last turn.
Toxic Environment The Infested Barbarian is resistant to poison
Infested Barbarian damage.
Medium humanoid
Blight Infested When taking poison damage, the Infested
Barbarian does not lose Position and instead
gains Position equal to the damage inflicted.
STR DEX CON INT WIS CHA
Reckless Assault (Recharge 5-6): At the start of its turn, the
14 11 16 10 9 5 Infested Barbarian can gain advantage on all
(+2) (+0) (+3) (+0) (-1) (-3) melee weapon attack rolls during that turn,
and attack rolls against it have advantage
Armour Class: 14 (Rotted Armour) Speed: 30 feet
until the start of its next turn. On the turn
Position: 105 (14d8+42) the Infested Barbarian uses this feature, it
Initiative DC: 10 may additionally spend 4 Position to reroll
an attack.

Saving Throws Boulder Roll While armed with a boulder, the Infested
Con +5 Barbarian may move through the space
occupied by another creature of equal or
smaller size. When it does so, the creature
Skills Senses must succeed on a DC 14 Strength saving
throw, or be knocked prone and take 19 (3d12)
Athletics +4, Perception +1 passive Perception 11
bludgeoning damage. On a successful save, the
Survival +1
Infested Barbarian immediately stops moving
Damage Immunities Condition Immunities and cannot move in this way again until the
- frightened, poisoned creature is no longer engaging it in combat.

Damage Vulnerabilities Damage Resistances Actions


- poison
Multiattack The Infested Barbarian makes two melee
weapon attacks.
Challenge:
Club Melee Weapon Attack: +4 to hit, reach 5 ft., one
2 (with club) (450 Souls), 3 (with boulder) (700 Souls) target. Hit: 8 (1d12+2) bludgeoning damage.
49
Club Smash (Recharge 4-6). Melee Weapon Attack: +4 to
Bloated and horrible, infested barbarians are hollows who hit, reach 5 ft., one target. Hit: 20 (4d8+2)
have found themselves a niche in the tainted ecosystem bludgeoning damage. Target must succeed on
of Blighttown. They are coated in the noxious slime of the a DC 14 Strength saving throw or be knocked
place, as much a part of it as the slimy rocks and rotten wood; prone.
swinging at trespassers as they grow too near.
Boulder Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 15 (2d12+2) bludgeoning damage.

Boulder Smash (Recharge 4-6). Melee Weapon Attack: +4 to


hit, reach 5 ft., one target. Hit: 29 (6d8+2)
bludgeoning damage. Target must succeed on
a DC 15 Strength saving throw or be knocked
prone.

Position Spends

Spend 6 Position Reinvigorate. The Infested Barbarian recharges


all abilities which have not recharged instantly.
Actions
Infested Ghoul
Medium humanoid Sword Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8+1) slashing damage.

Spear Melee Weapon Attack: +3 to hit, reach 10 ft., one


STR DEX CON INT WIS CHA target. Hit: 4 (1d6+1) piercing damage.

13 12 9 10 6 6 Half-eaten Corpse Melee Weapon Attack: +3 to hit, reach 5 ft., one


(+1) (+1) (-1) (+0) (-2) (-2) target. Hit: 3 (1d4+1) bludgeoning damage and
3 (1d6) poison damage.
Armour Class: 12 (Rotting Clothes) Speed: 35 feet
Position: 52 (15d8-15) Ravenous Bite (Recharge 5-6). Melee Weapon Attack: +3 to hit,
Initiative DC: 11 reach 5 ft., one target. Hit: 7 (1d12+1) piercing
damage. When an enemy is hit by this attack,
the Infested Ghoul regains Position equal to
Saving Throws the damage done. This attack does not benefit
Str +3 from the Blood Hungry feature.

Skills Senses Position Spends


Athletics +3, Survival +0 passive Perception 8 Spend 4 Position Spend 4 Position. The Infested Ghoul moves
Damage Immunities Condition Immunities up to 10 feet and makes an melee weapon
attack with an additional +2 to hit.
- poisoned
Damage Vulnerabilities Damage Resistances
Lycanthrope Hunter
- poison
Medium humanoid

Challenge:
1/2 (100 Souls) STR DEX CON INT WIS CHA

12 9 12 7 8 6
50 Cannibals living off the discarded filth of others and the (+1) (-1) (+1) (-2) (-1) (-2)
lean stringy meat of the lamentable fools who cross into
their lairs. Whether a morsel or a feast, the siren call of Armour Class: 12 (Make-shift Armour)
rancid meat pulls ghouls towards their next meal. Cowardly Position: 44 (8d8+8) Speed: 30 feet
creatures as a rule, ghouls prefer to strike in numbers against
Initiative DC: 9
unwitting prey. Despite this, their ravenous voracity can see
victims stripped of all flesh in moments when a pack of them
descends on the unwary. Skills Senses
- passive Perception 9

Blood Hungry Whenever the Infested Ghoul inflicts damage it Damage Immunities Condition Immunities
regains Position equal to half of the damage done. fire frightened
Damage Vulnerabilities Damage Resistances
Scavengers When targeting an enemy who is at less than
full Position the Infested Ghoul gets +2 to - all
attack rolls.

Pack Mentality When within 5 feet of one or more other Challenge:


Infested Ghouls all attacks rolls and saving 1 (200 Souls)
throws made by the Infested Ghoul are made
with advantage.
These mobs of hollowed peasants take up arms to hunt the
Toxic Environment An Infested Ghoul is resistant to poison savage Lycanthropes along the Path of Sacrifices. With their
damage. makeshift stakes, they hunt as a desperate pack; overwhelming
their bestial assailants with reckless charges. The many
Detritus Armoury An Infested Ghoul may be armed with a spear, crucifixions stand as proof of their limited success, albeit
a sword, or a half-eaten corpse. Infested Ghouls without revealing the losses of these so-called hunters.
also have proficiency with improvised weapons.

Mob Tactics For each other Lycanthrope Hunter within


20 feet an individual Lycanthrope Hunter
receives 1d4 bonus damage on all damage rolls.
Zealous Lycanthrope Hunters will always use Charge!, if it is not 4-Armed Defence Man-Serpent Mages have +2 AC against
Attacker recharging, on an enemy who is not currently engaged non-magical melee attacks.
in melee combat with another Lycanthrope Hunter if
there are any within line of sight. Actions

Fear the Lycanthrope Hunters will always prioritise attacking Multiattack The Man-Serpent Mage makes two attacks with
Beast a Lycanthrope over any other enemy. If a Lycanthrope its Flamberges, and casts Lightning Zap.
Hunter can see but is out of range to attack a Lycanthrope,
they will move as far toward and as fast towards the Flamberge Melee Weapon Attack: +4 to hit, reach 5 ft., one
nearest Lycanthrope by the most direct route. target. Hit: 15 (3d8+2) slashing damage.

Actions Smash and Grab A creature within 15 feet of the Man-Serpent


Mage must immediately make a DC 12
Prod Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Strength saving throw. On a failure, the target is
Hit: 4 (1d6+1) piercing damage restrained by the Man-Serpent Mage and takes
17 (5d6) bludgeoning damage and 13 (3d8)
Charge! (Recharge 6). The Lycanthrope Hunter charges in poison damage. If the saving throw is successful,
a line for 60 feet. When the Lycanthrope Hunter the target takes half damage and is not restrained.
encounters an enemy, they are hit for 3 (1d4+1)
damage and must succeed on a DC 14 Strength saving Lightning Zap The Man-Serpent Mage fires a bolt of
throw or be knocked prone. lightning at an enemy creature within 180
feet. Target creature must succeed on a DC
If the target creature is knocked prone, then the 14 Dexterity saving throw or take 20 (4d8+2)
Lycanthrope Hunter continues on its path until the lightning damage.
next target or 60 feet has elapsed. If moving through
an occupied space exceeds this distance, then the Toxic Spray The Man-Serpent Mage spits poison in a fine
Lycanthrope hunter stops moving as soon as they have mist in a 30-foot cone, engulfing assailants.
passed through this space. Creatures hit by this spell must succeed on’ a
DC 15 Constitution saving throw or become
poisoned for 7 (2d4+2) rounds and take 9
Man-Serpent Mage (2d6+2) poison damage.
Large humanoid
Bloodied

Viper's Lash When the Man-Serpent Mage becomes 51


STR DEX CON INT WIS CHA
bloodied, it immediately makes attacks. If
11 14 15 15 12 10 engaged in melee the Man-Serpent Mage will
(+0) (+2) (+2) (+2) (+1) (+0) immediately make two Flamberge attacks. If
the Man-Serpent Mage is not within 5 feet of
Armour Class: 11 (Scraps of Clothing) an enemy, then it will make a Toxic Spray attack
Position: 78 (12d8+24) Speed: 25 feet followed by a Lightning Zap attack.
Initiative DC: 12

Saving Throws
Con+4, Int +4, Wis +3

Skills Senses
Arcana +4 passive Perception 11

Damage Immunities Condition Immunities


- poisoned
Damage Vulnerabilities Damage Resistances
cold, lightning, piercing fire, slashing and bludgeoning
from non-magical sources

Challenge:
4 (1,100 Souls)

Their obvious serpentine appearance disguises how little of


their great draconic ancestors’ blood they retain. Aside from
the scales and snake-like features, they also share the cold,
deliberate thought processes of their mighty progenitors.
Position Spends
Mindless Corvian Settler
Medium humanoid Spend 15 Position Frenzied Flap. Overcome by fear, the Mindless
Corvian Settler attacks in a reckless frenzy and
immediately attacks four times with Beak &
Claw and takes two levels of exhaustion.
STR DEX CON INT WIS CHA
Bloodied
11 8 10 7 8 5
(+0) (-1) (+0) (-2) (-1) (-3) Toxic Rupture When a Mindless Corvian Settler (Befouled
or Begrimed) becomes bloodied, it instantly
Armour Class: 11 Speed: 20 feet
releases a cloud of foul toxins as its body
Position: 45 (10d8) ruptures. Creatures within 5 feet of the
Initiative DC: 9 Corvian must succeed on a Dexterity or
Constitution saving throw or be poisoned.
Skills Senses
- passive Perception 9 Oolacile Sorceress
Medium monstrosity
Damage Immunities Condition Immunities
- -
Damage Vulnerabilities Damage Resistances STR DEX CON INT WIS CHA

fire -
10 15 9 18 17 13
(+0) (+2) (-1) (+4) (+3) (+1)
Challenge:
Armour Class: 15 (Empowered Sigil)
1/2 (100 Souls) Position: 49 (14d8-14) Speed: 35 feet
Initiative DC: 12
These mobs of hollowed peasants take up arms to hunt the
savage Lycanthropes along the Path of Sacrifices. With their Saving Throws
makeshift stakes, they hunt as a desperate pack; overwhelming
their bestial assailants with reckless charges. The many Int +6, Wis +5, Cha +3
52 crucifixions stand as proof of their limited success, albeit
without revealing the losses of these so-called hunters. Skills Senses
Arcana +6, History +6 passive Perception 13

Damage Immunities Condition Immunities


The Mindless Corvian Settler comes in three varieties: poison poisoned

Pallid Equipped with Beak & Claw. Damage Vulnerabilities Damage Resistances
necrotic -
Begrimed Begrimed Corvians ooze with foul corruption
that has overrun their body, equipped with
Claws, Beak and can use Excrete Corruption. Challenge:
3 (700 Souls)
Befouled Upon rotted limbs, these Corvians haul,
shuffle, and drag themselves along the floor
in pursuit of attackers. Equipped with Beak Corrupted by the influence of Manus and the abyss, many
& Claw, and can use Pathetic Grasp. Has a of the inhabitants of Oolacile now wield the energy of the
move speed of 15 feet. abyss to power their sorceries. Towering over the corrupted
residents, sorceresses sprout branch-like appendages from
Actions their head, one of their arms taking on a similar spiral shape.

Beak & Claw Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 9 (2d8) piercing damage. Catalyst Sorcery The Sorceress gains advantage on all saving
throws against spells, sorceries, miracles, and
Excrete Ranged Weapon Attack: +2 to hit, 20-foot cone. similar effects. Spell attack rolls targeting the
Corruption Affected creatures must make a Dexterity Sorceress are made with disadvantage.
saving throw, taking 9 (2d8) necrotic damage.
On a failed save, or half as much damage on a Actions
successful one.
Claw Attack Melee Weapon Attack: +4 to hit, reach 10 ft., one
Pathetic Grasp The crawling Corvian grabs and pecks at the creature. Hit: 5 (1d6+2) slashing damage plus
legs of an opponent, trying to bring them to 10 (3d6) poison damage. A creature damaged
the ground, dealing 7 (2d6) piercing damage. by this attack is poisoned until the start of the
Target must succeed on a DC 15 Strength Oolacile Sorceress’ next turn.
saving throw or fall prone.
Actions
Oolacile Resident
Catalyst Dark Orb Ranged Spell Attack: +6 to hit, range 80 ft., one Medium monstrosity
creature. Hit: 26 (5d8+4) force damage. Spend
5 Position, a creature hit by this attack must
succeed on a DC 14 Constitution saving throw,
STR DEX CON INT WIS CHA
or their maximum Position is reduced by the
amount of damage taken. 17 6 14 11 13 5
(+3) (-2) (+2) (+0) (+1) (−3)
Dark Bead Ranged Spell Attack: +6 to hit, range 40 ft., one
creature. Hit: 7 (2d6) necrotic damage. The Armour Class: 12 (Natural Armour) Speed: 40 feet
Sorceress can fire four beads. Each bead hits a Position: 32 (5d8+10)
creature of her choice that she can see within
range. Initiative DC: 8

Dark Fog As an action, the Sorceress causes a fog to Skills Senses


emanate in a 20-foot radius from a point they
- passive Perception 11
can see within 120 feet. All creatures that enter
or start their turn in the fog must immediately Damage Immunities Condition Immunities
make a DC 14 Constitution saving throw. On a
- poisoned
failure, the creature is poisoned for one minute
and takes 7 (2d6) poison damage. On a success, Damage Vulnerabilities Damage Resistances
the creature doesn’t take any damage and is only
fire -
poisoned while it remains in the fog. A creature
that fails its saving throw can repeat it at the
end of their turn. Challenge:
1 (200 Souls)
Bloodied

Frenzied The Oolacile Sorceress immediately moves up


Numerous eyes that glow red around their bulbous heads, the
to its speed towards a hostile creature. Each
residents of Oolacile are deformed memories of their former
hostile creature the Sorceress passes within
selves. Long arms ending in cruel claws, almost tripping over
5 feet of must succeed on a DC 13 Strength
their feet as they charge towards their prey; these twisted
saving throw or take 21 (5d6+4) force damage
creatures disembowel their unfortunate prey in seconds. 53
and be knocked prone.

Eyes Attempts to hide from the Oolacile Resident


are made with disadvantage and the Oolacile
Resident gains advantage on any check to
notice another creature or threat.

Clumsy Melee attacks targeting the Oolacile Resident


after it has moved and attacked in the same
round are made with advantage. If an attack
that was made at advantage hits and both
results would have been successful the Oolacile
Resident is knocked prone.

Actions

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


creature. Hit: 10 (2d6+3) slashing damage.
Combo Attack: If the Oolacile Resident hits a
creature with a claw attack it immediately makes
an additional attack. If this additional attack hits
it is treated as a critical hit. This additional attack
doesn’t trigger any additional attacks.

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


creature. Hit: 10 (2d6+3) slashing damage plus
5 (1d10) bludgeoning damage. The Oolacile
Resident must have moved at least 10 feet in
a straight line to make this attack. A creature
hit by this attack must succeed on a DC 13
Strength saving throw or be knocked prone.
Reactions
Necromancer
Medium humanoid Panicked In response to taking melee damage, a
Retaliation Necromancer may immediately make one
lantern whack attack as a reaction. The
Necromancer may then move up to 15 feet. This
STR DEX CON INT WIS CHA attack can incur attacks of opportunity.

10 12 10 16 14 5 Bloodied
(+0) (+1) (+0) (+3) (+2) (-3)
Unending Tide When the Necromancer becomes bloodied, it
Armour Class: 12 (Ragged Robes) Speed: 30 feet
immediately uses Raise Them Up, regardless of
Position: 27 (6d8) recharge. If there are no Bone Towers already in
Initiative DC: 11 the combat, this will also summon one new Bone
Tower within 50 feet of the Necromancer. This
Bone Tower will immediately join the combat.
Skills Senses
Arcana +5, History +5, passive Perception 14
Perception +4, Stealth +3,
Survival +4
Painting Guardian
Medium humanoid
Damage Immunities Condition Immunities
charmed, frightened -
Damage Vulnerabilities Damage Resistances STR DEX CON INT WIS CHA
fire, radiant -
11 14 12 10 13 14
(+0) (+2) (+1) (+0) (+1) (+2)
Challenge: Armour Class: 13 (Leather Armour) Speed: 30 feet
4 (1,100 Souls) Position: 33 (6d8+6)
Initiative DC: 12
Devious hollow undead responsible for animating the giant
54 skeletons inhabiting the Tombs of Giants. With no shortage
Saving Throws
of decrepit skeletons to raise, they watch every dank tunnel
and hidden crevice of the Tombs. Wis +3, Cha +4

Whether tasked by Nito, First of the Dead, or simply exiled


practitioners of sinful magics, they keep their watch with Skills Senses
dogged persistence. From the shadows they direct their undead Deception +4, passive Perception 11
automata, raising and re-raising the skeletal sentinels that fall Persuasion +4, Religion +2
against any encroachers; drowning them in an unending tide Damage Immunities Condition Immunities
of fleshless-undead.
- -
Damage Vulnerabilities Damage Resistances
Puppeteer Whenever possible, the Necromancer hides - -
in shadows away from the melee, and receives
a +5 bonus to Stealth Rolls while there is a
friendly creature with alive within 50 feet. Challenge:

Shadowy Skulking While in darkness, low-light or shadow, the 2 (450 Souls)


Necromancer cannot be targeted by any attack
from a creature that is more than 20 feet away.
Garbed head-to-toe in flowing, alabaster robes, the Painting
Actions
Guardians stand vigil over the Great Painting of Ariamis,
ruthlessly striking down those who dare threaten the
Lantern Whack Melee Weapon Attack: +2 to hit, reach 5 ft., one
painting. They wield curved swords, uniquely shaped with
target. Hit: 21 (2d20) fire damage.
a flat tip, and tend to attack in graceful, sweeping motions,
blades flashing cruelly in movements akin to a dance.
Skull Lantern Ranged Spell Attack: +5 to hit, range 60 ft., one
target. Hit: 30 (6d8+3) fire damage.
The guardians have served this role for generations, passing
down their impressive fighting techniques, but the true
Raise Them Up Recharge (5-6). Three creatures within 50
reason why they guard the painting has been lost to all
feet are raised as undead with full Position.
known memory.
Creatures raised back to un-life within melee
engagement of an enemy creature incur an
attack of opportunity.
Magic Resistance The Painting Guardian has advantage on saving
throws against spells and other magical effects.

Pack Tactics The Painting Guardian has advantage on an


attack roll against a creature if at least one of
the painting guardian's allies is within 5 feet
of the creature and the ally isn't incapacitated.

Sneak Attack (1/Turn).The Painting Guardian deals an extra 7


(2d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or
when the target is within 5 feet of an ally of the
painting guardian that isn't incapacitated, and
the painting guardian doesn't have disadvantage
on the attack roll.

Actions

Multiattack The Painting Guardian makes two melee attacks.

Painting Melee Weapon Attack: +4 to hit, reach 5 ft., one


Guardian Sword target. Hit: 5 (1d6+2) slashing damage.

Dagger Melee or Ranged Weapon Attack: +4 to hit,


reach 5 ft. or range 20/60 ft., one creature. Hit:
4 (1d4+2) piercing damage.

Reactions

Dodge The Painting Guardian imposes disadvantage


on a single spell, ranged or melee attack
targeting them provided they can see the
creature targeting them.

Position Spends 55

Spend 5 Position The Painting Guardian moves 5 feet after


each attack it makes for the rest of the round.
This movement does not provoke attacks of
opportunity.
Latched On The Parasitic Wall-Hugger will not move
Parasitic Wall-Hugger during combat, as it continues feeding on the
Huge abomination revolting detritus of Blighttown.

Writhing When a creature first approaches within 60


Corpulence feet of the Parasitic Wall-Hugger, or makes
STR DEX CON INT WIS CHA a ranged attack at the Parasitic Wall-Hugger
for the first time, the creature must succeed
11 15 14 7 10 6 on a DC 14 Wisdom saving throw or become
(+0) (+2) (+2) (-2) (+0) (-2) frightened.
Armour Class: 10 (Bloated Putrescence)
To be affected, a creature must be able to see
Position: 127 (15d12+30) Speed: 10 feet the Parasitic Wall-Hugger.
Initiative DC: 12
Naturally Foul blight has infused every part of the
Disgusting Parasitic Wall-Hugger’s bloated body. A
Skills Senses creature hit by any attack from the Parasitic
Survival +2 passive Perception 10 Wall-Hugger must succeed on a DC 15
Constitution saving throw or become
Damage Immunities Condition Immunities poisoned for 9 (2d6+2) turns.
poison charmed, prone
Actions
Damage Vulnerabilities Damage Resistances
lightning, slashing force Flail Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 17 (5d6+2) piercing damage.

Challenge: Toxic Hurl Ranged Weapon Attack: +4 to hit, range 60/180


1 (200 Souls) ft., one target. Hit: 15 (3d8+2) poison damage.

Reactions
Latched onto the foulness of Blighttown, this utterly
disturbing abomination is a shocking find for any unlucky Thrashing The Parasitic Wall-Hugger can make a flail
enough to be traversing through the depths. Its bulbous attack in response to taking damage.
abdomen flexes and writhes, and its stubby legs lash out
56 at any who come too close, inflicting deep, gangrenous Bloodied
gashes. With its mouth clamped tight against the cliffside,
it presumably feeds on the repugnant run-off that seeps from Death Throes When the Parasitic Wall-Hugger becomes
the sewers above. Not that many can stomach getting close bloodied, it immediately makes a flail attack
enough to find out. For the few brave enough to try, it will and a toxic hurl attack.
fight for its food as any other hungry monstrosity; it will not
flee its feeding spot no matter what.
Actions
Pisaca
Medium humanoid Tentacled Slap Melee Weapon Attack, +3 to hit, reach 5 ft.,
one target. Hit: 11 (3d6+1) slashing damage.

Soul Arrow Ranged Spell Attack: +5 to hit, range 120 ft.,


STR DEX CON INT WIS CHA one target. Hit: 15 (4d6+1) force damage.

12 12 10 8 6 4 Engulf Melee Weapon Attack: +3 to hit, reach 10 ft., one


(+1) (+1) (+0) (-1) (-2) (-3) target. Hit: 10 (2d8+1) piercing damage. The
target must succeed on a DC 16 Strength or
Armour Class: 10 (Natural Armour) Speed: 60 feet
Dexterity saving throw or become grappled.
Position: 72 (16d8) On the turn they are grappled and at the
Initiative DC: 8 beginning of the Pisaca’s turn, if they are
still grappled, they take 10 (2d8+1) piercing
damage, plus 4 (1d8) additional piercing
Saving Throws damage for each round the creature has been
Wis +0, Cha -1 grappled. A creature takes half damage on a
successful save and is not grappled.

Skills Senses
- blindsight 240 ft.,
passive Perception 10
Damage Immunities Condition Immunities
necrotic blinded, charmed
Damage Vulnerabilities Damage Resistances
lightning Damage from magical
attacks and weapons

Challenge:
2 (450 Souls)
57

Pitiful amalgamations of snake and octopus. Their cerulean,


tentacled heads are at stark odds to the dry scales of their
serpentine bodies. Each is a devious and driven hunter,
tearing through the halls of the Scaleless One’s Archive. Yet,
as unsettlingly animalistic as they are, many are capable of
basic magics; launching blue bolts at the backs of their quarry.

Thought to be the results of the Pale Drake’s flesh-warping


experiments, though whether meant to be more than mere
guard dogs, none know but he. There are rumours of some
Pisaca that remain cruelly aware of what has been done to
them, cowering in dank corners of the archive, managing to
do naught but weep.

Magically Altered Pisaca are infused with the magical techniques


they were crafted by and thus have a +3
Intelligence Modifier when casting spells.

As Wild Dogs Pisaca gain +1 AC and +1 attack for each other


Pisaca within 20 feet.

Frenzied Hunter Like any pack hunter, Pisaca try to surround and
overwhelm their prey. Attacks made by a Pisaca
with advantage are counted as critical hits.
Bulwark of Faith The Royal Sentinel may make a Poleaxe Thrust
Royal Sentinels attack against any enemy creature that hits an
Large humanoid allied Sentinel or Royal Sentinel, as long as that
enemy is within 10 feet.

Bloodied
STR DEX CON INT WIS CHA

18 12 18 12 16 10 Resplendent Channelling their cold, indignant fury at the


(+4) (+2) (+4) (+1) (+3) (+0) Guardians meagre enemies before them, the Royal Sentinel
gains +1 attack and all attacks have their damage
Armour Class: 18 (Londor Tabard & Giant Plate) type changed to radiant.
Position: 161 (17d10+68) Speed: 45 feet
Initiative DC: 12

Damage Immunities Condition Immunities Sentinels


Large humanoid
- -
Damage Vulnerabilities Damage Resistances
poison - STR DEX CON INT WIS CHA

16 12 16 12 14 10
Challenge: (+3) (+1) (+3) (+1) (+2) (+0)
5 (1,800 Souls)
Armour Class: 16 (Giant Plate) Speed: 45 feet
Position: 136 (16d10+48)
Resplendent in their ancient brass armour and dazzling white Initiative DC: 11
tabards, the elite of the holy city’s holy guardians. No aggressor
can pass the guard of their gargantuan shields.
Saving Throws
The few arrogant enough to try are met with the relentless
Str +5, Con +5
barrage of polearm blows. These custodian warriors bring swift
retribution down on those who would besmirch the Gods, or
58 the fading light of Anor Londo. Skills Senses
History +3, passive Perception 14
Perception +4
Radiant Shield The great, shining shields of the Royal Damage Immunities Condition Immunities
Sentinels grant them +4 AC against all ranged poison charmed, frightened
attacks including spells.
Damage Vulnerabilities Damage Resistances
Actions - radiant, slashing from
non-magical sources
Poleaxe Thrust Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 25 (2d10+4) piercing damage.
Challenge:
Royal Shield Bash (Recharge 5-6). Melee Weapon Attack: +6 to 3 (750 souls)
hit, reach 5 ft., one target. Hit: 32 (8d6+4)
bludgeoning damage. Creatures hit by this
attack must succeed on a DC 14 Constitution
saving throw or be stunned for 1d3+1 turns.

Holy Shield Bash (Recharge 5-6). Melee Weapon Attack: +6 to hit, Giant guards of the godly city of Anor Londo. In magnificent
reach 5 ft., one target. Hit: 32 (8d6+4) radiant brass plate they have stood guard over the failing light of the
damage. Any creature hit by this attack must Gods for long aeons. They jealously guard what little is left,
succeed on a DC 14 Constitution saving protecting the deeper secrets of the city.
throw or be stunned for 1d4+2 turns.
With mighty sweeping blows of their polearm they rain down
Heal (Miracle) (Recharge 6). The Royal Sentinel touches a barrage of strikes; breaking shields and knocking down even
a creature, healing them for 48 (10d8+3) the mightiest foes of legend, let alone the meagre undead who
Position. Can be cast on self. dare befoul the holy city.

Reactions

Retaliation The Royal Sentinel may make a shield bash


attack as a reaction to taking melee damage, if
it is not recharging.
Tower Shield The mighty shields of the Sentinels grant +4 Bloodied
AC against all ranged attacks including spells.
Shield Barge The Sentinel may make a shield bash attack as
Actions a reaction to taking melee damage, if it is not
recharging.
Multiattack Sentinels make two attacks.
Bulwark of Faith The Sentinel may make a Poleaxe Thrust attack
Poleaxe Thrust Melee Weapon Attack: +5 to hit, reach 15 ft., against any enemy creature that hits an allied
one target. Hit: 24 (2d20+3) piercing damage. Sentinel or Royal Sentinel, as long as that enemy
is within 10 feet.
Sweeping Attack Melee Weapon Attack: +5 to Hit, 20-foot
cone. Hit: 16 (3d8+3) bludgeoning damage. Holy Guardians The Sentinel gains one additional attack when
Creatures hit by this attack must succeed on a they use the multiattack action. In addition, the
DC 14 Dexterity saving throw or be knocked Sentinel’s attacks with a polearm have their
prone. damage type changed to radiant.

Shield Bash (Recharge 5-6). Melee Weapon Attack, +5


to hit, reach 5 ft., one target. Hit: 31 (8d6+3)
bludgeoning damage. Creatures hit by this
attack must succeed on a DC 14 Constitution
saving throw or be knocked prone.

59
The Tome of Strange Beings

60

Undead
61
Mournful The Banshee regains 30 Position at the start
Banshee Regeneration of its turn. If the Banshee takes damage from
Medium undead a cursed creature or weapon, this trait doesn’t
function at the start of the banshee’s next turn.
The Banshee dies only if it starts its turn with
0 Position and doesn’t regenerate.
STR DEX CON INT WIS CHA
Enhanced Turn The Banshee has advantage on saving throws
1 16 12 10 12 16 Resistance against any effects that turn undead. If
(-5) (+3) (+1) (+0) (+1) (+3) the banshee has benefited from mournful
Armour Class: 18 (Natural Armour) Speed: 15 feet, regeneration since the beginning of its last turn
Burrow 50 feet it is instead immune to such effects.
Position: 117 (18d10+18)
Initiative DC: 16 Actions

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


Saving Throws
target. Hit: 7 (1d8+3) slashing damage and 14
Dex +6, Cha +6 (4d6) necrotic damage. If this attack exceeds
the target’s AC by 5 or more, the target is
Skills Senses grabbed and restrained by the Banshee (escape
DC 14).
- darkvision 60 ft.,
passive Perception 11
Hurl Lightning Ranged Spell Attack: +6 to hit, range 60 ft.,
Damage Immunities Condition Immunities one target. Hit: 12 (2d8+3) lightning damage.
A target hit by this attack has disadvantage
cold, necrotic, poison charmed, exhaustion, on the next d20 roll they make; this effect
frightened, grappled, disappears after one minute has passed.
paralysed, petrified, poisoned,
prone, restrained Powerful Bolt Ranged Spell Attack: +6 to hit, range 60 ft., one
Damage Vulnerabilities Damage Resistances target. Hit: 11 (2d8+3) lightning damage. A
damage from a cursed source acid, fire, lightning, thunder; target hit by this attack must succeed on a DC
bludgeoning, piercing, and 14 Strength saving throw or be knocked prone.
slashing from nonmagical A target that fails this saving throw by 5 or
attacks more is also stunned until the beginning of
62 their next turn.
Challenge:
Reactions
10 (5,900 souls)
Fury of the Dead If the Banshee misses a melee attack by 3
or less, it can immediately use its gut stab
legendary action.

Legendary Actions

Howling in equal parts rage and sorrow, banshees stalk the The Banshee can take up to three legendary actions by choosing from
grounds near the places they frequented in life. Only two are the options below and spending the required Position. Only one
known to reliable sources, and each of them carries a decrepit legendary action option can be used at a time and only at the end of
bundle of rags and bones that are thought to be the ghostly another creature’s turn. The banshee regains spent legendary actions at
essence of the banshee’s child. What horrors befell them in life the start of its turn.
empowers them in undeath, as they shriek and claw in frenzy
at any living creature that draws too close. Spend 3 Position Swipe. The banshee makes a swipe attack.
Scholars theorize their cursed existence may also prove to
Spend 5 Position Lightning Fury. (Costs 2 Actions). The
be their undoing. The few who studied them closely, or the
Banshee uses its powerful bolt action but
even fewer who’ve fought them and survived all report their
targets all foes within 10 feet.
weapons proving ineffective; any wound inflicted closing in
mere seconds.
Spend 5 Position Gut Stab. (Costs 2 Actions). The Banshee
moves up to its speed in a straight line and
All, that is, save Thorsk the Twice-Cursed; the drunken sot
makes a melee attack with advantage against
babbles endlessly of how he defeated a banshee as he sits in
a single target at the end of this movement.
the dark, cradling the creature’s bundle of sorrow, citing the
If the attack exceeds the target’s AC by 5 or
dark magic of curses as his weapon of choice.
more, or if the target is restrained, the target
is knocked prone and stunned until the end of
the banshee’s next turn. The banshee does not
provoke attacks of opportunity when using
this legendary action.
Black Knights may have a variety of weapons:
Black Knight
Large undead Longsword Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 20 (4d6+6) slashing damage.

Greatsword (2-handed). Melee Weapon Attack: +10 to hit,


STR DEX CON INT WIS CHA reach 10 ft., one target. Hit: 28 (4d10+6)
slashing damage.
22 11 20 11 11 15
(+6) (+0) (+5) (+0) (+0) (+2) Axe Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 20 (4d6+6) slashing damage.
Armour Class: 18 (Plate), 21 (with Shield)
Position: 178 (17d10+85) Speed: 30 feet Halberd (2-handed). Melee Weapon Attack: +10 to hit,
Initiative DC: Always acts first reach 10 ft., one target. Hit: 32 (4d12+6)
slashing damage.

Saving Throws Greataxe (2-handed). Melee Weapon Attack: +10 to hit,


Str +10, Con +9, Wis +4 reach 10 ft., one target. Hit: 32 (4d12+6)
slashing damage.

Skills Senses Bloodied


- passive Perception 10
Two Handed The Black Knight immediately stows their
Damage Immunities Condition Immunities Strike shield and makes two melee attacks, dealing
fire, poison charmed, exhaustion, an additional 10 (3d6) damage on a successful
frightened, paralysed, attack. Until the black knight is reduced to
petrified, poisoned, zero Position, it triggers a critical hit on an
unconscious attack roll of a 18-20 and can make a single
Damage Vulnerabilities Damage Resistances attack as a bonus action on its turn.

- bludgeoning, piercing,
slashing; lightning,
thunder

63
Challenge:
10 (5,900 Souls)

Once the proud knights of Gwyn, Lord of Cinder, these


warriors wore shining silver armour. However, in the ancient
wars against the demons of chaos, their armour was charred
black by the demons' all-consuming flame.

Gwyn's most loyal knights followed him to the Kiln of the


First Flame and stood alongside him as the Lord of Sunlight
linked the First Flame, reducing the knights to ashes in the
resulting conflagration. Their lost spirits continue to roam
the Kiln, loyal to Gwyn even in death.

Unyielding Foe The Black Knight always goes first in initiative


and cannot be surprised.

Actions

Multiattack The Black Knight makes three melee attacks.

Shield Bash Melee Weapon Attack: +10 to hit, reach 5 ft., one
creature. Hit: 13 (2d6+6) bludgeoning damage.
If the target is a Medium or smaller creature,
it must succeed on a DC 17 Strength saving
throw or be knocked prone.
Rage of the Darkwraiths are hostile to every creature other
Darkwraith Knight Forsaken than themselves and other darkwraiths.
Medium undead
Crack in the While in sunlight, the Darkwraith Knight
Armour has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
STR DEX CON INT WIS CHA
Dark Shield Whenever a Darkwraith Knight makes a
20 13 20 13 14 16 successful Dark Hand attack, it gains +2 to its
(+5) (+1) (+5) (+1) (+2) (+3) AC until the start of its next turn.
Armour Class: 21 (Plate Armour and Shield)
Dark Stalker A Darkwraith Knight is invisible to any living
Position: 168 (16d10+80) Speed: 30 feet creature that it has not attacked in the last hour.
Initiative DC: 12
Actions

Skills Senses Multiattack The Darkwraith Knight makes either two


Athletics +9, darkvision 30 ft., Dark Sword attacks or one Dark Sword attack
Intimidation +7 passive Perception 12 and one Dark Hand attack.

Damage Immunities Condition Immunities Dark Hand Melee Weapon Attack: +9 to hit, reach 5 ft., one
necrotic charmed, exhaustion, target. Hit: 23 (4d8+5) necrotic damage. The
grappled, paralyzed, petrified, target must succeed on a DC 15 Constitution
poisoned, prone, restrained saving throw or its Position maximum is
reduced by an amount equal to the damage
Damage Vulnerabilities Damage Resistances
taken. This reduction lasts until the target
fire - rests at a bonfire. A creature whose Position
maximum is reduced to zero immediately dies.
A creature killed by this effect automatically
Challenge:
triggers a roll on the Hollowing effect table.
9 (5,000 souls) See the section on Respawning in Chapter 2
of the Core Rules.

Among the ranks of the Darkwraiths are a handful of truly Dark Sword Melee Weapon Attack: +9 to hit, reach 5 ft., all
64 powerful and intimidating creatures known as Darkwraith creatures in a 5-foot radius. Hit: 19 (4d6+5)
Knights. These foul horrors command the legions of slashing damage.
Darkwraiths still terrorizing the battlefields, and are wholly
dedicated to the proposition that the yawning abyss will Bonus Actions
swallow the entirety of reality in due time. Agents of the dark,
the knights stalk their foes, invisible to all before they strike. Forsaken Prowess If the Darkwraith Knight misses with a melee
Methodical and calculating, their pitted armour drinks in light weapon attack against a single target by 5 or
and life alike, waiting for the most opportune time to strike. less, they can repeat that attack action by
spending one bonus action and 4 Position.
They have advantage on this attack.

Kick Melee Weapon Attack: +9 to hit, reach 5 ft., one


target that is wearing a shield or heavy armour.
Hit: 10 (2d4+5) bludgeoning damage. If the
target is a Medium or smaller creature, it must
succeed on a DC 15 Strength saving throw or
be knocked prone.

Reactions

Kick (When targeted by a melee attack). Melee


Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 11 (2d4+5) bludgeoning damage. If the
target is a Medium or smaller creature, it must
succeed on a DC 15 Strength saving throw or
be knocked prone.
Keen Hearing and The Flaming Attack Dog has advantage on
Flaming Attack Dog Smell Wisdom (Perception) checks that rely on
Small undead hearing or smell.

Pack Tactics The Flaming Attack Dog has advantage on


STR DEX CON INT WIS CHA attack rolls against a creature if at least one of
the flaming attack dog's allies is within 5 feet
of the creature and the ally isn't incapacitated. 65
12 16 14 5 10 11
(+1) (+3) (+2) (-3) (+0) (+0)
Actions
Armour Class: 17 (Natural Armour) Speed: 40 feet
Position: 32 (5d8+10) Multiattack The Flaming Attack Dog makes two melee
attacks.
Initiative DC: 15
Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one
Saving Throws target. Hit: 8 (1d10+3) piercing damage plus
Dex +5, Con +4, Wis +2, Cha +2 2 (1d4) fire damage.

Skills Senses Fire Breath (Recharge 5–6). The Flaming Attack Dog
exhales fire in a 15-foot cone. Each creature
Perception +4, Stealth +5 darkvision 120 ft., in that area must make a DC 12 Constitution
passive Perception 14 saving throw, taking 22 (5d8) fire damage on
Damage Immunities Condition Immunities a failed save, or half as much damage on a
fire, poison poisoned successful one.

Damage Vulnerabilities Damage Resistances Reactions


- -
Dodge The Flaming Attack Dog imposes disadvantage
on a single spell, ranged, or melee attack
Challenge:
targeting them provided they can see the
2 (450 Souls) creature targeting them.

Smaller than other attack dogs but all the more deadly, with
a toughened red hide belying their fiery nature. Dangerous
alone and deadly in a pack, these dogs are nimble and adept
at dodging even the swiftest blow, making them terrifying
burning opponents. They tend to congregate in areas
saturated with the flames of chaos as they are creatures of
fire and hardened against flame.
Actions
Hollow Assassin
Medium undead Jagged Blade Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8+4) slashing damage. A target
hit by this attack haemorrhages an additional 3
STR DEX CON INT WIS CHA (1d6) necrotic damage at the beginning of their
turn until they receive magical healing. This extra
12 18 14 3 10 6 damage can be inflicted multiple times.
(+1) (+4) (+2) (-4) (+0) (-2)
Position Spends
Armour Class: 16 (Tattered Chain Mail)
Position: 84 (13d8+26) Speed: 30 feet Spend 5 Position Hollow's Flurry. The Hollow can make two jagged
blade attacks against a single target.
Initiative DC: 17

Saving Throws Hollow Cleric


Dex +7, Con +5 Medium undead

Skills Senses
STR DEX CON INT WIS CHA
- darkvision 30 ft.,
passive Perception 10
14 10 12 8 14 10
Damage Immunities Condition Immunities (+2) (+0) (+1) (-1) (+2) (+0)
poison poisoned
Armour Class: 16 (Tattered Chain Mail)
Damage Vulnerabilities Damage Resistances Position: 60 (11d8+11) Speed: 30 feet
- - Initiative DC: 10

Challenge: Saving Throws


5 (1,800 souls) Str +5, Wis +5

Indistinguishable from common hollows, Hollow Assassins Skills Senses


66 are driven by goals known only to them. They wield wickedly - darkvision 30 ft.,
barbed blades, and are experts in causing maximum damage passive Perception 12
to an unsuspecting opponent. Perhaps they were assassins
Damage Immunities Condition Immunities
in their mortal days or perhaps they are simply driven by a
desire to inflict as much pain as possible. Only the hollow poison poisoned, prone
truly knows, and they’re disinclined to discuss the matter. Damage Vulnerabilities Damage Resistances
- -

Challenge:
Keeps Crawling If damage reduces the Hollow to 0 Position, it must
On make a Constitution saving throw with a DC of 5 5 (1,800 souls)
+ the damage taken, unless the damage is radiant or
from a critical hit. On a success, the Hollow drops Empowered by an echo of the faith that guided them in life, a
to 1 Position instead. The next time the Hollow uses Hollow Cleric seeks out opportunities to bestow holy blessings
this feature, the DC is increased by 5. and rebukes in roughly equal measure. They crawl about on
their hands and feet in a mockery of both supplication and
Weakness to Hollows treat any successful attack from a creature the physical form of a turtle. They bear a calloused, shell-like
Backstab they cannot see or are surprised by as a critical hit. tumour on their back preventing them from standing upright.
They wield foul claws and hurl dark smites with abandon, and
Evasion If the Hollow is subjected to an effect that allows it to are known to be able to restore their wounds during combat.
make a Dexterity saving throw to take only half damage,
the Hollow instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails. Bastion of Faith If the Hollow is subjected to an effect that allows it
to make a Wisdom saving throw, it treats any roll
Sneak Attack (1/turn). The Hollow deals an extra 14 (4d6) of 5 through 9 as if it had rolled a 10.
damage when it hits a target with a weapon attack
and has advantage on the attack roll, or when the Mushy The Hollow is vulnerable to all damage if it is
target is within 5 feet of an ally of the Hollow that Underbelly attacked while it is inside its shell and upside down.
isn’t incapacitated and the Hollow doesn’t have
disadvantage on the attack roll. Keeps Crawling If damage reduces the hollow to 0 Position, it must
On make a Constitution saving throw with a DC of 5
Motionless in If the Hollow stops moving for 1 minute or longer, + the damage taken, unless the damage is radiant or
Death it is indistinguishable from a normal corpse, even from a critical hit. On a success, the Hollow drops
via magical detection. It can remain motionless to 1 Position instead. The next time the Hollow uses
indefinitely. this feature, the DC is increased by 5.
Actions

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


Hit: 6 (1d8+2) slashing damage. A target hit by this
attack has disadvantage on their next attack roll.
Vile Smite Ranged Spell Attack: +5 to hit, range 150 ft, one target.
Hit: 11 (2d8+2) radiant damage and the target is
blinded unless they succeed on a DC 13 Constitution
saving throw. An area with a 5-foot radius, centred on
the target, persists until the beginning of the Hollow’s
next turn. An enemy that enters this area or begins
their turn there is subject to this damage and effect.

Bonus Action
Emerge The Hollow emerges from its tumour and may
make one claw attack.
Reaction

Blasphemous The Hollow withdraws into its tumour and gains 20


Restoration Position. This reaction can only be used when the
hollow is targeted by an attack. Until it emerges from
its tumour, its movement is 0, it is resistant to all damage, Keeps Crawling If damage reduces the hollow to 0 Position, it
and has disadvantage on Dexterity saving throws, and On must make a Constitution saving throw with a
is no longer immune to the prone condition. Critical DC of 5 + the damage taken, unless the damage
hits and effects that would render the hollow prone flip is radiant or from a critical hit. On a success,
the Hollow onto its back (see Mushy Underbelly). the Hollow drops to 1 Position instead. The
next time the hollow uses this feature, the DC
is increased by 5.
Hollow Manservant
Large undead Overconfident If the Hollow misses a target with a Machete
Striker attack by 5 or more, the target can use their
reaction to make an opportunity attack against
STR DEX CON INT WIS CHA the Hollow.
67

22 10 22 8 6 8 Actions
(+6) (+0) (+6) (-1) (-2) (-2)
Multiattack The Hollow makes two machete attacks, or
Armour Class: 15 one cauldron attack and one machete attack.
Position: 137 (11d12+66) Speed: 30 feet
Machete Melee Weapon Attack: +9 to hit, reach 10 ft., one
Initiative DC: 10
target. Hit: 19 (3d8+6) slashing damage. If the
target is still alive, the hollow can repeat this
Saving Throws attack against that target with a cumulative -5
Str +9, Con +9 penalty on the attack roll until they miss.

Hurl Cauldron Ranged Weapon Attack: +9 to hit, range 60/240


Skills Senses
ft., one target. Hit: 25 (3d12+6) damage. If
Athletics +8 (advantage) darkvision 30 ft., the target is a creature, it must succeed on a
passive Perception 8 DC 17 Strength saving throw or be knocked
Damage Immunities Condition Immunities prone. If the cauldron is empty as a result of
being thrown, it magically refills when the
poison poisoned
hollow manservant picks it up. The Hollow
Damage Vulnerabilities Damage Resistances must retrieve the cauldron before it can repeat
- - this action.

Variant
Challenge:
7 (2,900 souls) Cargo Hauler A cargo hauler Hollow Manservant carries
not only spare body parts and general detritus
in their cauldron, but also more challenging
Bearing rusty cages upon their backs and carrying giant things. They may have acid, hot tar, vile
cauldrons, Hollow Manservants are eternally in search maggots, or other horrors included. Their
of body parts and usable armour and weapons for other cauldron attack deals an extra 14 (4d6) damage,
hollows. They move with powerful determination and aren’t choosing between acid, fire, or necrotic. There
very observant, but if challenged wield jagged machetes with is also a 25% chance that a cargo hauler will
frightening efficiency, hewing to and fro. have 3d6 Vile Maggots or 1d4 other hollows
in the cauldron.
Keeps Crawling If damage reduces the Hollow to 0 Position, it
Hollow Priest On must make a Constitution saving throw with a
Medium undead DC of 5 + the damage taken, unless the damage
is radiant or from a critical hit. On a success, the
hollow drops to 1 Position instead. The next
STR DEX CON INT WIS CHA time the Hollow uses this feature, the DC is
increased by 5.
16 10 12 8 16 10
(+3) (+0) (+1) (-1) (+3) (+0) Weakness to Hollows treat any successful attack from a
Backstab creature they cannot see or are surprised by as
Armour Class: 16 Speed: 30 feet a critical hit.
Position: 71 (13d8+13)
Bastion of Faith If the Hollow is subjected to an effect that allows
Initiative DC: 10
it to make a Wisdom saving throw, it treats any
roll of 5 through 9 as if it had rolled a 10.
Saving Throws
Str +6, Wis +6 Actions

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


Skills Senses
target. Hit: 7 (1d8+3) slashing damage.
- darkvision 30 ft.,
passive Perception 13 Defensive Posture The Hollow assumes a defensive posture. While
Damage Immunities Condition Immunities in defensive posture, they receive a +5 bonus to
their AC and saving throws but can’t use bonus
poison poisoned
actions or reactions other than restoration aura.
Damage Vulnerabilities Damage Resistances
- - Bonus Action

Sacred Boon Up to 3 friendly creatures within 15 feet can


Challenge: roll a d4 and add the number rolled to the next
5 (1,800 souls) attack roll, damage roll, or saving throw they
make before the start of the Hollow’s next turn.
They must decide to use this bonus before any
While Hollow Clerics scuttle about the battlefield, the dice are rolled.
68 Hollow Priests marshal the other Hollows and bolster their
already formidable presence. Channeling divine energy Reaction
through the dented and rusty holy chimes that they clutch in
their decrepit claws, the priests can empower and heal with Restoration Aura (Recharge 4-6). A friendly creature within 30
ease, all while taking up an impressive defensive position in feet regains 13 (3d8) Position.
the thick of melee.
Whirling Steel When making an opportunity attack, the
As with all hollows, their origins are lost to time but surely Hollow can make 1d4+1 Longsword attacks
they were agents of a war god in life or at the least, are on instead. Each attack after the first targets
this martial path in a desperate search for faith and purpose a random creature within 5 feet and has a
before the inevitable hollow madness sets in. cumulative -2 penalty on the attack roll. Melee
attacks against the hollow have advantage
until the start of its next turn.
Bloodied
Lycanthrope
Large undead Retribution When the Lycanthrope becomes bloodied, it
immediately makes 2 leap and swipe actions
and an overhead slam attack, without needing
STR DEX CON INT WIS CHA to spend Position.

19 16 18 4 8 5 Actions
(+4) (+3) (+4) (-3) (-1) (-3)
Multiattack The Lycanthrope makes two claw attacks and
Armour Class: 9 Speed: 35 feet an overhead slam attack.
Position: 195 (10d10+40)
Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one
Initiative DC: 13
target. Hit: 17 (3d8+4) slashing damage.

Saving Throws Overhead Slam Melee Weapon Attack: +7 to hit, reach 5 ft., one
Con +7 target. Hit: 20 (3d10+4) bludgeoning damage.
If hit, the next attack made by the target is
made with disadvantage.
Skills Senses
Survival +2 passive Perception 9 Position Spends
Damage Immunities Condition Immunities
Spend 5 Position Leap and Swipe. The Lycanthrope takes a
fire frightened disengage action, jumps up to 15 feet, and
Damage Vulnerabilities Damage Resistances makes a claw attack. A target hit by this attack
takes a bleeding wound which does 3 (1d6)
- all slashing damage at the end of the creature's
turn until this wound is healed by magical
Challenge: means. An affected creature can stop the flow
5 (1,800 Souls) of blood by using an action and succeeding on
a DC 14 Wisdom (Medicine) check.

To look upon a Lycanthrope is to know cruelty. The cruelty


of those who nailed them to a cross on the Road of Sacrifices;
the cruelty of the Curse of Undeath which hollowed them 69
and brought them back; unable to rest, bound to the torturous
device forever. The cruelty they intend to inflict on anyone in
their path, repaying the hideous fate they were consigned to.

The hollowing of the Lycanthropes has changed them. Their


fingers are warped into pointed claws and their eyes glow red,
lambent with fury. A Lycanthrope will be still until provoked
by the presence of others. Perhaps trying not to agitate the
grievous wounds covering it, or perhaps they can remember
nothing but how to rain fury upon others.

Pain Overload The Lycanthrope is covered in horrific damage;


unable to differentiate between new and old
blinding pain. It is resistant to all damage.

Adjustment to The Lycanthrope will continue moving no


Damage matter how ruined its body becomes. It regains
2d6 Position at the start of its turn.

Blood Frenzy When attacking a Bloodied creature, the


Lycanthrope has advantage.

Nemesis If there is a Lycanthrope Hunter present, the


Lycanthrope will always prioritise attacking
them.
Spear Melee Weapon Attack: +3 to hit, reach 10 ft., one
Phalanx creature. Hit: 8 (2d6+1) piercing damage.
Medium undead
Thrown Spear Ranged Weapon Attack: +2 to hit, range 20/60 ft.,
one creature. Hit: 8 (2d6+1) piercing damage.
STR DEX CON INT WIS CHA
Reactions
12 6 15 8 10 6
(+1) (-2) (+2) (-1) (+0) (-2) Living Quiver To fire upon Phalanx is to risk seeing your own
volley returned against you - When targeted
Armour Class: 13 (Large Leather Shield) with a ranged weapon attack which misses,
Position: 13 (2d8+4) Speed: 30 feet Phalanx may use its reaction to make an attack
with the attacking creature's ranged weapon.
Initiative DC: 8

Skills Senses Pus of Man


- passive Perception 10 Huge undead

Damage Immunities Condition Immunities


poison prone, surprised STR DEX CON INT WIS CHA
Damage Vulnerabilities Damage Resistances
24 18 18 11 8 12
fire non-magical piercing, (+7) (+4) (+4) (+0) (-1) (+1)
bludgeoning and slashing
Armour Class: 16 (Natural Armour) Speed: 30 feet
Position: 126 (12d12+48)
Challenge:
Initiative DC: 14
1 (200 Souls)

Skills Senses
Pathetic masses of fused and quivering flesh, these slug-like
Acrobatics +8 darkvision 30 ft.,
creatures have been confined to the courtyard within The
passive Perception 9
Painted World for uncountable years.
Damage Immunities Condition Immunities
70 Spears protrude from their leathery hides, convulsing as they poison exhaustion, grappled,
drag themselves towards trespassers.To look upon them is to see paralysed, petrified, poisoned,
a fate worse than death; slack jaws laced with drool and lidless prone, restrained
black eyes fixed dead ahead. How they came to be like this, the
Damage Vulnerabilities Damage Resistances
only mercy that remains to them is they are never alone.
- acid, cold, necrotic

Collective Being Phalanx is made up of 13 individual creatures Challenge:


each with this profile spawned within 5 feet 10 (5,900 souls)
of at least one other Phalanx.

Disciplined Ranks Phalanx gains a bonus to all attack rolls and


saving throws equal to the number of other When first encountered, the Pus of Man is seemingly just
Phalanx within 5 feet of it. another hollow; long defeated by the madness that claims them
all. It shambles aimlessly, repeatedly bumping into walls or
Slow To Turn Phalanx must use its entire movement action obstacles for extended periods of time. All of this changes once
to change the direction it is facing. it has been alerted to the presence of foes.

Weakness To Phalanx treats any successful attack from a Their vile core erupts in a grotesque manner: oily blackness
Backstab creature it cannot see or is surprised by as a erupting outwards, while the wretched hollow form still
critical hit. bumbles to and fro. The squelching horror bears a semblance
of a face, not entirely unlike a half-formed dragon, and whips
Position Spends its body through enemies with frightening

Spend 2 Position Lunging Blow. The Phalanx lunges forward up


to 10 feet and increases the range of its next
spear attack by 5 feet.
Befouled Form The Pus of Man’s weapon attacks are magical.
Spend 3 Position Sweeping Strike. The Phalanx swings its spear
wildly targeting two creatures instead of one Gullible The Pus of Man is easily distracted. All attempts
with its next spear attack. to distract it automatically succeed, and it has
disadvantage on Perception checks that rely
on sight.
Staggered by Fire If the Pus of Man takes fire damage from any
source, on its next turn it can take only a single
action. If it uses that action to attack during
its turn, it can’t make more than one melee or
ranged attack regardless of its other abilities.

Sticky Doom A creature that hits the Pus of Man with a


melee attack is grappled by the Pus of Man
(escape DC 16). Any creature grappled by the
Pus of Man takes 7 (2d6) poison and 7 (2d6)
necrotic damage at the start of their turn.

Actions

Multiattack The Pus of Man makes two melee attacks.

Grasping Tentacle Melee Weapon Attack: +11 to hit, reach 15 ft.,


one target. Hit: 20 (2d12+7) bludgeoning
damage. The target is grappled (escape DC 16).

Snapping Tentacle Melee Weapon Attack: +11 to hit, reach 15 ft.,


one target. Hit: 21 (4d6+7) piercing damage
and the target is poisoned unless they succeed
on a DC 16 Constitution saving throw.

Reaction

Kick (When targeted by a melee attack). Melee


Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 12 (2d4+7) bludgeoning damage. If the
target is a Medium or smaller creature it must
succeed on a DC 15 Strength saving throw or
be knocked prone and the target must reroll
their melee attack roll, using the new roll to
determine if they hit or miss. 71

Position Spends

Spend 10 Position Sweeping Strikes. The Pus of Man makes 4


(1d4+2) melee attacks. Each attack after the
first has disadvantage. Targets hit by Sweeping
Strikes are knocked prone unless they succeed
on a DC 18 Strength saving throw. This action
can’t be used on two consecutive turns and can
only be used once per turn regardless of other
spells or effects.
Maul Melee Weapon Attack: +5 to hit, reach 5 ft., one
Skeleton Beast target. Hit 24 (4d10+2) necrotic damage.
Large undead
Lunge Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 21 (3d12+2) bludgeoning damage.
Target creature must succeed on a DC 14
STR DEX CON INT WIS CHA Strength saving throw or be knocked prone.
15 16 14 12 8 1 Position Spends
(+2) (+3) (+2) (+1) (-1) (-5)

Armour Class: 12 (Natural Armour) Speed: 60 feet Spend 10 Position Weak Link. The Skeleton Beast makes a DC 10
Wisdom saving throw. On a success it detects
Position: 187 (25d10+50) which creature within 60 feet has the current
Initiative DC: 13 lowest Position and moves up to 60 feet to be
within 5 feet of that creature.
Saving Throws
Wis +2, Cha -2 Stone Guardian
Medium undead
Skills Senses
- blindsight 120 ft.,
passive Perception 9 STR DEX CON INT WIS CHA

Damage Immunities Condition Immunities 22 10 20 4 10 4


(+6) (+0) (+5) (-4) (+0) (-4)
necrotic blinded, charmed, deafened,
exhausted, frightened Armour Class: 16 (Natural Armour) Speed: 30 feet
Damage Vulnerabilities Damage Resistances Position: 52 (5d10+25)
fire, radiant - Initiative DC: 10

Challenge: Saving Throws

8 (3,900 Souls) Wis +2, Cha -2


72

Bestial undead that awkwardly lope around the catacombs Skills Senses
in search of prey. Panting and on all fours like a common Athletics +8 darkvision 30 ft.,
beast, these are the antithesis of the ancient heroes of myth passive Perception 10
entombed below Lordran. Likely the result of some foul Damage Immunities Condition Immunities
necromancers’ experiment, but whether it is a new, unknown
beast or a Giant Skeleton warped by foul magics is certainly poison charmed, exhaustion,
lost to the catacombs depths. The Skeleton Beast is barely frightened, paralyzed,
held together by the necromancer that animates it, resulting petrified, poisoned
in a fragile but viciously feral beast. Damage Vulnerabilities Damage Resistances
- bludgeoning, piercing, and
slashing from nonmagical
Eyeless Sockets The Skeleton Beast makes all Wisdom attacks
(Perception) checks at disadvantage.
Challenge:
Ancient Bones Successful attacks made against the Skeleton
Beast from a bludgeoning weapon are counted 4 (1,100 souls)
as critical hits.
Stalking the overgrown and abandoned places of Lothric are
Restless Dead Skeleton Beasts do not need to rest or sleep and
the stone guardians. Empty suits of stone armour ensorcelled
are immune to the exhausted condition.
to patrol and defend what once stood close-by. These
automatons possess great strength but only a basic level of
Last Rites The Skeleton Beast does not grant souls once
intellect. They wield their stone greataxes with ease, sweeping
killed if it is later reanimated by a Necromancer.
them through the air with a terrible whistle or delivering
The Skeleton Beast grants souls normally if there
monstrously destructive overhand chops against trespassers.
are no necromancers present that may raise them.
The details in their armour have been lost to time and the
elements, and whatever magic was used to animate them is
Actions
now equally lost to the annals of history.
Multiattack The Skeleton Beast makes four attacks per turn.

Bite Melee Weapon Attack: +5 to hit, reach 5 ft., one Magic Resistance The Stone Guardian has advantage on saving
target. Hit: 15 (3d8+2) necrotic damage. throws against spells and other magical effects.
Actions Keeps Crawling On If damage reduces the Torch Hollow to zero
Position, it must make a Constitution saving
Overhead Chop Melee Weapon Attack: +8 to hit, reach 5 ft., one throw with a DC of 5 + the damage taken,
target. Hit: 19 (3d8+6) slashing damage. If the unless the damage is radiant or from a critical
attack roll exceeds the target’s AC by 5 or more, hit. On a success, the Torch Hollow drops to 1
the target is knocked prone unless they succeed Position instead. The next time the torch hollow
on a DC 16 Strength saving throw. uses this feature, the DC is increased by 5.

Sweeping Chop Melee Weapon Attack: +8 to hit, reach 5 ft., one Actions
target. Hit: 13 (2d6+6) slashing damage. If the
attack roll exceeds the target’s AC by 5 or more, Torch Melee Weapon Attack: +3 to hit, reach 5 ft., one
the Stone Guardian can spend 5 Position to creature. Hit: 4 (1d6+1) bludgeoning damage
repeat this attack against one target that is plus 3 (1d4+1) fire damage.
adjacent to the target. A target can only take
damage from one sweeping chop from this Wild Swing Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature per turn. creature. Hit: 8 (2d6+1) bludgeoning damage
plus 3 (1d4+1) fire damage.

Torch Hollow Position Spends


Medium undead
Spend 3 Position Torch Frenzy. The Torch Hollow makes two
Torch attacks with advantage. If hit, the target
STR DEX CON INT WIS CHA must succeed on a DC 12 Constitution saving
throw or be stunned for 1 round.
13 6 16 3 6 5
(+1) (-2) (+3) (-4) (-2) (-3)

Armour Class: 8 Speed: 30 feet


Position: 8 (1d8+3)
Initiative DC: 8

Saving Throws
Con +5, Wis +0
73

Skills Senses
Survival +0 passive Perception 8
Damage Immunities Condition Immunities
poison poisoned
Damage Vulnerabilities Damage Resistances
- -

Challenge:
1/8 (25 Souls)

The spark of life long faded behind dead eyes, the Torch
Hollow attacks with grim determination, lured by the power
of the living and reborn into a hollow cycle of death. Unlike
their armoured soldier brethren, torch hollows are armed
with only a lit torch: a symbol of the flame of life that will
ever elude them. Faster and more nimble, these Hollows
can prove a significant challenge to even the most seasoned
warrior as they lash out with a flaming frenzy.

Aggressive As a bonus action, the Torch Hollow can move


up to its speed toward a hostile creature that
it can see.

Weakness to Torch Hollows treat any successful attack from


Backstab a creature they cannot see or are surprised by
as a critical hit.
Reactions
Undead Assassin
Medium undead Parry The Undead Assassin adds 2 to its AC against
one melee attack that would hit it. To do so,
the Undead Assassin must see the attacker
STR DEX CON INT WIS CHA and be wielding a melee weapon.

10 15 10 12 14 16
(+0) (+2) (+0) (+1) (+2) (+3)
Undead Attack Dog
Armour Class: 15 (Leather and Shield) Medium undead
Position: 27 (6d8) Speed: 30 feet
Initiative DC: 12
STR DEX CON INT WIS CHA

Skills Senses 12 15 12 3 12 6
Perception +4, Sleight of passive Perception 14 (+1) (+2) (+2) (-4) (+1) (-2)
Hand +4, Stealth +4
Armour Class: 13 (Natural Armour) Speed: 40 feet
Damage Immunities Condition Immunities
Position: 19 (3d8+6)
poison poisoned
Initiative DC: 12
Damage Vulnerabilities Damage Resistances
- - Skills Senses
Perception +3, Stealth +4 darkvision 120 ft.,
Challenge: passive Perception 13
2 (450 Souls) Damage Immunities Condition Immunities
poison poisoned
Sinister red eyes peer from the mystery of a drawn hood, Damage Vulnerabilities Damage Resistances
jagged knife long and barbed. The Undead Assassin lurks in
- -
the shadows to strike with cruel accuracy. More than most
hollow undead, the assassin seeks to ruthlessly eradicate
the spark of life, using every devious tactic to hand. Undead Challenge:
74
Assassins often hunt in packs like wolves, prowling lonely 1/2 (100 Souls)
streets for the unwary and unprepared. They wear supple
dark leather armour to muffle their movements, allowing
the shadows to better conceal their evil deeds.
Cold, grey flesh and toughened hides, vicious gnashing teeth
capable of tearing through flesh and bone with ease; undead
attack dogs are fearsome allies of undead soldiers and other
Cunning Action On each of its turns, the Undead Assassin can hollows. Dangerous alone and deadly in a pack, these dogs
use a bonus action to take the Dash, Disengage, are nimble and adept at dodging even the swiftest blow, often
or Hide action. leaping from the shadows to tear chunks from exposed flesh.
Relentless in their pursuit, these feral creatures stalk their
Pack Tactics The Undead Assassin has advantage on an prey ruthlessly, their hollow barks echoing around castle walls.
attack roll against a creature if at least one of
the undead assassin's allies is within 5 feet of
the creature and the ally isn't incapacitated.

Sneak Attack (1/Turn). The Undead Assassin deals an Keen Hearing and The Undead Attack Dog has advantage on
extra 7 (2d6) damage when it hits a target Smell Wisdom (Perception) checks that rely on
with a weapon attack and has advantage on hearing or smell.
the attack roll, or when the target is within
5 feet of an ally of the Undead Assassin that Pack Tactics The Undead Attack Dog has advantage on
isn't incapacitated, and the Undead Assassin attack rolls against a creature if at least one of
doesn't have disadvantage on the attack roll. the undead attack dog's allies is within 5 feet
of the creature and the ally isn't incapacitated.
Actions
Actions
Multiattack The Undead Assassin makes two melee attacks.
Multiattack The Undead Attack Dog makes two melee attacks.
Shortsword Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage. Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4+2) piercing damage. If the
Throwing Dagger Ranged Weapon Attack: +4 to hit, range 20/60 target is a creature, it must succeed on a DC
ft., one target. Hit: 5 (1d6+2) piercing damage. 11 Strength saving throw or be knocked prone.
Reactions Actions

Dodge The undead attack dog imposes disadvantage Longbow Ranged Weapon Attack: +4 to hit, range 150/600
on a single spell, ranged or melee attack ft., one target. Hit: 11 (2d8+2) piercing damage.
targeting them provided they can see the
creature targeting them. Bloodied

Brittle The AC of the Undead Crystal Archer is


reduced by 4, and when successfully hit all
Undead Crystal Archer creatures within 5 feet take 2 (1d4) piercing
Medium undead damage as crystal shrapnel flies in all directions.

Position Spends
STR DEX CON INT WIS CHA
Spend 2 Position Reposition. The Undead Crystal Archer may
8 14 11 2 10 12 make a disengage action and a move action
(-1) (+2) (+1) (-4) (+0) (+1) simultaneously.

Armour Class: 16 (Natural Armour) Speed: 15 feet


Position: 22 (4d8+4)
Initiative DC: 12

Skills Senses
Perception +2 darkvision 30 ft.,
passive Perception 12
Damage Immunities Condition Immunities
- exhaustion, poisoned
Damage Vulnerabilities Damage Resistances
- damage from spells and
magical weapons, poison

75
Challenge:
1 (200 Souls)

Deep in the musty stillness of The Grand Archive these


crystalline archers stand sentinel. Long since hollowed, they
can but stand at attention whilst they and the Archive around
them decays ever further. Cold reflections play across their
crystalline shells, a pale imitation of what must once have been
a dazzling kaleidoscope of light. Their inevitable decay mirrors
the fate of the once grandiose halls of the Duke’s Archives.

Although their origin is unknown, the deadly power of their


arrows is apparent to all who cross their path. Piercing pain
is often the only warning of their presence, before the next
volley begins.

Crystal Shards Brittle crystal arrows leave slivers laced in


unsuspecting foes, an enemy hit by a ranged
weapon attack from this creature takes 2 (1d4)
piercing damage at the start of its next turn.

Homing Arrows The Undead Crystal Archer may re-roll missed


ranged weapon attacks once per attack.

Magic Resistance The Undead Crystal Archer has advantage on


saving throws against spells and other magical
effects.

Magic Weapons The Undead Crystal Archer’s weapon attacks


are magical.
Bloodied
Undead Crystal Soldier
Medium undead Brittle The AC of the Undead Crystal Soldier is
reduced by 4 and when successfully hit all
creatures within 5 feet take 2 (1d4) piercing
STR DEX CON INT WIS CHA damage as crystal shrapnel flies in all directions.

14 8 15 2 10 12 Position Spends
(+2) (-1) (+2) (-4) (+0) (+1)
Spend 3 Position Leaping Slash. The next Crystal Straight Sword
Armour Class: 18 (Natural Armour and Caduceus Kite Shield) attack deals an extra 9 (2d8) damage, and on a
Position: 26 (4d8+8) Speed: 15 feet hit the target creature is knocked prone. It must
spend this Position before making the attack.
Initiative DC: 9

Skills Senses
Perception +2 darkvision 30 ft., Undead Knight Archer
passive Perception 12 Medium undead
Damage Immunities Condition Immunities
- exhaustion, poisoned STR DEX CON INT WIS CHA
Damage Vulnerabilities Damage Resistances
8 13 16 3 12 5
- damage from spells and (-1) (+1) (+3) (-4) (+1) (-3)
magical weapons, poison
Armour Class: 18 (Plate Armour) Speed: 20 feet
Challenge: Position: 30 (4d8+12)
1 (200 Souls) Initiative DC: 11

Saving Throws
How these crystalline monstrosities are created is unknown.
Whether a being of crystal animated or one of flesh tempered Con +5, Wis +3
is an enigma. Whatever accursed midwifery brought them
76 forth has affected their weapons too; now sharp enough to cut Skills Senses
through steel like paper, but brittle and ground down by the Perception +3 passive Perception 13
slightest use. Imperfections soon become catastrophic faults.
Much like their armaments, the Undead Crystal Soldiers Damage Immunities Condition Immunities
themselves are wearing down, even by the most meagre poison poisoned
exertions. Surely they are soon to be nothing but more fine
dust coating the floor of the Duke’s Archives. Damage Vulnerabilities Damage Resistances
- -

Challenge:
Crystal Shards Brittle crystal weapons leave slivers laced in 2 (450 Souls)
unsuspecting foes, an enemy hit by a melee
weapon attack by this creature takes 2 (1d4)
piercing damage at the start of its next turn. Once-proud knights of the ancient kingdom of Balder,
undead knight archers are deadlier than other hollow soldiers.
Magic Resistance The Undead Crystal Soldier has advantage on A vicious spark of life still glows behind cold eyes. Wearing
saving throws against spells and other magical armour made from thick iron plates and wielding a deadly-
effects. accurate crossbow, these archers retain much of the skill
they held in life, making them dangerous opponents liable
Magic Weapons The Undead Crystal Soldier’s weapon attacks to rain death upon the unwary. Often standing as sentinels
are magical. atop crumbling ruins, undead knight archers make excellent
scouts. Branded by the Dark Sign, the undead knight archer
Actions grows ever hollow yet clings to life, some hidden iron driving
it ever forward.
Multiattack The Undead Crystal Soldier makes two melee
weapon attacks. They may repeat the same
attack twice or make different ones in any order.
Keeps Crawling If damage reduces the undead knight archer to
Crystal Straight Melee Weapon Attack: +4 to hit, reach 5 ft., one On zero Position, it must make a Constitution saving
Sword creature. Hit: 8 (1d12+2) slashing damage. throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On
Shield Slam Melee Weapon Attack: +4 to hit, reach 5 ft., one a success, the undead knight archer drops to 1
target. Hit: 5 (1d6+2) bludgeoning damage. If Position instead. The next time the undead knight
hit with a Shield Slam the next attack against archer uses this feature, the DC is increased by 5.
the target creature has advantage.
Actions

Multiattack The undead knight archer makes three ranged attacks.

Crossbow Bash Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 4 (1d6+1) bludgeoning damage. If the target is
a Medium or smaller creature, it must succeed on a
DC 12 Strength saving throw or be knocked prone.

Light Crossbow Ranged Weapon Attack: +3 to hit, range 80/320 ft.,


one target. Hit: 5 (1d8+1) piercing damage.

Bloodied

Estus Flask The undead knight archer has a 1 in 6 chance of


using an action to take a sip from its Estus Flask,
recovering 1d8 Position.

Position Spends

Spend 3 Position Piercing Strike. The undead knight archer doubles


its to hit bonus on a single ranged weapon attack.
This can be declared after the attack has been rolled.

Shield Wall Attacks against the undead soldier are made


Undead Soldier at disadvantage if at least one of the undead
Medium undead soldier's allies is within 5 feet of the creature,
the ally isn't incapacitated, and is holding a
shield.
STR DEX CON INT WIS CHA
Keeps Crawling If damage reduces the undead soldier to zero
13 6 16 3 6 5 On Position, it must make a Constitution saving
(+1) (-2) (+3) (-4) (-2) (-3) throw with a DC of 5 + the damage taken, unless
the damage is radiant or from a critical hit. On 77
Armour Class: 15 (Tattered Armour and Partial Shield) a success, the undead soldier drops to 1 Position
Position: 22 (3d8+9) Speed: 20 feet instead. The next time the undead soldier uses
this feature, the DC is increased by 5.
Initiative DC: 8
Actions
Saving Throws
Con +5, Wis +0 Multiattack The undead soldier makes two melee attacks.

Longsword Melee Weapon Attack: +3 to hit, reach 5 ft., one


Skills Senses
creature. Hit: 5 (1d8+1) slashing damage.
- passive Perception 8
Damage Immunities Condition Immunities Spear Melee Weapon Attack: +3 to hit, reach 10 ft.,
one creature. Hit: 4 (1d6+1) piercing damage.
poison poisoned
Damage Vulnerabilities Damage Resistances Shield Bash Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 4 (1d6+1) bludgeoning damage.
- - If the target is a Medium or smaller creature,
it must succeed on a DC 12 Strength saving
Challenge: throw or be knocked prone.
1/4 (50 Souls)
Reactions

Shield Block The undead soldier adds 2 to its AC against


The spark of life long faded behind dead eyes, the undead one melee attack that would hit it. To do so,
soldier attacks with grim determination, lured by the power the undead soldier must see the attacker and
of the living and reborn into a hollow cycle of death. be wielding a shield.

Wearing old and battered armour and wielding a rusted and Bloodied
broken spear, the soldier steadfastly patrols long-forgotten
land, shield raised in instinct driven into its bones. Estus Flask The undead soldier has a 1 in 6 chance of using
an action to take a sip from its Estus Flask,
recovering 1d8 Position.
Wisp
Small undead

STR DEX CON INT WIS CHA

1 24 14 11 13 12
(-5) (+7) (+2) (+0) (+1) (+1)

Armour Class: 17 Speed: 0 feet,


Position: 18 (4d4+8) Fly 60 feet (hover)
Initiative DC: 17

Skills Senses
Perception +3, Stealth +9 darkvision 120 ft.,
passive Perception 13

Damage Immunities Condition Immunities


fire, poison exhaustion, grappled,
paralysed, poisoned, prone,
restrained, unconscious
Damage Vulnerabilities Damage Resistances
- acid, cold, lightning, necrotic,
thunder; bludgeoning,
piercing, slashing from
nonmagical attacks

Challenge:
1 (200 souls)
78

Easily identifiable, wisps resemble floating disembodied heads


that tend to faintly glow with an ominous red shade that
screams danger. It’s no surprise then to hear back reports
stating that Wisps tend to violently explode when encountered.

Keen Hearing The Wisp has advantage on Wisdom


(Perception) checks that rely on sound.

Heated Body A creature that touches the Wisp or hits it


with a melee attack while within 5 feet of it
takes 5 (1d10) fire damage.

Illumination The Wisp sheds bright light in a 10-foot


radius and dim light for an additional 10 feet.

Actions

Fiery Burst The Wisp creates an explosion of fire centred


on itself. Each creature within 5 feet of it must
succeed on a DC 17 Dexterity saving throw or
take 10 (3d6) fire damage.
79
The Tome of Strange Beings

80

Bosses
81
Boss This creature can spend Position as if it was a
Bed of Chaos player character.
Gargantuan demon
Demonic Bed of Chaos is immune to damage. Bed of
Ecosystem Chaos spawns with three nodes inside the area
it occupies, these can be damaged.

STR DEX CON INT WIS CHA One node spawns 10 feet inside the front-
centre of the space occupied by Bed of Chaos.
30 6 30 2 12 10 Two spawn 5 feet inside Bed of Chaos; one at
(+10) (-2) (+10) (-4) (+1) (+0) the furthest left side and one at the furthest
right side of the space it occupies. Each node
Armour Class: N/A Speed: 0 feet occupies a 5-foot space.
Position: 410 (20d20+200) (Immobile)
Nodes on the left and right of Bed of Chaos
Initiative DC: Always first have 136 Position and AC 16 (natural armour).
When both of these nodes are destroyed, Bed
of Chaos is reduced to 205 Position.
Saving Throws
The central node has 136 Position, AC 16
Con +17, Int +3, Cha +7 (natural armour), it is cocooned by roots and
immune to damage until the other two nodes
have been destroyed. When this node is
destroyed, Bed of Chaos is reduced to Position 0.
Skills Senses
Perception +8 blindsight 300 ft., All nodes have the same damage vulnerabilities
passive Perception 18 and condition immunities as Bed of Chaos.
Additionally, nodes are resistant to any damage
inflicted from more than 5 feet away.

Players may move through the root system


Damage Immunities Condition Immunities underneath Bed of Chaos to go inside the space
fire blinded, charmed, deafened, occupied by it.
frightened, grappled, paralyzed,
82 Bed of Chaos may not make attacks against
petrified, prone, restrained,
stunned, unconscious creatures within the space it occupies.
Damage Vulnerabilities Damage Resistances
Writhing Domain When moving inside the space occupied by
- poison, cold Bed of Chaos, creatures must succeed on a DC
22 Strength saving throw or become grappled
and take 32 (4d10+10) from the twisting roots.
Challenge:
Creatures grappled by the Bed of Chaos must
23 (50,000 souls) succeed on a DC 22 Strength saving throw at
the start of their turn to escape. On a failed save,
the creature takes 21 (2d10+10) bludgeoning
damage and remains grappled.
Beneath the ruins of Lost Izalith, the remains of the attempt
to recreate the First Flame lay in forgotten repose. Whether to Static Chaos Should players return to a bonfire before Bed of
expand her own power or drive back encroaching darkness, the Chaos is reduced to Position 0 any nodes which
Witch of Izalith and her daughters sought to make a new First are destroyed remain destroyed until Bed of
Flame to call their own. They were lost to their own hubris. Chaos is reduced to Position 0. All other effects
Those that survived the ritual changed irrevocably, and those are removed as normal when players return to
that didn’t became part of the writhing mass which would the bonfire.
birth all demonkind.

An enormous humanoid structure of squirming roots and


branches, Bed of Chaos convulses with the raw power of chaos
that flows throughout its limbs. It has been uncounted years since
the heaving mass of life brought forth a fresh demon. The cause
of this inactivity as much an enigma as the ritual that birthed it
in the first place.The most obvious signal of the enormous power
and significance at rest here are the two incandescent orbs that
sit beside it, nestled in the crushing embrace of twisting vines.
There appears to be a pair of enormous catalysts protruding from
them, perhaps holding back the tumultuous power that once
ran amok in this crumbling place.
Bloodied Lair Actions

Limbs of Flames Bed of Chaos becomes bloodied when two Bed of Chaos can take one Lair Action per round.
nodes are destroyed, and it immediately
activates its Volcanic Chaos lair action. Dissolving The Ground around Bed of Chaos is run
Ground through with roots and continually collapsing.
In addition, each node sprouts two flaming Place a 10-foot radius area of effect where the
arms tipped with wicked blades and Bed of ground has collapsed. This cannot be placed
Chaos makes two Flame Pick attacks. While in any space currently occupied by a creature
Bed of Chaos remains bloodied, it makes two or within 10 feet of Bed of Chaos. A creature
Flame Pick attacks in addition to its other entering one of these areas must succeed on a
attacks. DC 18 Dexterity saving throw or be swallowed
by the ground, immediately dropping to 0.
Flame Pick Melee Weapon Attack: +17 to hit, reach 25 ft., one Each area lasts until the end of the encounter
creature. Hit: 21 (2d10+10) piercing damage and new ones may overlap with previous ones.
and 18 (4d8) fire damage.
Intense Writhing The tangled knots of roots and branches
Volcanic Chaos (Lair Action). Lava erupts from the ground beneath Bed of Chaos thrash and flail with
surrounding Bed of Chaos as the Chaos Flame chaotic energy. Damage inflicted by the
burns wildly. Five streams of lava spring from Writhing Domain feature is increased by 19
the ground around Bed of Chaos creating a (2d8+10) bludgeoning damage for one round.
5-foot-wide ring of lava around it. Creatures in
this spaces must make a DC 25 Constitution Chaos Shell The wretched heart of Bed of Chaos is shielded
saving throw, taking 44 (8d10) fire damage by a wall of the burning stuff of chaos itself. The
on a failed save, or half as much damage on a AC of the central node is increased to 17 for
successful one. Creatures who start their turn one round. All creatures within 5 feet of the
in the lava or enter the space must also make central node must immediately make a DC 15
the save. Dexterity saving throw, taking 32 (5d12) fire
damage on a failed save, or half as much damage
on a failed one.

Actions Position Spends

Multiattack Bed of Chaos makes one Sweeping Arms and Spend 30 Position Double Sweep. Make a second Sweeping Attack.
one Slamming Fist attack, in any order. 83
Spend 40 Position Sapping Push. The next time an attack results in
Sweeping Arms Melee Weapon Attack: +17 to hit, reach 10 ft., a push, increase the distance by 5 feet and the
one target. Hit: 26 (3d10+10) bludgeoning target must succeed on a DC 18 Constitution
damage, and any creatures within 10 feet of saving throw or gain one level of exhaustion as
the target must succeed on a DC 20 Dexterity they attempt to hold their ground.
saving throw or take 26 (3d10+10) bludgeoning
damage as the arms sweep across the battlefield.
All creatures hit by this attack are thrown back
10 feet and knocked prone.

Slamming Fist Bed of Chaos slams the ground with its fist. All
creatures in a 10-foot radius of a point within
25 feet of it must immediately make a DC 23
Dexterity saving throw, taking 43 (6d10+10)
bludgeoning damage and be pushed 5 feet
directly away from the point on a failed save, or
half as much damage on a successful one.

Reactions

Rebuke When a node is destroyed, Bed of Chaos makes


a Flame Pick attack (regardless of whether it
is bloodied).
Boss This creature can spend Position as if it was a
Ceaseless Discharge player character.
Gargantuan elemental
Eternal Flame Fire damage caused by Ceaseless Discharge
ignores resistances and immunities.

Bloodied
STR DEX CON INT WIS CHA
Retribution When Ceaseless Discharge becomes bloodied,
30 20 30 10 8 6 he immediately makes a Flaming Spasms
(+10) (+5) (+10) (+0) (-1) (-2) attack.

Armour Class: 18 Speed: 20 feet, Flaming Spasms Spend 20 Position. Ceaseless Discharge
Position: 246 (12d20+120) Swim 90 feet uses fiery slam on all targets within range,
(lava only) and all other creatures within 120 feet are
Initiative DC: Always first spontaneously lit on fire, taking 14 (4d6) fire
damage at the start of their turns.

Actions
Saving Throws
Multiattack Ceaseless Discharge makes one fiery slam
Str +15, Con +15 attack and one magma slash attack.

Fiery Slam Melee Weapon Attack: +15 to hit, reach 20 ft., one
target. Hit: 29 (3d12+10) fire damage. Targets
Skills Senses are on fire and take 14 (4d6) at the start of their
Athletics +15, blindsight 120 ft., turn. This burning effect can be removed by
Perception +4 passive Perception 14 spending an action to stop, drop prone, and then
roll 5 feet to an adjacent available space.

Magma Slash Melee Weapon Attack: +15 to hit, reach 10 ft.,


one or two targets. Hit: 19 (2d8+10) slashing
Damage Immunities Condition Immunities damage and 14 (4d6) fire damage.
fire, poison All
84 Scorching Wave Ceaseless Discharge belches forth a 60-foot
Damage Vulnerabilities Damage Resistances
cone of magma. Each creature in the area must
force lightning, thunder make a DC 21 Dexterity saving throw, taking
63 (18d6) fire damage on a failed save, or half
as much damage on a successful one.

Legendary Actions
Challenge:
16 (15,000 Souls) Ceaseless Discharge can take up to three legendary actions. Only one
legendary action option can be used at a time and only at the end of
another creature's turn. Ceaseless Discharge regains spent legendary
actions at the start of its turn.

A force of nature, Ceaseless Discharge is the source of all lava Move Ceaseless Discharge moves up to its speed
in the ruined world. This massive elemental can only rarely be without provoking attacks of opportunity.
bothered enough to interact with the affairs of other creatures,
preferring instead to busy itself with the accumulation of Fire's Certainty (Costs 2 Actions). Ceaseless Discharge
treasures that inevitably make their way into the deep recesses immediately ends one effect on itself.
of the earth. Intrinsically tied to the structural stability of the
world above, whenever Ceaseless Discharge takes action, the Position Spends
lands buckle and heave with earthquakes and landslides as
volcanoes erupt and spew forth their fiery contents. Spend 20 Position Shower of Sparks. Ceaseless Discharge slams
its tendrils on the floor, causing a shower of
It has been said that Ceaseless Discharge is the youngest child sparks to rise into the air. All other creatures
and only male offspring of the Witch of Izalith. His seven within 20 feet take 10 (3d6) fire damage and are
sisters are known as the Daughters of Chaos, and although blinded until the end of Ceaseless Discharge’s
he has little interaction with them, they all played a part in next turn; a successful DC 18 Dexterity saving
the creation of the chaos demons when the Witch failed throw negates the blindness.
to recreate the First Flame. In the rampant chaos that was
spawned in the wake of her disastrous experiment, Ceaseless Spend 20 Position Lava’s Rage. Ceaseless Discharge uses fiery
Discharge and his siblings found themselves forever changed. slam. If this attack hits, it can use magma slash
Cursed, one might even say… without spending actions or Position.
85
Boss This creature can spend Position as if it was a
Centipede Demon player character.
Huge demon
Unyielding Foe The Centipede Demon always goes first in
initiative and cannot be surprised.

Fire Aura At the start of each of the Centipede Demon’s


STR DEX CON INT WIS CHA turns, each creature within 10 feet of it takes
17 (5d6) fire damage, and flammable objects in
24 16 20 12 13 15 the aura that aren’t being worn or carried ignite.
(+7) (+3) (+5) (+1) (+1) (+2) A creature also takes 17 (5d6) fire damage if it
touches the Centipede Demon or hits it with a
Armour Class: 18 (Natural Armour) Speed: 40 feet, melee attack while within 10 feet of it.
Position: 276 (24d12+120) Climb 30 feet
Regeneration The Centipede Demon regains 20 Position at
Initiative DC: Always first the start of its turn. If it takes radiant damage,
this trait doesn’t function at the start of its next
turn. The Centipede Demon dies only if it
starts its turn with zero Position and doesn’t
regenerate.
Saving Throws
Str +14, Con +12, Wis +8 Autonomous Whenever the Centipede Demon takes at least
Appendages 40 slashing damage at one time, roll a d6 to
determine what else happens to it:

Skills Senses 1: Nothing else happens


Athletics +14, darkvision 60 ft., 2-3: The tail is severed from the Centipede
Acrobatics +10, Perception +8 passive Perception 18 Demon if it has a tail left.
4-5: One claw is severed from the Centipede
Demon if it has any claws left.
6: An appendage that was previously severed
regrows, if any were missing.
Damage Immunities Condition Immunities
fire, poison charmed, grappled, A severed part acts on the Centipede Demon’s
86 initiative and has its own action and movement.
paralyzed, poisoned,
restrained, stunned A severed part has AC 15, 65 Position, and the
Centipede Demon’s Regeneration trait.
Damage Vulnerabilities Damage Resistances
lightning - A severed tail has a speed of 5 feet and can make
one tail swing attack.

A severed claw has a speed of 5 feet and can


make one claw attack on its turn. Each time the
Challenge:
Centipede Demon loses a claw, it loses a claw
22 (41,000 souls) attack until it regrows that claw.

The Witch of Izalith’s only son, Ceaseless Discharge, was


given the Orange Charred Ring to lessen the pain of his
lava sores, presumably. However, he dropped it due to his
clumsiness. The Centipede Demon emerged from the very
spot it landed, likely after the creation of the Flame of Chaos
by Ceaseless' own mother.

Perched upon a rock, it would be easy to think that the


Centipede Demon is dead as it stands completely motionless.
When awakened, flames ignite out of the four spikes on its
back and the multiple sets of eyes open aglow, then it drops
down on two reptilian feet. The creature has a total of six
demonic centipede heads: two on its back, two as arms, and
the last two as the head and tail.
Bloodied

Retribution When the Centipede Demon becomes


bloodied it immediately makes a Lava Blast
attack at the creature who bloodied it.

Lava Blast The Centipede Demon creates three balls of


lava that it hurls at one target within 120 feet of
it. Each lava ball deals 29 (4d10+7) fire damage
or half as much on a successful DC14 Dexterity
saving throw.

Actions

Multiattack The Centipede Demon makes two claw attacks


and one Tail Swing or Slam.

Claw Melee Weapon Attack: +14 to hit, reach 20 ft., one


target. Hit: 17 (3d6+7) slashing damage plus 7
(2d6) fire damage. If the target is a creature, it
is grappled (escape DC 17). Until this grapple
ends, the target is restrained, and the Centipede
Demon can't restrain another target inside its
toothy chest.

Tail Swing Melee Weapon Attack: +14 to hit, reach 30 ft., one
target. Hit: 14 (2d6+7) slashing damage plus 10
(3d6) fire damage, and the target must succeed
on a DC 20 Strength saving throw or be hurled
up to 25 feet away.

Slam The Centipede Demon slams the ground.


All creatures in a 10-foot radius of a point
within 20 feet of the Centipede Demon must
immediately make a DC 20 Dexterity saving 87
throw, taking 38 (7d10) bludgeoning damage
and being knocked prone on a failed save, or
half as much damage on a successful one.

Legendary Actions

The Centipede Demon can take up to two legendary actions by choosing


from the options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. The Centipede
Demon regains spent legendary actions at the start of its turn.

Move The Centipede Demon moves up to its speed


without provoking attacks of opportunity.

Slam (Costs 2 actions). The Centipede Demon uses


its Slam action.

Position Spends

Spend 20 Position Lava Blast. The Centipede Demon uses its Lava
Blast action.

Spend 30 Position Heat Wave. The Centipede Demon creates a


blast of heat within 120 feet of itself. Each
creature in the area in physical contact with
metal objects (for example, carrying metal
weapons or wearing metal armour) takes 33
(6d10) fire damage. Each creature in the area
that isn’t resistant or immune to fire damage
must succeed on a DC 21 Constitution saving
throw or gain one level of exhaustion.
Boss This creature can spend Position as if it was a
Chaos Witch Quelaag player character.
Huge monstrosity
Unyielding Foe Chaos Witch Quelaag always goes first in
initiative and cannot be surprised.

Hulking Mass Chaos Witch Quelaag has disadvantage on


STR DEX CON INT WIS CHA Flaming Sword Slash attacks when targeting
a creature within 5 feet of themself.
24 15 22 21 23 20
(+7) (+2) (+6) (+5) (+6) (+5) Spring Jump Chaos Witch Quelaag can jump 20 feet from
standing to an unoccupied space within range.
Armour Class: 17 (Armoured Hide) Speed: 25 feet, This does not count as part of its movement
Position: 312 (25d12+150) Climb 25 feet for the turn. Chaos Witch Quelaag does not
trigger attacks of opportunity when it jumps.
Initiative DC: Always first
Bloodied

Retribution When Chaos Witch Quelaag becomes


bloodied, she immediately makes a Stomp!
Saving Throws
attack.
Str +13, Con +12
Fire Spray 5 Position. Chaos Witch Quelaag selects up to
six creatures within 20 feet. Each creature takes
18 (4d8) fire damage.
Skills Senses
- darkvision 120 ft.,
passive Perception 16

Damage Immunities Condition Immunities


- frightened, restrained, prone
88

Damage Vulnerabilities Damage Resistances


lightning fire

Challenge:
17 (18,000 Souls)

Daughter to the Witch of Izalith and claims to be sister to


the Fair Lady, Chaos Witch Quelaag was transformed by
the flame of Chaos into her current demonic half-spider
form. Unlike many of the damned souls thus transformed,
her sanity remains, for the most part, intact. She stands guard
over her blind sister in Blighttown.
Actions

Multiattack Chaos Witch Quelaag can make either four


Flaming Sword Slash attacks and a Stomp!
attack or two Fire Stab attacks.

Fire Stab Melee Weapon Attack: +13 to hit, reach 15 ft.,


one creature. Hit: 51 (8d10+7) piercing damage
plus 10 (3d6) fire damage. A creature hit by
this attack is knocked prone and has its speed
reduced by 10 feet until the end of its next turn.

Flaming Sword Melee Weapon Attack: +13 to hit, reach 10 ft., one
Slash creature. Hit: 25 (4d8+7) fire damage.

Stomp! All creatures within a 20 feet radius of Chaos


Witch Quelaag must immediately make a DC
19 Dexterity saving throw. On a failure the
creature takes 17 (5d6) bludgeoning damage,
is knocked prone, and can’t spend Position
until the end of their next turn. On a successful
saving throw the creature takes half damage.

Position Spends

Spend 5 Position Lava Breath. All creatures in a 25-foot cone


must immediately make a DC 19 Dexterity
saving throw. On a failure the creature takes
45 (10d8) fire damage and is set on fire, taking
14 (4d6) fire damage at the start of their turn
until they spend an action to put themselves
out. On a success the creature takes the initial
damage but is not set on fire. A 5 foot square
of lava persists for 10 minutes, adjacent to the
point from which Quelaag used the feature. 89
This area is difficult terrain and any creature
that passes through it, starts, or ends its turn in
the lava takes 7 (2d6) fire damage. Chaos Witch
Quelaag is immune to the effects of this lava.

Spend 10 Position Lava Rush. Chaos Witch Quelaag jumps up to


25 feet. When it lands all creatures within 10
feet of Chaos Witch Quelaag must immediately
make a DC 19 Strength saving throw. On a
failure the creature is knocked prone and is
pushed 5 feet away from Chaos Witch Quelaag.
Chaos Witch Quelaag can then immediately
make a Lava Breath attack without spending
additional Position. A creature that is prone
automatically fails the Dexterity Saving throw
required by Lava Breath.

Spend 15 Position Fire Wave. Can only be used during Chaos


Witch Quelaag’s turn. All creatures within 20
feet of Chaos Witch Quelaag take 55 (10d10)
fire damage. All creatures within 30 feet of
Chaos Witch Quelaag but not already effected
by Fire Wave must immediately make a DC 19
Dexterity saving throw, taking 27 (5d10) fire
damage on a failed save, or half as much on a
successful one.
Crossbreed Priscilla
Large humanoid

STR DEX CON INT WIS CHA

26 22 22 8 12 12
(+8) (+6) (+6) (-1) (+1) (+1)

Armour Class: 18 (Natural Armour) Speed: 40 feet


Position: 200 (16d12+96)
Initiative DC: Always first

Saving Throws
Dex +11, Con +11, Wis +6, Cha +6

Skills Senses
Perception +11, blindsight 60 ft.,
Stealth +11 darkvision 120 ft.,
passive Perception 21

Damage Immunities Condition Immunities


90
cold -

Damage Vulnerabilities Damage Resistances


- -

Challenge:
13 (10,000 Souls)

An "abomination" born unwanted and with no place in


this world. Cast aside and drawn into the cold and lonely
Painted World of Ariamis. Crossbreed Priscilla is the child Boss Crossbreed Priscilla can spend Position as if she
of a powerful white dragon father and mysterious unknown were a player character.
mother. Legends and rumours abound of her parents' true
identities; is she a daughter of a goddess from the line of Gwyn, Unyielding Foe Crossbreed Priscilla always goes first in
the Lord of Cinder, or is her provenance drenched in the world initiative and cannot be surprised.
of sin? Is she the lost daughter of Seath the Scaleless, the white
dragon who betrayed his kind to become Gwyn's Duke? Ice Walk Crossbreed Priscilla can move across and climb
icy surfaces without needing to make an ability
check. Additionally, difficult terrain composed
of ice or snow doesn't cost her extra moment.

Legendary (3/Day). If Crossbreed Priscilla fails a saving


Resistance throw, she can choose to succeed instead.
Bloodied Legendary Actions

Sneak Attack Attacks with the dagger made while invisible Crossbreed Priscilla can take 3 legendary actions, choosing from the
deal an extra 14 (4d6) piercing damage plus 10 options below. Only one legendary action option can be used at a time
(3d6) necrotic damage. and only at the end of another creature's turn. Priscilla regains spent
legendary actions at the start of her turn.
Lifehunt Scythe Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 19 (2d10+8) slashing damage. If Attack Crossbreed Priscilla makes a melee weapon attack.
the target is a creature that has 100 Position or
fewer, it must succeed on a DC 13 Constitution Invisibility Crossbreed Priscilla disappears in a blinding
saving throw or die. blizzard and becomes invisible for 2 rounds.
Attack rolls against her have disadvantage, and
Actions Priscilla's attack rolls have advantage.

Multiattack Crossbreed Priscilla uses her Charming Scythe Spin (Costs 2 Actions). Crossbreed Priscilla lashes
Presence, and then makes two Scythe attacks out with her scythe in a whirlwind attack. Each
and a Dagger attack. creature within 10 feet of Priscilla must succeed
on a DC 19 Dexterity saving throw or take 17
Scythe Melee Weapon Attack: +13 to hit, reach 10 ft., one (2d10+6) slashing damage and be knocked prone.
target. Hit: 19 (2d10+8) slashing damage. If
the target is a creature other than a construct, it Position Spends
must succeed on a DC 17 Constitution saving
throw or lose 10 (3d6) Position at the start of Spend 10 Position Double Slash. Crossbreed Priscilla makes two
each of its turns due to the appalling wound scythe attacks with advantage.
inflicted. Any creature can take an action to
staunch the bleeding with a successful DC 16 Spend 10 Position Sudden Attack. Crossbreed Priscilla immediately
Wisdom (Medicine) check. The wound also takes the attack action as a reaction.
closes if the target receives magical healing.
Spend 10 Position Immediate Reaction. Crossbreed Priscilla gains
Priscilla's Dagger Melee Weapon Attack: +11 to hit, reach 5 ft., one an additional reaction.
target. Hit: 13 (2d6+6) slashing damage plus 11
(3d6) necrotic damage. If the target is a creature
other than a construct, it must succeed on a DC
17 Constitution saving throw or lose 10 (3d6)
Position at the start of each of its turns due to 91
the appalling wound inflicted. Any creature can
take an action to staunch the bleeding with a
successful DC 16 Wisdom (Medicine) check.
The wound also closes if the target receives
magical healing.

Tail Melee Weapon Attack: +13 to hit, reach 15 ft., one


target. Hit: 17 (2d8+8) bludgeoning damage.
If the target is a Medium or smaller creature,
it must succeed on a DC 17 Strength saving
throw or be knocked prone.

Charming Each creature of Crossbreed Priscilla's choice


Presence that is within 120 feet of her and aware of her
must succeed on a DC 14 Wisdom saving
throw or become charmed for 1 minute. A
creature can repeat the saving throw at the
end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature
is immune to Crossbreed Priscilla's Charming
Presence for the next 24 hours.

Blizzard (Recharge 5–6). Crossbreed Priscilla exhales an


icy blast in a 60-foot cone. Each creature in that
area must make a DC 19 Constitution saving
throw, taking 54 (12d8) cold damage on a failed
save, or half as much damage on a successful one.
Dark Sun Gwyndolin
Medium humanoid

STR DEX CON INT WIS CHA

20 20 16 25 25 16
(+5) (+5) (+3) (+7) (+7) (+3)

Armour Class: 18 (Serpentine Armour)


Position: 300 (40d8+120) Speed: 15 feet
Initiative DC: Always First

Saving Throws
Dex +11, Int +13, Wis +13

Skills Senses
Perception +13 passive Perception 23 Boss This creature can spend Position as if it was a
player character.

Unyielding Foe Dark Sun Gwyndolin is ever-vigilant in


defending Anor Londo from interlopers. They
always go first and cannot be surprised.
Damage Immunities Condition Immunities
- stunned, unconscious Vigil to the Dark Sun Gwyndolin is only found in the
Patriarch Honorary Tomb of Lord Gwyn in Anor Londo.
92 Damage Vulnerabilities Damage Resistances
- - Grand Illusions Once combat starts, Dark Sun Gwyndolin uses
their grand arcane skill to create the illusion
that the corridor to the Tomb is 50 feet wide
and extending an infinite length in the direction
behind Dark Sun Gwyndolin, to allow them
Challenge:
room to magically retreat. The illusion is
18 (20,000 Souls) dispersed upon Dark Sun Gwyndolin's death,
or if the players retreat via the exit.

For all intents and purposes, this illusion


functions as if the space was real when creatures
move around and act within it, player characters
appear halfway down the corridor once the
Rarely leaving their vigil over the honorary tomb of the illusion has dissipated.
Lord Gywn, Gwyndolin influences the long-dilapidated
Anor Londo from behind a shadowy veil. Gwyndolin is the Arcane Evasion Dark Sun Gwyndolin is resistant to damage
last-born son of Lord Gwyn but raised as a daughter due to made by an attacker more than 15 feet away.
their strong affinity with the moon; they possess great arcane
abilities derived from it. Bloodied

Ardently defending Anor Londo with their very life, they Guardian of The multiattack action allows Dark Sun
punish any who may tarnish the city, though it has long been Anor Londo Gwyndolin to make five attacks.
abandoned by the Gods. Weaving great illusions they ensure
an ember of the light of the Gods still burns, even if it is a Lunar Desperation When Dark Sun Gwyndolin uses Orb of the
facade. For any would-be marauders, the Dark Sun commands Dark Sun or Soul Mass Volley they can use
their sworn servants, the Blades of the Darkmoon. These either one additional time as part of the same
shadowy enforcers and assassins will zealously pursue any action.
heretic with murderous intent, particularly any adventuring
desecrators of the tomb of Lord Gwyn. Desperate Retreat The distance Dark Sun Gwyndolin moves using
Teleport is increased to 75 feet.

Grand Orb of the The Orb of the Dark Sun has its recharge
Dark Sun changed to (Recharge: 3-6).
Actions

Multiattack Gwyndolin makes three Darkmoon Bow attacks.

Darkmoon Bow Ranged Weapon Attack: +11 to hit, range 120/360


ft., one creature. Hit: 16 (3d6+6) piercing damage.
On a hit with the Darkmoon Bow, Dark Sun
Gwyndolin may immediately make a second
attack with the Darkmoon Bow. They can only
take this extra attack once per turn.

Piercing Shot Ranged Weapon Attack: +11 to hit, range 200/600


ft., one creature. Hit: 23 (4d8+5) piercing damage,
and each creature in a straight line up to 200
feet behind the target must succeed on a DC
19 Dexterity saving throw or take 23 (4d8+5)
piercing damage.

Serpentine Melee Weapon Attack: +11 to hit, reach 5 ft., one


Defence creature. Hit: 23 (4d8+5), and the target must
succeed on a DC 19 Strength saving throw or
be pushed 10 feet directly away from Dark Sun
Gwyndolin.

Orb of the (Recharge 5-6). Dark Sun Gwyndolin launches


Dark Sun a gigantic, slow-moving orb of pure arcane
energy. This projectile is 10 feet wide and moves
in a straight line for 50 feet. It continues on
its path, moving 50 feet at the start of Dark
Sun Gwyndolin’s turn, until it collides with
an inanimate object. The orb passes through
any creatures it encounters, stopping 5 feet
past them if it would end its movement in a
space that is already occupied by a creature. Any
creatures whose space the orb passes through 93
must make a DC 20 Dexterity saving throw;
taking 23 (3d10+7) Force damage on a failed
save, or half as much damage on a successful one.

Soul Mass Volley Dark Sun Gwyndolin summons a wave of ten


Soul Mass Darts. Each dart may target one
creature within 120 feet. A creature may be
targeted by multiple darts. Each dart hits for
12 (1d10+7) lightning damage.

Reactions

Arcane Retreat Dark Sun Gwyndolin may use their Teleport


ability as a reaction to taking melee damage.

Position Spends

Spend 10 Position Teleport. Dark Sun Gwyndolin may teleport 50


feet in any direction, though they tend towards
retreating as far down the illusionary infinite
corridor as possible and away from melee
attackers. Dark Sun Gwyndolin will always use
this ability at the end of their next turn if there
are any enemy creatures within 15 feet and it
will not reduce them to 0 Position.
Boss This creature can spend Position as if it was a
Gravelord Nito player character.
Huge undead
Eyes of the Dead Gravelord Nito always goes first in combat, and
cannot be surprised. He can also use the senses
of any creature within 1 mile of him as if they
were his own.
STR DEX CON INT WIS CHA
Bringer of Death Gravelord Nito has advantage on melee weapon
24 10 28 10 12 16 attacks that he makes against targets that he or
(+7) (+0) (+9) (+0) (+1) (+3) his summoned undead have damaged since the
beginning of his last turn.
Armour Class: 22 (Natural Armour) Speed: 20 feet
Position: 390 (20d10+180) Bloodied
Initiative DC: Always first Death Lord's Rage Spend 20 Position. Gravelord Nito immediately
uses his multiattack action.

Death Wave Gravelord Nito causes one darkwraith, one


hollow assassin, or one hollow cleric to rise in
Saving Throws
the nearest space adjacent to him.
Str +14, Dex +7, Con +16, Wis +8, Cha +10
Phantom Sword Gravelord Nito thrusts his sword into the
ground and lets loose a furious howl. A large
spectral blade is vomited up from the ground
Skills Senses at a space within 60 feet of Gravelord Nito,
- blindsight 120 ft., then explodes. Each creature within 5 feet of
passive Perception 18 the exploding blade takes 17 (5d6) necrotic
and 17 (5d6) piercing damage. A successful
DC 20 Dexterity saving throw reduces this
damage by half. Failing the saving throw by
5 or more results in the creature’s Position
Damage Immunities Condition Immunities maximum being reduced by an amount equal
necrotic, poison All to the damage taken. This reduction lasts until
94 the creature rests at a bonfire. A creature killed
Damage Vulnerabilities Damage Resistances by this effect automatically triggers a roll on
force damage from nonmagical the Hollowing effect table. See the section on
sources Respawning in Chapter 2 of the Core Rules.

Actions

Multiattack Gravelord Nito makes three melee weapon


Challenge:
attacks, only one of which can be an Overhand
21 (33,000 Souls) Chop. If all three attacks are successful,
Gravelord Nito uses his Create Attendant
bonus action.

Overhead Chop Melee Weapon Attack: +14 to hit, reach 15 ft., one
Gravelord Nito once went to war against the dragons, and now target. Hit: 46 (6d12+7) slashing damage and
wages war against those that would seek to conquer death itself. 27 (6d8) necrotic damage. Gravelord Nito gains
As the lord of death, Nito has transcended any mortal shell Position equal to half of the necrotic damage
that he once held and now builds and rebuilds himself from caused by this attack.
the skeletal remains that linger in the vicinity of his crypt. Now
little more than a floating collection of hundreds of skeletons Sleeping Claw Melee Weapon Attack: +14 to hit, reach 15 ft.,
compressed into a ball, Nito’s physical countenance is truly the one target. Hit: 29 (4d10+7) necrotic damage,
stuff of nightmares. A cloak of necrotic-infused cloth, tattered Gravelord Nito can repeat this attack on
and frayed but always lightly flapping in an unseen and unfelt another adjacent creature. A creature cannot
breeze, covers his form. Even his chosen weapon, a hideous be hit more than once per turn by this attack.
blade formed of ruined metal fragments and razor-sharp
splinters of bone, is built from these skeletons. Crushing Grab Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 33 (4d12+7) bludgeoning damage,
Defeating Gravelord Nito is no easy task, as he can summon and the target is grappled and restrained (escape
forth defenders from the corpses that litter the area with little DC 22). Gravelord Nito can only restrain one
more than a thought. He thinks little of anything short of a truly creature at a time with this attack.
perilous threat, and although he is often slow to act, he is more
than capable of retaining the title of Lord of Death by force.
95

Legendary Actions Bonus Actions

Gravelord Nito can take up to three legendary actions by choosing Create Attendant Gravelord Nito causes one darkwraith, one
from the options below and spending the required Position. Only one hollow assassin, or one hollow cleric to rise in
legendary action option can be used at a time and only at the end of the nearest space adjacent to him.
another creature’s turn. Gravelord Nito regains spent legendary actions
at the start of its turn. Position Spends

Create Attendant Spend 5 Position. Gravelord Nito uses his Spend 20 Position Tide of Death. Gravelord Nito sends forth
Create Attendant action. a massive wave of congealed necrotic energy,
striking all creatures within 60 feet. Each
Miasma (Costs 2 Legendary Actions). Spend 20 creature takes 55 (10d10) necrotic damage; a
Position. Gravelord Nito unleashes an oily successful DC 20 Constitution saving throw
black tide, rolling out 20 feet in every direction. reduces this damage by half.
A creature touched by it takes 17 (5d6) necrotic
damage, or half as much damage on a successful
DC18 Dexterity saving throw. Any creature
damaged by the miasma must also succeed on
a DC 18 Constitution saving throw or become
poisoned, taking 14 (4d6) poison damage at
the end of each of their turns. The creature can
repeat the Constitution saving throw at the
start of each turn to end the effect.
Gwyn, Lord of Cinder
Large celestial

STR DEX CON INT WIS CHA

26 22 26 25 25 20 Gwyn, Lord of Cinder and Sunlight, strongest of the gods


(+8) (+6) (+8) (+7) (+7) (+5) of Anor Londo, bringer of fire and lightning, sacrificed his
soul to maintain the Age of Fire. Long ago, in the Age of
Armour Class: 21 (Natural Armour) Speed: 40 feet Ancients, Gwyn was one of four fated beings who discovered
a Lord Soul, an unfathomable source of power. Along with
Position: 243 (18d10+144)
first of the dead Gravelord Nito, the Witch of Izalith, and
Initiative DC: Always first the dragon-traitor Seath the Scaleless, Gwyn used the power
of the Lord Souls to challenge the Everlasting Dragons and
usher in the Age of Fire. Gwyn's mighty bolts of lightning
peeled apart the immortal dragons' stone scales, burning
away their defences and rendering them vulnerable.
Saving Throws
Str +15, Wis +14, Cha +12 Gwyn, Lord of Cinder, ruled over Lordran along with his
children; gods and goddesses all. Gwyn's firstborn inherited
the sunlight and was a fearsome god of war and joined his
father in hunting the remaining dragons, along with Gwyn's
Skills Senses knight captain Dragon Slayer Ornstein. Gwyn's eldest
Perception +14 truesight 120 ft., daughter Gwynevere, Princess of Sunlight, was cherished
passive Perception 24 by all and granted her blessing to a great many warriors.
Gwyn's youngest son, Dark Sun Gwyndolin, was strong in
the power of the moon and was therefore raised as a daughter.
Gwyn's youngest child Filianore was sent to the Ringed City,
an isolated place at world's end, to await the day when her
Damage Immunities Condition Immunities father would come.
fire, lightning, charmed, exhaustion,
96 The Age of Fire would not last and the power of the gods
radiant, poison frightened, poisoned
began to wane. Gwyn's firstborn betrayed his family and
Damage Vulnerabilities Damage Resistances sided with the dragons he'd once hunted; Gwyn cast him out
- bludgeoning, piercing, and of Anor Londo and stripped him of his godhood, purging
slashing from nonmagical his name from the annals — he remains nameless still.
attacks Gwynevere abandoned Anor Londo and began a new life
with the god of flame. Gwyndolin remained, masking the
truth of Anor Londo with illusion.

Challenge: Fearing the rise of the Age of Dark and the dominion of
21 (33,000 Souls) humans, Gwyn, Lord of Cinder sought to prolong the Age
of Fire and so travelled with his faithful knights to the Kiln
of the First Flame and gave himself to cinder, sacrificing his
soul to link the First Flame. His undead form persists in the
Kiln of the First Flame, hollowed and bereft of life.

Gwyn, Lord of Cinder remains a staggering and formidable


foe, even though he bequeathed the majority of his power
to his children and allies before sacrificing himself to the
flame. Standing as tall as a giant, with a thick white beard and
wearing his elongated, spiked crown, Gwyn still carries the
greatsword that served as his only companion when he linked
the fire. Though a shadow of his former self, Gwyn remains
a relentless opponent, a peerless warrior, and a challenge fit
for only the brave or foolhardy.
Boss This creature can spend Position as if he was Legendary Actions
a player character.
Gwyn, Lord of Cinder can take 3 legendary actions, choosing from the
Unyielding Foe Gwyn, Lord of Cinder always goes first in options below. Only one legendary action option can be used at a time
initiative and cannot be surprised. and only at the end of another creature's turn. Gwyn, Lord of Cinder
regains spent legendary actions at the start of its turn.
Legendary (3/Day): If Gwyn, Lord of Cinder fails a saving
Resistance throw, he can choose to succeed instead. Kick Melee Weapon Attack: +15 to hit, reach 5 ft., one
creature. Hit: 18 (3d6+8) bludgeoning damage.
Magic Resistance Gwyn, Lord of Cinder has advantage on saving If the target is a Medium or smaller creature,
throws against spells and other magical effects. it must succeed on a DC 23 Strength saving
throw or be knocked prone.
Divine Weapon Gwyn, Lord of Cinder's weapon attacks are
magical. When Gwyn, Lord of Cinder hits Explosive Hand (Costs 2 Actions). Gwyn, Lord of Cinder
with any weapon, the weapon deals an extra emits a burst of searing fire. Each creature of
6d8 fire damage (included in the attack). his choice in a 10-foot radius must make a DC
23 Dexterity saving throw, taking 14 (4d6)
Sure Strike Gwyn, Lord of Cinder can forego an attack fire damage plus 14 (4d6) radiant damage
to make another attack at advantage. When on a failed save, or half as much damage on
he does so, he treats a successful attack as a a successful one.
critical hit.
Blinding Gaze (Costs 3 Actions). Gwyn, Lord of Cinder
Bloodied targets one creature it can see within 30 feet
of it. If the target can see it, the target must
The First Flame Gwyn, Lord of Cinder summons a magical succeed on a DC 15 Constitution saving
pillar of fire at a point he can see within 500 throw or be blinded until magic such as the
feet of him. Each creature within 10 feet of that lesser restoration spell removes the blindness.
point must make a DC 17 Dexterity saving
throw, taking 54 (12d8) fire damage on a failed Position Spends
save, or half as much damage on a successful one.
Spend 5 Position Dash. Gwyn, Lord of Cinder moves and does
Rage of Fire Gwyn, Lord of Cinder makes an additional not provoke attacks of opportunity.
weapon attack every round.
Spend 10 Position Sudden Attack. Gwyn, Lord of Cinder
Actions immediately takes the attack action as a reaction. 97

Multiattack Gwyn, Lord of Cinder uses his Frightful Spend 10 Position Immediate Reaction. Gwyn, Lord of Cinder
Presence and makes three weapon attacks. gains an additional reaction.

Greatsword Melee Weapon Attack: +15 to hit, reach 5 ft., one Spend 20 Position Charging Slash. Gwyn, Lord of Cinder moves
target. Hit: 22 (4d6+8) slashing damage plus 27 up to his full speed and slashes one target with
(6d8) fire damage. his greatsword. Melee Weapon Attack: +15 to
hit, reach 5 ft., one creature. Hit: 22 (4d6+8)
Sunlight Spear Ranged Weapon Attack: +13 to hit, range 120 ft., slashing damage. The target must succeed on
one target. Hit: 32 (4d12+6) piercing damage a DC 23 Constitution saving throw or be
plus 65 (10d12) fire damage. If the target is a stunned for 1d4 rounds.
creature that has 100 Position or fewer, it must
succeed on a DC 15 Constitution saving throw
or die.

Leaping Slash Melee Weapon Attack: +15 to hit, reach 20ft., one
target. Hit: 44 (8d8+8) slashing damage and 27
(6d8) fire damage.

Frightful Presence Each creature of Gwyn, Lord of Cinder's


choice within 120 feet of him who are aware of
him must succeed on a DC 17 Wisdom saving
throw or become frightened for 1d4 rounds. A
creature can repeat the saving throw at the end
of each of its turns, with disadvantage if Gwyn,
Lord of Cinder is within line of sight, ending
the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for
it, the creature is immune to Gwyn's Frightful
Presence until the start of the next round.
Manus, Father of the Abyss
Gargantuan undead

STR DEX CON INT WIS CHA

25 10 20 10 12 12
(+7) (+0) (+5) (+0) (+1) (+1)

Armour Class: 20 (Natural Armour) Speed: 20 feet,


Position: 341 (22d20+110) Swim 40 feet
Initiative DC: Always first

Saving Throws
Dex +6, Con +11, Wis +7

Skills Senses
- truesight 120 ft.,
passive Perception 11

Damage Immunities Condition Immunities


- paralyzed, poisoned,
98
charmed, frightened
Damage Vulnerabilities Damage Resistances
piercing, slashing fire

Challenge:
17 (18,000 Souls)

Believed to have been one of the primordial humans. This tale


begins with the people of Oolacile, deceived by the serpents
of Kaathe, excavating Manus’ tomb. Awakening not only him,
but his wrath. His humanity turned, corrupted; creating the
endless abyss. Taking with it the last of Manus’ sanity. Doomed
to forever seek his broken pendant; the last vestige of who Father of the Abyss Manus, Father of the Abyss doesn’t need to
he once was. Many heroes, including the legendary King breathe and can see in darkness and magical
Artorias, have tried to slay this father of the abyss. All of them darkness as if in bright light.
have fallen to the endless corrupting dark that Manus created.
Despite this, Manus did fall, in body, to a hero whose name Unyielding Foe Manus, Father of the Abyss always goes first in
was lost to time. Manus’ soul split, each piece growing into initiative and cannot be surprised.
its own entity. Each an echo to the madness that continues
to shatter Manus’ mind. Despite this, Manus endures, still. Boss This creature can spend Position as if it was a
player character.

Legendary (3/Day) If Manus, Father of the Abyss fails a


Resistance saving throw, he can choose to succeed instead.
Bloodied

Close Range Manus, Father of the Abyss exhales scalding


Frenzy steam in a 60-foot cone. Each creature in that
area must make a DC 18 Constitution saving
throw, taking 52 (15d6) fire damage on a failed
save, or half as much damage on a successful
one. No effect can reduce the damage further.

Actions

Multiple Attack Manus, Father of the Abyss attacks once with


his claw and twice with his Hand Slashes. He
can make one tail attack in place of his two
Hand Slash attacks.

Claw Melee Weapon Attack: +13 to hit, reach 10 ft.,


target. Hit: 16 (2d8+7) slashing damage.

Hand Slash Melee Weapon Attack: +13 to hit, reach 15 ft.,


one target. Hit: 23 (3d10+7) piercing damage.

Tail Melee Weapon Attack: +13 to hit, reach 15 ft., one


target. Hit: 26 (3d12+7) bludgeoning damage.
If the target is a creature, it must succeed on a
DC 20 Strength saving throw or be pushed
up to 10 feet away from Manus, Father of the
Abyss, knocked prone, and be unable to spend
Position until the end of their next turn.

Position Spends

Spend 5 Position Dive Attack. Manus, Father of the Abyss


immediately makes a hand slash attack that
targets all creatures within 15 feet of him. 99

Spend 10 Position Frenzy. Manus, Father of the Abyss


immediately makes a tail attack against each
creature within range.

Spend 10 Position Leap. Manus, Father of the Abyss immediately


jumps 20 feet in the air and lands within 60 feet
of his original position. This movement does
not provoke attacks of opportunity.

Spend 10 Position Dark Circle. A 30-foot radius, 15-foot-high


cylinder ring centred on Manus, Father of the
Abyss appears. At the start of Manus, Father
of the Abyss’ turn, the circle shrinks by 10 feet.
Any creature in a space that the circle passes
through immediately takes 13 (3d8) force
damage and is knocked prone. A creature that
moves over the edge of the circle must succeed
on a DC 20 Strength saving throw or be pushed
10 feet back from the edge of the circle and have
their turn immediately end.

Spend 10 Position Dark Rain. A rain of 10 cursed projectiles fall


from the sky. Each projectile can target any
creature within 120 feet of Manus, Father of
the Abyss. A targeted creature must make a DC
20 Dexterity saving throw, taking 16 (3d10)
force damage on a failed save, or half as much
damage on a successful one.
Oceiros, the Consumed King
Huge monster

STR DEX CON INT WIS CHA

26 13 23 16 20 22
(+8) (+1) (+6) (+3) (+5) (+6)

Armour Class: 21 (Natural Armour) Speed: 30 feet,


Position: 346 (21d20+126) Fly 60 feet (hover)
Initiative DC: Always first

Saving Throws
Str +15, Int +10, Wis +12, Cha +13

Skills Senses
Perception +12 blindsight 120 ft.,
passive Perception 22

Damage Immunities Condition Immunities


lightning, poison charmed, exhaustion,
100
frightened, stunned
Damage Vulnerabilities Damage Resistances
- -

Boss This creature can spend Position as if it was a


player character.
Challenge:
23 (50,000 souls) Legendary (3/Day). If Oceiros, the Consumed King fails a
Resistance saving throw, he can choose to succeed instead.

Unyielding Foe Oceiros, the Consumed King always goes first


in initiative, and cannot be surprised.

Frightful Presence Each creature of Oceiros, the Consumed


King’s choice that is within 120 feet of him
A tragic figure, Oceiros is the former king of Lothric and is and aware of him must succeed on a DC 19
now a massive, dragon-like monster. His dream of finding Wisdom saving throw or become frightened
immortality through magic has cost him everything: his for one minute. A creature can repeat the
kingdom, his body, his mind, and ultimately, even his children. saving throw at the end of each of its turns,
As his mind crumbles he fully believes that his youngest son, ending the effect on itself on a success.
Ocellote, is still a baby; he cradles the imaginary infant in one
claw as he furiously rages against any that he believes would Powerful Curse Creatures that are damaged by any of Oceiros,
challenge his safety. The king, now thoroughly consumed by the Consumed King’s melee weapon attacks
madness, exists in a painful half-state, partially as a beast and are cursed until the end of Oceiros, the
partially as an aware and plotting master. It is said that the Consumed King’s next turn unless they
spectral cries of a long-absent baby can be heard as Oceiros succeed on a DC 21 Charisma saving throw.
becomes more and more agitated. Creatures cursed by Oceiros are vulnerable to
damage from his attacks.

Critical If Oceiros, the Consumed King is subject to a


Vulnerability critical hit, he is stunned until the end of the
next creature’s turn or the beginning of his
turn, whichever happens first.
Bloodied

Retribution When he becomes bloodied, Oceiros, the


Consumed King immediately makes a melee
attack.

Fearsome Claw Oceiros, the Consumed King can make one


Claw attack with advantage as a bonus action.

Bestial Rage Oceiros, the Consumed King roars with


frustration and charges twice his speed in a
straight line. All creatures in his path are hit and
take damage as per the claw attack. A creature
can use its reaction to throw itself out of the
way with a DC 18 Dexterity saving throw. If
successful, they are prone and aren’t hit by the
attack. If in the air, Oceiros, the Consumed
King instead uses Ground Slam and Crystalline
Breath without expending any Position.

Actions

Multiattack Oceiros, the Consumed King makes three


attacks, only one of which can be Crystalline
Breath.

Staff Melee Weapon Attack: +15 to hit, reach 10 ft., one


target. Hit: 18 (3d6+8) bludgeoning damage.

Claw Melee Weapon Attack: +15 to hit, reach 10 ft., one


target. Hit: 21 (3d8+8) piercing damage.

Ground Slam (Only when flying). Oceiros, the Consumed


King dives from the air to slam into the ground,
causing all creatures in a 20-foot radius to be 101
knocked prone unless they succeed on a DC 23
Strength saving throw. Oceiros, the Consumed
King can then spend 10 Position to make a
melee attack against a prone target.

Legendary Actions

Oceiros, the Consumed King can take up to three legendary actions by


choosing from the options below and spending the required Position.
Only one legendary action option can be used at a time and only at the
end of another creature’s turn. Oceiros, the Consumed King regains spent
legendary actions at the start of his turn.

Spend 5 Position Attack. Oceiros, the Consumed King makes a


melee attack.

Spend 10 position Line of Crystals. (Costs 2 actions) Oceiros, the


Consumed King expels a 90-foot long, 5-foot
wide line of crystals as per his Crystalline
Breath attack.

Position Spends

Spend 10 Position Crystalline Breath. Oceiros, the Consumed King


breathes out a mist that coalesces into a ridge of
sharp crystals in a 30-foot cone. Each creature
in that area must make a DC 21 Charisma
saving throw. On a failed save, the creature takes
45 (10d8) force damage and is cursed until the
end of Oceiros, the Consumed King’s next turn.
On a successful save, the creature takes half as
much damage and it isn’t cursed.
Empowered If Smough is reduced to 0 Position, Ornstein
Ornstein by Fury immediately increases one size category. Their
Large undead maximum Position is increased to 199 (19d12+76)
and their weapon attacks deal an additional 4 (1d8)
damage. They are healed up to their new maximum
Position. While empowered, Position cannot be
spent to increase attack rolls targeting Ornstein.
STR DEX CON INT WIS CHA
Bloodied
17 23 19 13 15 16
(+3) (+6) (+4) (+1) (+2) (+3) Leaping Attack After being hit by an attack, Ornstein can spend 5
Position as a reaction to leap up to 30 feet in any
Armour Class: 20 (Dragonslayer Plate Armour) direction. When he lands, he can immediately make
Position: 180 (19d10+76) Speed: 40 feet a single Sweep Spear Attack. The leap happens after
the damage from the triggering attack has been
Initiative DC: Always first resolved. This movement does not provoke attacks
of opportunity.

Actions
Saving Throws
Multiple Attack Ornstein makes two Dragonslayer Spear attacks
Dex +12, Wis +8, Cha +9 or a single Sweep Spear or Skewer Spear Attack.

Dragonslayer Melee Weapon Attack: +9 to hit, reach 15 ft., one


Spear creature. Hit: 17 (5d6) piercing damage plus 15
Skills Senses (5d6) lightning damage.
Acrobatics +12, darkvision 120 ft.,
Perception +8 passive Perception 18 Sweep Spear Ornstein sweeps his Dragonslayer Spear in a circle.
Attack All creatures within a 15-foot radius must succeed
on a DC 20 Dexterity saving throw or take 11
(2d10) bludgeoning damage and 10 (3d6) lightning
damage.
Damage Immunities Condition Immunities
lightning charmed, incapacitated, Skewer Spear Melee Weapon Attack: +9 to hit, reach 15 ft., one
102 Attack creature. Hit: 19 (3d10+3) piercing damage and
frightened, unconscious
Damage Vulnerabilities Damage Resistances the targets maximum Position is reduced by the
same amount unless they succeed on a DC 20
- fire Constitution saving throw.The target is also grappled
and restrained and takes an additional 32 necrotic
damage at the start of each of their turns until they
take an action to remove themselves from the spear
(escape DC 19).
Challenge:
18 (20,000 Souls)

Dragon Slayer Ornstein, once captain of the Four Knights


of Gwyn. Instantly recognizable in their golden lion armour
and wielding their dreaded spear; said to be able to split apart
great boulders in a single strike.

Unyielding Foe Ornstein always goes first in initiative and


cannot be surprised.

Boss This creature can spend Position as if it was a


player character.

Dragonslayer Ornstein’s attacks are treated as magical.


Empowered Fury If Ornstein is reduced to 0 Position, Smough
Smough immediately increases one size category.
Large undead Their maximum Position is increased to 202
(15d12+105) and their weapon attacks deal an
additional 17 (5d6) lightning damage. They are
healed up to their new maximum Position. While
empowered, Position cannot be spent to increase
STR DEX CON INT WIS CHA attack rolls targeting Smough.

22 15 24 11 12 8 Executioner If Smough reduces a creature to below 40 Position


(+6) (+2) (+7) (+0) (+1) (-1) that creature is immediately reduced to 0 Position.
In addition, when Smough triggers a critical hit the
Armour Class: 18 (Plate Armour) Speed: 25 feet targeted creature must immediately make a DC 20
Position: 187 (15d10+105) Constitution saving throw. On a failure, the creature
is immediately reduced to 0 Position. On a success
Initiative DC: Always first the creature instead takes 13 (3d8) necrotic damage
in addition to the normal effects of the triggering
critical hit.

Clumsy Strikes If Smough targets a creature within 5 feet of a pillar,


Saving Throws
or similar blocking piece of terrain, Smough must
Str +12, Dex +8, Con +13 spend an attack to smash the pillar. The pillar is
destroyed by the attack with no attack roll required.

Meteor Hammer On Smough's turn, when they score a critical hit


Skills Senses with a melee weapon or reduce a creature to 0
Acrobatics +8, darkvision 30 ft., Position, they can make one melee weapon attack
Athletics +12 passive Perception 11 as a bonus action against all opponents within reach
that are adjacent to the original target.

Bloodied

Damage Immunities Condition Immunities Retribution Smough immediately makes two Hammer Strike
lightning charmed, frightened, attacks.
Actions 103
unconscious
Damage Vulnerabilities Damage Resistances
- fire Multiattack Smough makes three Hammer Strike attacks or one
Hammer Strike attack and one Slamming Jump at
the end of their turn.

Hammer Strike Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Challenge:
Hit: 34 (8d6+6) bludgeoning damage. If the target
18 (20,000 Souls) is a creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone. Creatures within
5 feet of the target must make a DC 18 Dexterity
saving throw, taking 22 (5d8) bludgeoning damage
and being knocked prone on a failed save, or half as
Executioner Smough desired to be one of the shining much damage on a successful one.
Knights of Gwyn, but the glee he showed for his work— his
more cannibalistic tendencies, like grinding the bones of Slamming Smough jumps 20 feet in the air and lands prone.
those he dispatched into his food—ensured he could never Jump All creatures within 10 feet of where they land are
claim that honour. For a time, Smough was one of the few knocked prone and take 16 (3d10) force damage. An
truly living creatures left in Anor Londo till, like everyone effected creature can expend its reaction to attempt a
else, he too became undead. Ornstein and Smough were DC 16 Dexterity saving throw, taking half damage
tasked with guarding the cathedral where the Princess of on a success. They are still knocked prone.
Sunlight was located. Yet Ornstein abandoned their post to
seek out the Nameless King, leaving Smough the cannibal Position Spends
as the last servant of Gwyn to keep his post.
Spend 10 Position Trample Charge. Smough moves 30 feet in any
direction. A creature in a space he passes through
is knocked prone and must succeed on a DC 16
Boss This creature can spend Position as if it was a Dexterity saving or be pulled along with him. On a
player character. failure, the creature is moved with Smough, taking 18
(4d8) bludgeoning damage. Creatures pulled along
Unyielding Foe Smough always goes first in initiative and by the charge land in a space, and Smough then
cannot be surprised. makes a Hammer Strike against them.
Boss Pinwheel can spend Position as if they were a
Pinwheel player character.
Medium humanoid
Unyielding Foe Pinwheel always goes first in initiative and
cannot be surprised.

STR DEX CON INT WIS CHA Magic Resistance Pinwheel has advantage on saving throws
against spells and other magical effects.
10 14 12 20 15 16
(+0) (+2) (+1) (+5) (+2) (+3) Actions

Armour Class: 14 Speed: 30 feet Multiattack Pinwheel uses the Mirror Clone action and
Position: 99 (18d8+18) then attacks twice.
Initiative DC: Always first
Cleansing Fireball Ranged Spell Attack: +9 to hit, range 120 ft.,
one target. Hit: 17 (5d6) fire damage.

Flamethrower (Recharge 4–6). Pinwheel manifest fire in a


Saving Throws
30‐foot cone. Each creature in that area must
Int +9, Wis +6 make a DC 17 Dexterity saving throw, taking
56 (16d6) fire damage on a failed save, or half
as much damage on a successful one.

Skills Senses Mirror Clone Pinwheel spins in the air and glows with
Performance +7 passive Perception 12 purple light before summoning an exact replica
of themself. Until the replica is destroyed, or
Pinwheel dismisses it, the duplicate moves
with Pinwheel and mimics their actions,
shifting position so it’s impossible to track
which one is real.
Damage Immunities Condition Immunities
- - Each time a creature targets Pinwheel with
an attack, roll a d20 to determine whether the
attack instead targets one of the clones.
104 Damage Vulnerabilities Damage Resistances
- Damage from spells With one clone, a roll of 14 or higher
changes the attack's target to a clone instead
of Pinwheel. For every additional clone,
the target number decreases by 1 (up to a
maximum of 8 clones, which returns a target
number of 7 or higher).
Challenge:
12 (8,400 Souls) The clones’ AC equals 12 and they share
Pinwheel's saving throws and magic resistance.
If an attack hits a clone, the clone is destroyed.
All clones gain Pinwheel's cleansing fireball
ability.

Obsessed with eldritch research into the cryptic and arcane, Reactions
the tragic and mysterious figure known as Pinwheel toils
in the darkness of lost catacombs, seeking to unleash the Mirror Clone All existing mirror clones (see above) vanish
mysteries of life and death. A gifted necromancer, the being Squad and 8 new clones appear around the room.
now known as Pinwheel was said to have stolen the power Pinwheel loses the mirror clone ability and
of the Gravelord himself. clones do not return once destroyed.

A tall, hunched figure with six arms and wearing three Position Spends
expressive masks, Pinwheel appears like a cursed and
grotesque fusion of three people: a naïve child, a kindly Spend 5 Position Teleport. As a reaction, Pinwheel teleports
mother, and a valiant father. Each arm holds a long pike from their current location to any other spot
with a glowing lantern hanging from it. within 100 feet, arriving at exactly the spot
desired.
While the true nature of the necromancer may never be
known, Pinwheel remains a twisted and dangerous being,
one capable of harnessing the powers of life and death.
Bloodied
Sanctuary Guardian
Huge monster Reckless Abandon The Sanctuary Guardian makes melee attacks
with advantage, and attacks made against it
have advantage. It can no longer use its Bolt of
Lightning ability.

STR DEX CON INT WIS CHA Actions

24 26 20 16 16 10 Multiattack The Sanctuary Guardian makes four attacks,


(+7) (+8) (+5) (+3) (+3) (+0) only one of which can be Ball of Lightning,
Bolt of Lightning, or Poisoned Stinger.
Armour Class: 22 (Natural Armour) Speed: 30 feet,
Position: 325 (21d20+105) Fly 90 feet (hover) Headbutt Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 18 (3d6+8) bludgeoning damage,
Initiative DC: Always first and the target is stunned until the start of their
next turn unless they succeed on a DC 22
Constitution saving throw.

Claw Melee Weapon Attack: +8 to hit, reach 10 ft., one


Saving Throws
target. Hit: 21 (3d8+7) piercing damage.
Str +14, Dex +15, Con +12, Int +10, Wis +10, Cha +7
Poisoned Stinger Melee Weapon Attack: +15 to hit, reach 15 ft., one
target. Hit: 29 (6d6+8) poison damage and the
target is poisoned until the end of the Sanctuary
Skills Senses Guardian’s next turn unless they succeed on a
Acrobatics +15 (advantage), truesight 120 ft., DC 20 Constitution saving throw.
Perception +10 passive Perception 20
Ball of Lightning Ranged Spell Attack: +15 to hit, range 60 ft., one
target. Hit: 99 (18d10) lightning damage.

Reactions
Damage Immunities Condition Immunities
lightning, poison charmed, exhaustion, Savage Rebuke If an attack misses the Sanctuary Guardian’s
AC by 5 or more, it can make one melee weapon 105
frightened, poisoned,
stunned attack against that creature.
Damage Vulnerabilities Damage Resistances
Legendary Actions
- -
The Sanctuary Guardian can take up to three legendary actions by
choosing from the options below and spending the required Position.
Only one legendary action option can be used at a time and only at the
Challenge:
end of another creature’s turn. The Sanctuary Guardian regains spent
24 (62,000 souls) legendary actions at the start of its turn.

Spend 5 Position Swipe. The Sanctuary Guardian makes a melee


attack.
With the body of a lion, a ram’s horns, an eagle’s wings, and a
bristly scorpion’s tail, the Sanctuary Guardian may appear to Spend 10 Position Wing Buffet. (Costs 2 Actions). The Sanctuary
be a stitched-together monstrosity. This magnificent beast was Guardian pumps its wings and drives a
magically created to protect its lair with awe inspiring force powerful gust of wind forward. Each creature
and uses each of its disparate amalgamated parts to brutal within 15 feet of the Sanctuary Guardian must
effect. Immune to the passage of time, it serves as protector and succeed on a DC 22 Dexterity saving throw or
enforcer of some long-forgotten edict.This solitary existence has take 17 (3d6+7) bludgeoning damage and be
driven the creature nearly mad with loneliness, and any loyalties knocked prone. Sanctuary Guardian may then
it once held are now so much dust in the wind. move up to half of its speed without provoking
attacks of opportunity.

Boss This creature can spend Position as if it was a player character. Position Spends

Potent Poison The Sanctuary Guardian’s poison is exceptionally potent. Spend 10 Position Bolt of Lightning (recharges when the Sanctuary
Any creature poisoned by the Sanctuary Guardian takes Guardian uses Ball of Lightning during
13 (4d6) poison damage at the start of their turn, then its turn). The Sanctuary Guardian exhales
gains one level of exhaustion unless they succeed on a lightning in a 120-foot line that is 5 feet wide.
DC 20 Constitution saving throw. Each creature in that line must make a DC
20 Dexterity saving throw, taking 91 (18d10)
Unyielding Foe The Sanctuary Guardian always goes first in initiative lightning damage on a failed save, or half as
and cannot be surprised. much on a successful one.
Seath the Scaleless
Gargantuan dragon

STR DEX CON INT WIS CHA

26 18 30 22 21 24
(+8) (+4) (+10) (+6) (+5) (+7)

Armour Class: 19 (Natural Armour) Speed: 10 feet


Position: 328 (16d20+160)
Initiative DC: Always first

Saving Throws
Str +14, Con +16

Skills Senses
Arcana +12, History +12, truesight 120 ft.,
Religion +12 passive Perception 15

Damage Immunities Condition Immunities Boss This creature can spend Position as if it was a
106 player character.
poison prone, restrained,
grappled, poisoned
Damage Vulnerabilities Damage Resistances Unyielding Foe Seath the Scaleless always goes first in initiative
and cannot be surprised.
- -
First Echo When Seath the Scaleless kills a player character,
the player character must immediately roll on
the hollowing effects table.
Challenge:
Primordial Crystal While the Primordial Crystal is intact, Seath
18 (20,000 Souls) the Scaleless regains 30 Position at the start
of his turn. If Seath the Scaleless is reduced to
0 Position while the crystal is intact, he is not
defeated and regains 30 Position at the start of
his next turn. The Primordial Crystal is usually
located in the depths of Seath the Scaleless’ lair.
The Crystal has an AC of 13 and 5 Position.

Born blind and lacking the stone scales all other dragons Cursed Crystal A creature that ends its turn within 5 feet of
possess which grant them their immortality, Seath turned on Seath the Scaleless must make a DC 5 Wisdom
his brethren and aided Gwyn, so the legends hold. Through saving throw. If the creature succeeds, the next
the stolen Primordial Crystal, Seath gained his immortality. time it needs to make a save against the Cursed
In a world no longer ruled over by dragons, but by Gwyn, Crystal the DC will be increased by 5. On a
Seath began to obsess over study, research, and experiments. failure, the creature is cursed. While cursed in
Hoarding countless tomes and sending his sorcerers ever this manner the creature takes 2 (1d4) force
further in search of the next piece of knowledge, until finally damage at the end of its turn. When it dies its
this hunger for knowledge consumed Seath, driving him maximum Position is reduced by half (rounding
beyond sanity, and beyond empathy. This is the state he now up). The curse can only be lifted by magical
inhabits. means. The DC resets to 5 when a creature
starts and ends its turn more than 5 feet from
Seath the Scaleless if the creature hasn’t been
damaged by Crystal breath during the same
turn. A creature effected by the curse does not
need to repeat the saving throw.
Bloodied

Smackdown Seath the Scaleless immediately makes


three Lesser Tail attacks and two Tail Swipe
attacks. A creature hit by these attacks takes
an additional 27 (5d10) bludgeoning damage.

Back off When Seath the Scaleless hits a creature with


a Tail attack or Tendril Tail attack the creature
is pushed 10 feet in a direction of Seath the
Scaleless’ choice.

Desperate Breath Seath the Scaleless can spend twice the required
Position to use a breath weapon attack as part of
his multiattack feature. He cannot use a breath
weapon in this way two rounds in a row.

Actions

Multiattack Seath makes one Tail Swipe and three Lesser


Tail attacks.

Tail Swipe Melee Weapon Attack: +14 to hit, reach 20 ft., one
creature. Hit: 35 (6d8 + 8) bludgeoning damage.
A creature hit by this attack cannot spend
Position until the end of their next turn. Seath
the Scaleless can spend 10 Position to apply
the attack roll of Tail Swipe to all creatures in a
20-feet cone from the original target.

Lesser Tail Melee Weapon Attacks: +14 to hit, reach 15 feet, one
creature. Hit: 17 (2d8+8) bludgeoning damage.

Reactions
107
Seath the Scaleless can take up to three reactions per round.

Position Spends

Spend 8 Position Cursed Crystal Breath. Seath the Scaleless


exhales destructive magical crystals in a 30‐
foot cone. Each creature in that area must
make a DC 21 Dexterity saving throw, taking
63 (18d6) force damage on a failed save, or half
as much damage on a successful one.

Spend 12 Position Damned Facet Breath. Seath the Scaleless


exhales destructive magical crystals in a 60‐
foot cone. Each creature in that area must
make a DC 20 Dexterity saving throw, taking
81 (18d8) force damage on a failed save, or half
as much damage on a successful one.

Spend 15 Position Crystal Rain. Seath the Scaleless exhales


destructive magical crystals in a 100‐foot-long,
10-foot-wide line. Each creature in that area
must make a DC 19 Dexterity saving throw,
taking 99 (18d10) force damage on a failed save,
or half as much damage on a successful one.

Spend 30 Position Crystal Explosion. All creatures within 20 feet of


Seath the Scaleless must immediately make a
DC 21 Strength saving throw, taking 84 (13d12)
force damage plus 27 (6d8) bludgeoning damage
on a failed save, or half as much damage on a
successful one. A creature that fails by 10 or
more must immediately make a saving throw
against Seath’s Cursed Crystal feature.
Slave Knight Gael
Huge undead

STR DEX CON INT WIS CHA

26 22 24 22 18 14
(+8) (+6) (+7) (+6) (+4) (+2) The tragic story of Slave Knight Gael began in a place of love
and ends in a lifetime of death. In a time long ago, certain
Armour Class: 25 (Natural Armour) Speed: 40 feet undead warriors were chosen as slave knights; first line fodder
in the bleakest of battles. Gael was one such undead, with
Position: 577 (33d20+231)
devotion and duty the only things stopping him from losing
Initiative DC: Always first himself to the hollow void. Like many forlorn beings before
him, Gael found himself drawn into a cold and desolate place,
the Painted World of Ariandel. There he met the Painter, a
young white-haired girl with the power to paint new worlds
into existence. Slave Knight Gael devoted himself to the girl
Saving Throws and became her protector.
Dex +15, Con +16, Wis +13
Rot overwhelmed the Painted World of Ariandel, but before
the Painter could create a new world to replace it, she asked
Gael to find a special pigment the colour of the dark soul of
Skills Senses man. Gael left the painting on a quest to bring that pigment
Perception +13 truesight 120 ft., to the Painted World, returning to Lothric. His long search
passive Perception 23 for the dark soul eventually led him to the lost and isolated
Ringed City, said to exist at world's end and to be home to the
furtive pygmy lords, inheritors of the dark soul of man, one of
the four Lord Souls found in the Age of Ancients.

Damage Immunities Condition Immunities Slave Knight Gael confronted the pygmy lords but found to his
poison poisoned horror, their blood had dried ages ago, rendering the pigment
108 useless. Enraged and broken, his quest now impossible, Gael
Damage Vulnerabilities Damage Resistances slaughtered the lords and drank their blood–knowing well
- necrotic, bludgeoning, that he was no champion, that the dark soul of man would
piercing, and slashing from surely corrupt him, and that he would likely never see the
nonmagical attacks Painter again.

The once proud and devoted knight is gone, lost to the


madness of the dark soul. He now feeds on the blood of other
Challenge: undead, absorbing the power of the dark soul and growing
30 (155,000 Souls) unfathomably strong. His body warped, Slave Knight Gael
is now the size of a giant, his long grey beard stained with
blood. The executioner's greatsword he carries is broken and
battered from an eternity of combat. His slave knight armour,
once a symbol of craftsmanship and honour, is now dented
and stained, his red hood and cloak a grim warning to those
he would devour.

The corrupting power of the dark soul has transformed Slave


Knight Gael into the most terrifying opponent, capable
of laying waste to entire armies or challenging the gods
themselves. His devotion to his beloved Painter long forgotten;
Gael has become truly hollow. Existing only to feed and grow
stronger; to wander the land as a destructive force that none
but the strongest champions could hope to face.
Boss Slave Knight Gael can spend Position as if he Legendary Actions
was a player character.
Slave Knight Gael can take 3 legendary actions, choosing from the
Unyielding Foe Slave Knight Gael always goes first in initiative options below. Only one legendary action option can be used at a time
and cannot be surprised. and only at the end of another creature's turn. Slave Knight Gael regains
spent legendary actions at the start of his turn.
Legendary (5/Day): If Slave Knight Gael fails a saving
Resistance throw, he can choose to succeed instead. Attack Slave Knight Gael makes one melee attack.

Magic Resistance Slave Knight Gael has advantage on saving Tactical Retreat Slave Knight Gael moves up to his speed and
throws against spells and other magical effects. does not provoke attacks of opportunity.

Fear Aura Any creature hostile to Slave Knight Gael that Plunging Attack (Costs 2 Actions). Slave Knight Gael leaps 10
starts its turn within 20 feet of Slave Knight feet and makes a greatsword attack, unleashing
Gael must make a DC 21 Wisdom saving a wave of dark energy. Each creature within
throw, unless Gael is incapacitated. On a failed 10 feet of that attack must make a DC 17
save, the creature is frightened until the start of Dexterity saving throw, taking 54 (12d8)
its next turn. On a successful save, the creature necrotic damage on a failed save, or half as
become immune to the Slave Knight Gael's much damage on a successful one.
Fear Aura for the next 24 hours.
Reactions
Magic Weapons Slave Knight Gael's weapon attacks are magical.
Parry Slave Knight Gael adds +4 AC against one
The Blood of the Slave Knight Gael deals triple damage on a melee attack that would hit him. To do so,
Dark Soul critical hit rather than double damage. Damage Slave Knight Gael must see the attacker and
dealt by Gael overcomes all resistances. be wielding a melee weapon.

Bloodied Position Spends

Soul Explosion Up to five burning skulls explode from Slave Spend 10 Position Sudden attack. Slave Knight Gael immediately
Knight Gael, each targeting one creature of takes the attack action as a reaction.
Slave Knight Gael's choice within 150 feet.
Each creature must make a DC 21 Constitution Spend 10 Position Immediate Reaction. Slave Knight Gael gains
saving throw. A target takes 42 (12d6) necrotic an additional reaction.
damage on a failed save, or half as much damage 109
on a successful one. Spend 10 Position Blade of Peril. Slave Knight Gael leaps up to 20
feet, slamming the greatsword to the ground,
Lightning Storm Slave Knight Gael creates a bolt of lightning following up with a large spinning slash. Each
that arcs toward a target of his choice that creature within 10 feet of that attack must
he can see within 150 feet. Four bolts then make a DC 17 Dexterity saving throw, taking
leap from that target to as many as four other 54 (12d8) slashing damage on a failed save, or
targets, each of which must be within 30 feet half as much damage on a successful one.
of the first target. A target can be a creature
or an object and can be targeted by only one Spend 20 Position Red Phantom. Slave Knight Gael teleports next
of the bolts. Each target must make a DC to a target and makes a weapon attack with
21 Dexterity saving throw, taking 45 (10d8) an extra 22 (4d6+8) sneak attack damage if
lightning damage on a failed save, or half as successful.
much damage on a successful one.

Actions

Multiattack Slave Knight Gael makes five weapon attacks.

Greatsword Melee Weapon Attack: +17 to hit, reach 10 ft., one


target. Hit: 29 (6d6+8) slashing damage.

Dark Cloak Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 22 (4d6+8) piercing damage plus 21
(6d6) necrotic damage.

Repeating Ranged Weapon Attack: +15 to hit, range 120 ft.,


Crossbow 1d4 targets. Hit: 28 (4d10+6) piercing damage.

Way of the White Ranged Spell Attack: +15 to hit, range 60 ft., one
Corona target. Hit: 28 (4d10+6) slashing damage plus
21 (6d6) radiant damage.
Boss This creature can spend Position as if it was a
Stray Demon player character.
Large demon
Unyielding Foe The Stray Demon always goes first in initiative
and cannot be surprised.

Demon's Sight Magical darkness doesn't impede the Stray


STR DEX CON INT WIS CHA Demon's darkvision.

18 15 16 9 13 11 Magic Resistance The Stray Demon has advantage on saving


(+4) (+2) (+3) (-1) (+1) (+0) throws against spells and other magical effects.

Armour Class: 17 (Natural Armour) Speed: 30 feet Steadfast The Stray Demon can't be frightened while it
Position: 153 (18d10+54) can see an allied creature within 30 feet of it.
Initiative DC: Always first Bloodied

Retribution When the Stray Demon becomes bloodied it


immediately makes two sweep attacks.
Saving Throws
Actions
Str +9, Con +8, Wis +6
Multiattack The Stray Demon makes a Ground Pound
attack and then two sweep attacks.

Skills Senses Sweep Melee Weapon Attack: +9 to hit, reach 20 ft., one
Athletics +9, darkvision 120 ft., target. Hit: 31 (6d8+4) slashing damage. If the
Perception +6 passive Perception 16 attack hits, the Stray Demon can spend 10
Position to make a second attack against another
target within 10 feet of the original target.

Ground Pound All creatures in a 30-foot cone from the Stray


Damage Immunities Condition Immunities Demon must immediately make a DC 18
poison charmed, grappled, Constitution saving throw. On a failed save,
110 they are knocked prone and take 36 (8d8)
paralyzed, poisoned,
restrained, stunned bludgeoning damage, and their speed is
reduced by 10 feet until the start of the Stray
Damage Vulnerabilities Damage Resistances
Demon’s next turn. On a successful saving
force - throw, the creature takes half damage and is
not knocked prone.

Position Spends
Challenge:
Spend 10 Position Reposition. The Stray Demon moves up to its
13 (10,000 Souls) speed without provoking attacks of opportunity.

Spend 20 Position Exploding Staff Slam. The Stray Demon slams


its staff on the floor. All creatures in a 40 foot
The Stray Demon was a demon who was most likely created cone must make a DC 20 Constitution saving
when the Witch of Izalith attempted to duplicate the First throw. On a failed save, they are knocked back
Flame using a Lord Soul. The attempt was unsuccessful and 20 feet and take 36 (8d8) force damage. On
accidentally created the Bed of Chaos, the mother and source a successful saving throw, the creature takes
of all demons. After its creation, the Stray Demon came half damage.
to reside in the Northern Undead Asylum. The prison was
designed to keep Undead locked away from the rest of the Spend 30 Position Rage Again. The Stray Demon takes an
world and was notably difficult to escape from. additional turn after another creature.

The Stray Demon wields an unidentified catalyst; a casting


tool used to channel Magic. The weapon is possibly a
Demon's Catalyst. The demon itself is similar in appearance
to the Asylum Demon and the Demon Firesage. It has an
almost draconic appearance, with green scales all over its
body and a pair of stubby wings on its back. It sports a tail
and horn-like growths protrude from its legs and arms. Dark
red eyes are accompanied by a set of large teeth that are
revealed by the demon's permanently exposed gums.
Boss This creature can spend Position as if it was a
The Four Kings player character.
Large undead Unyielding Foe The Four Kings always go first in initiative and
cannot be surprised.

Endless Void Ranged weapon attacks and ranged spell attacks


have disadvantage when targeting the Four Kings.
STR DEX CON INT WIS CHA
Reappear After the Four Kings have taken at least 60
20 21 17 19 16 9 damage, since they last used this ability, they
(+5) (+5) (+3) (+4) (+3) (-1) immediately teleports to an unoccupied space
within 120 feet of their original space.
Armour Class: 18 (Natural Armour) Speed: Fly 20 feet
(hover) Life Drain When the Four Kings reduce a creature to 0
Position: 212 (25d10+75)
Position or scores a critical hit the Four Kings
Initiative DC: Always first gain 57 (5d10+30) temporary Position.

Bloodied

Grab Attack The Four Kings make a single Kings Sword


Saving Throws
attack targeting a single creature within 15 feet
Dex +12, Wis +10, Cha +6 of it. On a hit the creature is restrained by the
Four Kings (escape DC 19) and loses all of their
carried souls and must make an immediate role
on the hollowing effect table. The Four Kings
Skills Senses gain temporary Position equal to the number of
Arcana +10, Deception +6. truesight 120 ft., souls taken divided by 10, minimum 1.
History +11, Religion +11, passive Perception 20
Persuasion +6 Actions

Multiattack The Four Kings make two Kings Sword Attacks.

The Kings Sword Melee Weapon Attack: +12 to hit, reach 30 ft.,
Damage Immunities Condition Immunities one creature. Hit: 27 (4d10+5) slashing damage
plus 16 (3d10) force damage. Creatures 10 feet 111
- prone, grappled,
poisoned, frightened away from the Four Kings take an additional
Damage Vulnerabilities Damage Resistances 11 (2d10) force damage, creatures 20 feet away
take an additional 22 (4d10) force damage, and
- - creatures 30 feet away take an additional 50
force damage.

Position Spends
Challenge:
Spend 3 Position Seeking Mass. The Four Kings let out a seeking
22 (41,000 Souls) purple mass which hones in on up to three
creatures it can see. Each creature takes 14
(4d6) force damage.

Spend 5 Position Stabling strike. The Four Kings make a single


Once the great leaders of New Londo, the Four Kings were Kings Sword attack as a reaction when a
granted their titles and a fragment of a Lord Soul by Gwyn. creature misses the Four Kings with a melee,
Seduced by their hunger for humanity and the darkness ranged, or spell attack.
within, New Londo and its kings were banished to the
Abyss. The countless innocent souls of the city sent with Spend 8 Position Screeching Explosion. Each creature within
them doomed to be fed upon by their cruel masters. The 30 feet of the Four Kings must immediately
Knights of the Four Kings became dark wraiths, seduced make a DC 19 Constitution saving throw.
by the art of life drain, echoing the hunger of their masters. On a failed save the creature takes 33 (6d10)
necrotic damage and is stunned until the end
of their next turn. On a successful save, the
creature takes the damage but is not stunned.

Always Four The Four Kings appear as a single individual. Spend 10 Position Immediate Reaction. The Four Kings gain an
Each of the Kings has the following profile, and additional reaction.
only one is incarnate at any one time. When
reduced to 0 Position, the current incarnation Spend 10 Position Thirsting blade. The Four Kings immediately
vanishes in a blaze of silver before a new regain Position equal to half the damage taken
incarnation appears anywhere within 60 feet by a creature that has been hit by a Kings
of the vanished King. Sword attack.
The Tome of Strange Beings

Glossary
112

Each of the strange beings in this book has its own block of statistics which
provide all the information you need to use it in your games of DARK
SOULS: The Roleplaying Game. What follows are explanations of the
terms you’ll find in each block. Several different abbreviations are used,
all of which are explained in detail within the following pages.
Type Alignment

A monster’s type encapsulates its essence. The game includes the There are no alignments in DARK SOULS: The Roleplaying Game.
following monster types, which have no rules of their own.
Armour Class
Beasts are nonhumanoid creatures—some natural, some warped by
hideous magic into something worse. Some possess magical powers, A monster that wears armour or carries a shield has an Armour Class
but most are unintelligent and lack any society or language. Beasts (AC) determined by its armour, shield statistics and Dexterity modifier.
include all varieties of ordinary animals haunting the forests, swamps, Otherwise, a monster’s AC is based solely on its Dexterity modifier
and cities of Lothric and elsewhere. and natural armour, if it has any. If a monster has natural armour, wears
armour, or carries a shield, it is noted in parentheses after its AC value.
Constructs are created, not born. Some are programmed by their
creators to follow a simple set of instructions, while others are imbued Position
with sentience and capable of independent thought. Some are forged
from iron, some crafted from ice, and all are deadly in their own fashion. A monster usually dies or is destroyed when it drops to 0 Position.
For more on Position, see the DARK SOULS: The Roleplaying Game
Demons are born of the primal chaos. They seethe in the darkness, corebook. Usually, only monsters with the Boss special trait are able to
waiting to emerge and wreak their violence upon the world. They come spend Position in the same way that a player character can spend it—to
in many shapes, and sizes—all deeply inimical to human life. improve dice rolls or increase damage. Normal monsters may possess
abilities they can only use by spending Position, however.
Dragons are large reptilian creatures of ancient origin and tremendous
power. Their past is a mystery, they are said to be formed of blood and Speed
treachery.
A monster’s speed tells you how far it can move on its turn. All creatures
Elementals are creatures drawn directly from the forces of nature; living have a walking speed, simply called the monster’s speed. Creatures that
rock, twisting flame, sparkling crystal—all become something more, have no form of ground-based locomotion have a walking speed of
something stranger, in certain conditions. Living beings capable of 0 feet. Some creatures have one or more of the following additional
tearing apart any prepared to stand in their way. movement modes.

Giants are massive, towering over humans and their kind. Once Burrow. Monsters that have a burrowing speed can use that speed to
condemned to work as slaves and servants, the giants took their freedom, move through sand, earth, mud, or ice. A monster can’t burrow through
and now watch the world be consumed by darkness around them. solid rock unless it has a special trait that allows it to do so. 113

Humanoids are the main population of Lothric, and those kingdoms Climb. Monsters that have a climbing speed can use all or part of their
beyond. Whether kings, paupers, saints or the cruellest of torturers, movement to move on vertical surfaces without the need to spend extra
humanoids can be found everywhere—though there are fewer of them movement to climb.
with each day that passes.
Fly. Monsters that have a flying speed can use all or part of their
Monstrosities are monsters in the strictest sense—frightening creatures movement to fly. Some monsters have the ability to hover, which makes
that are not ordinary, not truly natural, and almost never benign. them hard to knock out of the air. Such a monster stops hovering
when it dies.
Oozes are gelatinous creatures who rarely have a fixed shape. They are
mostly subterranean, dwelling in caves and dungeons and feeding on Swim. Monsters that have a swimming speed don’t need to spend extra
refuse, carrion, or creatures unlucky enough to get in their way. movement to swim.

Plants are vegetable creatures, not ordinary flora, in the context of the Ability Scores
book. Most of them are ambulatory, and some are carnivorous.
Every monster has six ability scores (Strength, Dexterity, Constitution,
Undead are once-living creatures, returned to existence by the curse Intelligence, Wisdom, and Charisma) and corresponding modifiers.
afflicting the land. Some retain the sensibilities and faculties of the
living while others are mindless things, their essence whittled away Saving Throws
to nothing.
Saving throws are only listed for creatures that are adept at resisting
Tags certain kinds of effects. For example, a creature that isn’t easily charmed
or frightened might gain a bonus on its Wisdom saving throws.
A monster might have one or more tags appended to its type, in
parentheses. For example, a mimic has the (shapechanger) type. Skills
The parenthetical tags provide additional categorization for certain
creatures. The tags have no rules of their own. Skills are only listed for monsters that are proficient in one or more
skills. For example, a monster that is very perceptive and stealthy might
have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks.
Vulnerabilities, Resistances, and Immunities Souls

Some creatures have vulnerability, resistance, or immunity to certain The number of Souls a monster is worth is based on its challenge rating.
types of damage. Particular creatures are even resistant or immune Typically, Souls are awarded for defeating the monster, although the
to damage from nonmagical attacks (a magical attack is an attack player characters can also find these hidden throughout Lothric. Unless
delivered by a spell, a magic item, or another magical source). In something tells you otherwise, a monster summoned by a spell or other
addition, some creatures are immune to certain conditions. These are magical ability is worth the souls noted in its stat block.
listed in the creatures’ stat block beneath ability scores.
Special Traits
Senses
Special traits appear after a monster’s challenge rating but before
Senses include a monster’s passive Wisdom (Perception) score, as well any actions or reactions. These are characteristics that are likely to be
as any special senses the monster might have. relevant in a combat encounter and that require some explanation.

Blindsight. A monster with blindsight can perceive its surroundings Spellcasting


without relying on sight, within a specific radius. Creatures without
eyes, such as Slime, typically have this special sense, as do creatures with Some monsters can cast spells, which are listed as actions, with Position
echolocation or heightened senses, such as bats and true dragons. If spends listed where appropriate.
a monster is naturally blind, it has a parenthetical note to this effect,
indicating that the radius of its blindsight defines the maximum range Actions
of its perception.
When a monster takes its action, it can choose from the options in the
Darkvision. A monster with darkvision can see in the dark within a Actions section of its stat block or use one of the actions available to
specific radius. The monster can see in dim light within the radius as if all creatures, such as the Dash or Hide action.
it were bright light, and in darkness as if it were dim light. The monster
can’t discern colour in darkness, only shades of grey. Many creatures Melee and Ranged Attacks
that live underground have this special sense.
The most common actions that a monster will take in combat are melee
Truesight. A monster with truesight can, out to a specific range, see and ranged attacks. These can be spell attacks or weapon attacks, where
in normal and magical darkness, see invisible creatures and objects, the “weapon” might be a manufactured item or a natural weapon.
automatically detect visual illusions and succeed on saving throws
114 against them, and perceive the original form of a shapechanger or a Target
creature that is transformed by magic.
The target of a melee or ranged attack is usually either one creature
Armour, Weapon, and Tool Proficiencies or one target, the difference being that a “target” can be a creature or
an object.
Assume that the creatures in this book are proficient with their armour,
weapons, and tools. If you swap them out, you decide whether the Hit
creature is proficient with its new equipment.
Any damage dealt or other effects that occur as a result of an attack
Languages hitting a target are described after the “Hit” notation. You have the
option of taking average damage or rolling the damage; for this reason,
As with player characters, language isn’t listed. Whether a monster both the average damage and the die expression are presented.
can speak or understand any language is up to the GM. If they can
speak—or understand language but not speak—then they understand Miss
the player characters.
If an attack has an effect that occurs on a miss, that information is
Challenge presented after the “Miss:” notation.

A monster’s challenge rating tells you how great a threat the monster Multiattack
is. An appropriately equipped and well-rested party of four adventurers
should be able to defeat a monster that has a challenge rating equal A creature that can make multiple attacks on its turn has the
to its level without suffering any deaths. For example, a party of four Multiattack action. A creature can’t use Multiattack when making an
3rd-level characters should find a monster with a challenge rating of opportunity attack, which must be a single melee attack.
3 to be a worthy challenge, but not a deadly one. Monsters that are
significantly weaker than 1st level characters have a challenge rating Ammunition
lower than 1. Monsters with a challenge rating of 0 are insignificant
except in large numbers; those with no effective attacks are worth no A monster carries enough ammunition to make its ranged attacks. You
souls, while those that have attacks are worth 10 souls each. Some can assume that a monster has 2d4 pieces of ammunition for a thrown
monsters present a greater challenge than even a typical 20th-level weapon attack, and 2d10 pieces of ammunition for a projectile weapon
party can handle. These monsters have a challenge rating of 21 or such as a bow or crossbow.
higher and are specifically designed to test player skill.
Reactions

If a monster can do something special with its reaction, that


information is contained here. If a creature has no special reaction,
this section is absent.

Limited Usage

Some special abilities have restrictions on the number of times they


can be used. X/Day. The notation “X/Day” means a special ability can
be used X number of times and that a monster must finish a Long
rest to regain expended uses. For example, “1/Day” means a special
ability can be used once and that the monster must finish a Long rest
to use it again.

Recharge X–Y. The notation “Recharge X–Y” means a monster can use
a special ability once and that the ability then has a random chance of
recharging during each subsequent round of combat. At the start of
each of the monster’s turns, roll a d6. If the roll is one of the numbers
in the recharge notation, the monster regains the use of the special
ability. The ability also recharges when the monster finishes a Short or
Long rest. For example, “Recharge 5–6” means a monster can use the
special ability once. Then, at the start of the monster’s turn, it regains
the use of that ability if it rolls a 5 or 6 on a d6.

Recharge after a Short or Long rest. This notation means that a monster
can use a special ability once and then must finish a Short or Long
rest to use it again.

Grapple Rules for Monsters

Many monsters have special attacks that allow them to quickly grapple 115
prey. When a monster hits with such an attack, it doesn’t need to
make an additional ability check to determine whether the grapple
succeeds, unless the attack says otherwise. A creature grappled by the
monster can use its action to try to escape. To do so, it must succeed
on a Strength (Athletics) or Dexterity (Acrobatics) check against the
escape DC in the monster’s stat block. If no escape DC is given, assume
the DC is 10 + the monster’s Strength (Athletics) modifier.

Equipment

A stat block rarely refers to equipment, other than armour or weapons


used by a monster. A creature that customarily wears clothes, such as
a humanoid, is assumed to be dressed appropriately.

Size

A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan.


The Size Categories table shows how much space a creature of a
particular size controls in combat.

Size Space

Tiny 2½ by 2½ ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger
The Tome of Strange Beings

116

Index
B M

Balder Knight 34 Man-Serpent Mage 51


Banshee 62 Manus, Father of the Abyss 98
Bed of Chaos 82 Mindless Corvian Settler 52
Bell Gargoyle 28
Black Knight 63 N
Blowdart Sniper 35 Necromancer 54
Bone Tower 14
Bosses 80 O
Bounding Demon of Izalith 29
Burrowing Rockworm 36 Oceiros, the Consumed King 100
Oolacile Resident 53
C Oolacile Sorceress 52
Ornstein 102
Ceaseless Discharge 84
Centipede Demon 86 P
Chained Prisoner 37
Channeler 38 Painting Guardian 54
Chaos Bug 14 Parasitic Wall-Hugger 56
Chaos Eater 39 Phalanx 70
Chaos Witch Quelaag 88 Picasa 57
Clan of Forest Hunters 40 Pinwheel 103
Corvian Knight 40 Pinwheel Servant 15
Corvian Storyteller 41 Possessed Tree 21
Crossbreed Priscilla 90 Pus of Man 70
Crow Demon 30 R
Crystal Knight 42
Royal Sentinels 58
D
S
Darkmoon Soldiers 43
Dark Sun Gwyndolin 92 Sanctuary Guardian 105
Darkwraith Knight 64 Seath the Scaleless 106
Denizens of the Darkness 32 Sentinels 58
Drake 44 Skeleton Beast 72
Slave Knight Gael 108 117
E Smough 110
Egg Carrier 45 Snow Rat 22
Ents 44 Stone Demon 30
Stone Guardian 72
F Stray Demon 112
Sulyvahn’s Beast 22
Flaming Attack Dog 65 Swarm of Large Rats 23
Frog-Ray 20 Swarm of Small Rats 24
G T
Ghost 48 The Four Kings 113
Giant Skeleton 46 Torch Hollow 73
Giant Skeleton Archer 47 Treant Gardener 16
Gravelord Nito 94 Tree Lizard 24
Great Feline 20
Gwyn, Lord of Cinder 96 U

H Undead Assassin 74
Undead Attack Dog 74
Hollow Assassin 66 Undead Crystal Archer 75
Hollow Cleric 66 Undead Crystal Soldier 76
Hollow Manservant 67 Undead Knight Archer 76
Hollow Priest 68 Undead Soldier 77
I V
Infested Barbarian 49 Vagrant 16
Infested Ghoul 50 Vile Maggot 25
L W
Lycanthrope 69 Wild Dogs 25
Lycanthrope Hunter 50 Wisp 78
118
119
OPEN GAME License Version 1.0a The following text 7. Use of Product Identity: You agree not to Use any Product PRODUCT IDENTITY
is the property of Wizards of the Coast, LLC. and is Identity, including as an indication as to compatibility, except The following items are designated product Identity, as
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). as expressly licensed in another, independent Agreement defined in Section 1(e) of the Open Game Licence Version
All Rights Reserved. with the owner of each element of that Product Identity. You 1.0a (OGL), and are subject to the conditions set forth in
agree not to indicate compatibility or co-adaptability with Section 7 of the OGL, and are not Open Content: All
1. Definitions: (a)"Contributors" means the copyright and/ any Trademark or Registered Trademark in conjunction registered and unregistered trademarks, service marks,
or trademark owners who have contributed Open Game with a work containing Open Game Content except as business names and designs belonging to, referring to, or
Content; (b)"Derivative Material" means copyrighted expressly licensed in another, independent Agreement with otherwise associated with Dark Souls TM, together with
material including derivative works and translations the owner of such Trademark or Registered Trademark.The all proper names (including all those set out in the “Dark
(including into other computer languages), potation, use of any Product Identity in Open Game Content does Souls TM” section below), dialogue, plots, storylines, locations,
modification, correction, addition, extension, upgrade, not constitute a Challenge to the ownership of that Product character, artworks and trade dress contained within or
improvement, compilation, abridgment or other form in Identity. The owner of any Product Identity used in Open referred to in the Dark SoulsTM the Roleplaying Game
which an existing work may be recast, transformed or adapted; Game Content shall retain all rights, title and interest in and/or any documentation or other materials associated
(c) "Distribute" means to reproduce, License, rent, lease, sell, and to that Product Identity. with it (including this Rulebook and Adventure Document)
broadcast, publicly display, transmit or otherwise distribute; (Materials). No portions of any Materials may be
(d)"Open Game Content" means the game mechanic and 8. Identification: If you distribute Open Game Content You reproduced in any form without written permission, unless
includes the methods, procedures, processes and routines must clearly indicate which portions of the work that you such reproduction is permitted in accordance with the OGL.
to the extent such content does not embody the Product are distributing are Open Game Content.
Identity and is an enhancement over the prior art and any Dark Souls TM
additional content clearly identified as Open Game Content 9. Updating the License: Wizards or its designated Agents
by the Contributor, and means any work covered by this may publish updated versions of this License. You may use Dark Souls TM Hollow Assassin
License, including translations and derivative works under any authorized version of this License to copy, modify and Dark Souls TM Curse Mark Hollow Cleric
copyright law, but specifically excludes Product Identity. (e) distribute any Open Game Content originally distributed Bone Tower Hollow Manservant
"Product Identity" means product and product line names, under any version of this License. Chaos Bug Hollow Priest
logos and identifying marks including trade dress; artifacts; Pinwheel Servant Lycanthrope
Creatures characters; stories, storylines, plots, thematic 10. Copy of this License: You MUST include a copy of Treant Gardener Phalanx
elements, dialogue, incidents, language, artwork, Symbols, this License with every copy of the Open Game Content Vagrant Pus of Man
designs, depictions, likenesses, formats, poses, concepts, You Distribute. Frog-Ray Skeleton Beast
themes and graphic, photographic and other visual or audio Great Feline Stone Guardian Torch
representations; names and descriptions of Characters, Spells, 11. Use of Contributor Credits: You may not market or Possessed Tree Hollow
enchantments, personalities, teams, personas, likenesses and advertise the Open Game Content using the name of any Snow Rat Undead Assassin
Special abilities; places, locations,environments, Creatures, Contributor unless You have written permission from the Sulyvhan's Beast Undead Attack Dog
Equipment, magical or supernatural Abilities or Effects,logos, Contributor to do so. Swarm of Larg Rats Undead Crystal Archer
Symbols, or graphic designs; and any other trademark or Swarm of Small Rats Undead Crystal Soldier
registered trademark clearly identified as Product identity 12. Inability to Comply: If it is impossible for You to comply Tree Lizard Undead Knight Archer
by the owner of the Product Identity, and which specifically with any of the terms of this License with respect to some Vile Maggot Undead Soldier
excludes the OPEN Game Content; (f) "Trademark" means or all of the Open Game Content due to statute, judicial Wild Dogs Wisp
the logos, names, mark, sign, motto, designs that are used order, or governmental regulation then You may not Use Bell Gargoyle Bed of Chaos
by a Contributor to Identify itself or its products or the any Open Game Material so affected. Bounding Demon of Izalith Ceaseless Discharge
associated products contributed to the Open Game License Crow Demon Centipede Demon
by the Contributor (g) "Use", "Used" or "Using" means to use, 13. Termination: This License will terminate automatically Stone Demon Chaos Witch Quelaag
Distribute, copy, edit, format, modify, translate and otherwise if You fail to comply with all terms herein and fail to cure Balder Knight Crossbreed Priscilla
120 create Derivative Material of Open Game Content. (h) "You" such breach within 30 days of becoming aware of the breach. Blowdart Sniper Dark Sun Gwyndolin
or "Your" means the licensee in terms of this agreement. All sublicenses shall survive the termination of this License. Burrowing Rockworm Gravelord Nito
Chained Prisoner Gwyn, Lord of Cinder
2. The License: This License applies to any Open Game 14. Reformation: If any provision of this License is held to Channeler Manus, Father of the Abyss
Content that contains a notice indicating that the Open be unenforceable, such provision shall be reformed only to Chaos Eater Oceiros, the Consumed King
Game Content may only be Used under and in terms of the extent necessary to make it enforceable. Clan of Forest Hunters Ornstein
this License. You must affix such a notice to any Open Corvian Knight Pinwheel
Game Content that you Use. No terms may be added to 15. COPYRIGHT NOTICE Open Game License v Corvian Storyteller Sanctuary Guardian
or subtracted from this License except as described by the 1.0a Copyright 2000, Wizards of the Coast, LLC. System Crystal Knight Seath the Scaleless
License itself. No other terms or Conditions may be applied Reference Document 5.1 Copyright 2016, Wizards of the Darkmoon Soldiers Slave Knight Gael
to any Open Game Content distributed using this License. Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Drake Smough
Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Ents Stray Demon
3.Offer and Acceptance: By Using the Open Game Content Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Egg Carrier The Four Kings
You indicate Your acceptance of the terms of this License. Townshend, based on original material by E. Gary Gygax Giant Skeleton
and Dave Arneson. Giant Skeleton Archer
4. Grant and Consideration: In consideration for agreeing Ghost
to use this License, the Contributors grant You a perpetual, Copyright © Steamforged Games Ltd 2022. No part of Infested Barbarian
worldwide, royalty-free, nonexclusive License with the exact this product may be reproduced without specific permission. Infested Ghoul
terms of this License to Use, the Open Game Content. Steamforged Games is a trademark of Steamforged Games Lycanthrope Hunter
Ltd. Steamforged Games Ltd, Osprey House, 217-227 Man-Serpent Mage
5.Representation of Authority to Contribute: If You are Broadway, Salford, M50 2UE United Kingdom. For Mindless Corvian Settler
contributing original material as Open Game Content, customer support, contact https://support.steamforged.com Oolacile Sorceress
You represent that Your Contributions are Your original Oolacile Resident
Creation and/or You have sufficient rights to grant the Dark Souls™& Necromancer
rights conveyed by this License. ©Bandai Namco Entertainment Inc. / ©FromSoftware, Inc. Painting Guardian
Parasitic Wall-Hugger
6.Notice of License Copyright: You must update the Picasa
COPYRIGHT NOTICE portion of this License to include Royal Sentinels
the exact text of the COPYRIGHT NOTICE of any Open Sentinels
Game Content You are copying, modifying or distributing, Banshee
and You must add the title, the copyright date, and the Black Knight
copyright holder's name to the COPYRIGHT NOTICE Darkwraith Knight
of any original Open Game Content you Distribute. Flaming Attack Dog

Version: 1.01

You might also like