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dfc8e701-c122-4c7d-9f59-86ebdd8533ce
in a strange land.
Credits
—
Solaire of Astora
DARK SOULS: The Roleplaying Game Team
Writing
Richard August
Corey Davies
Alex Delaney
Colin Le Sueur
Ginny Loveday
Alan Patrick
Josh Wakerley
Editing
Shawn Banerjee
Ginny Loveday
Production
Candy Chan
Brand Manager
Emma King
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
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.
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
—
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.
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!
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
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
6 8 10 1 7 1
Challenge: (-2) (-1) (+0) (-5) (-2) (-5)
14 10 (5,900 Souls)
Armour Class: 10 (Natural Armour) Speed: 60 feet
Position: 4 (1d6+1)
Worm-like amalgamations made of dozens of skeletons bound Initiative DC: 11
together, burrowing through the Tombs of Giants; tracking,
pursuing, and ambushing wanderers in the darkest and most
neglected back-tunnels. Long aeons pass between each ill-fated Skills Senses
adventurer, but still these abominations are found lying in wait, - blindsight 30 ft.,
guarding precious loot or vital paths of progress. passive Perception 8
Last Rites The Bone Tower does not grant souls once killed
Challenge:
if it is later reanimated by a Necromancer. The
Bone Tower grants souls normally if there are 0 (10 Souls)
no necromancers present that may raise them.
Actions
Bizarre, insectoid aberration with bulbous eyes and numerous
Collapse The Bone Tower lunges forwards, body slamming spiny legs capable of great leaps. Though rarely found, gather
those attacking it. Creatures in a 20 foot long, in swarms amidst lost and abandoned ruins.
10 foot wide line from the Bone Tower must
succeed on a DC 15 Dexterity saving throw Usually harmless, the swarms occasionally harbour a
or take 30 (4d12+4) bludgeoning damage. The much deadlier variant, the red-eyed Chaos Bug, capable of
Bone Tower is knocked prone after this lunge overpowering a humanoid mind and forcing it into servitude.
unless it makes a successful DC 16 Strength
saving throw.
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.
Envelop Melee Weapon Attack: +1 to hit, reach 15 ft., one - charmed, frightened
creature. Hit: 2 (1d6-1) piercing damage, and Damage Vulnerabilities Damage Resistances
the Chaos Bug attaches to the target with a
wicked proboscis. If the target is Medium or - damage from spells
smaller the bug engulfs the targets head. The
engulfed target is blinded. Challenge:
Tall, hunched figures with six arms and wearing three expressive
masks, Pinwheel servants appear like a cursed and grotesque
fusion of three people: a naïve child, a kindly mother, and a
valiant father. Each arm holds a long pike with a glowing lantern
hanging from it.
Actions
Cleansing Fireball Ranged Spell Attack: +7 to hit, reach 120 ft., one
target. Hit: 17 (5d6) fire damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 11 14 9 10 7 6 10 10 5 10 11
(+2) (+1) (+2) (-1) (+0) (-2) (-2) (+0) (+0) (-3) (+0) (+0)
Armour Class: 12 Speed: 30 feet Armour Class: 13 (Natural Armour) Speed: 30 feet
Position: 19 (3d8+6) Position: 22 (5d8)
Initiative DC: 11 Initiative DC: 12
Scoop Melee Weapon Attack: +4 to hit, reach 5 feet., one Magic Weapons The Vagrant's attacks are magical.
target. Hit: 7 (1d10+2) bludgeoning damage.
Lost Souls The Vagrant is exceedingly rare and only
appears in locations where a significant
Position Spends number of Souls have been lost.
Spend 5 Position Sweeping Strike. The Treant Gardener may target Variant Forms The Vagrant can appear in two forms: the
two creatures instead of one using an attack. egg form is docile and does not attack. The
crab form is aggressive and wields a wicked
piercing claw.
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.
Challenge:
1/4 (50 Souls)
21
Against a sea of gently swaying greenery, only the slightly
unnatural movements of a Possessed Tree’s movement set
them apart. They do not attack, and they rarely make any
visible movements, yet they are constantly found in the
entrances and mouths of hidden tunnels and secret ravines.
Are they created at these locations or following some unseen
trail? It is unknown whether they are even truly possessed, or
if they are just another oddity that Darkroot has collected.
Actions
Root Strider (Recharge 6). The Possessed Tree pushes itself into
a blur of motion and may move 1 foot.
Reactions
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 14 13 2 10 6 20 15 20 6 6 4
(-1) (+2) (+1) (-4) (+0) (-2) (+5) (+2) (+5) (-2) (-2) (-3)
Armour Class: 12 Speed: 30 feet Armour Class: 18 (Natural Armour) Speed: 45 feet
Position: 9 (2d6+2) Position: 84 (8d10+40)
Initiative DC: 14 Initiative DC: 15
Guarding the Boreal Valley and Irithyll proper, some say that
they are the chosen of the Pontiff Sulyvahn himself, though
Keen smell The Snow Rat has advantage on Wisdom there is little of the nobility displayed by his sacred knights
(Perception) checks that rely on smell. in this monster, it is clearly more akin to the derisive exiled
Outrider Knights.
Pack Tactics The Snow Rat has advantage on an attack roll
against a creature if at least one of the rat's allies is These vacuous beasts rain down upon trespassers with vicious
within 5 feet of the creature and not incapacitated. bites and savage charges, sundering armour and crushing
trespassers with simple, sadistic glee.
Escape The Snow Rat can take the Dash, Disengage,
or Hide action as a bonus action on each of
its turns.
Bloodied Putrid Bite Melee Weapon Attack: +6 to hit, reach 0 ft., one
target in the swarm's space. Hit: 14 (4d6)
Spend 3 Position Pontiffs Lapdog. A bolt of lightning arcs from piercing damage, and the target must succeed
the slobbering maw of Sulyvahn’s Beast in a 5 on a DC 15 Constitution saving throw or
foot wide, 60 foot long line. Creatures in the take 14d6 poison damage. If the swarm has
area of effect take 27 (5d8+5) lightning damage. half of its Position or fewer remaining, the
target takes 8 (2d6+2) piercing damage and
10 (2d6+3) poison damage.
Skills Senses
- darkvision 30 ft.,
passive Perception 10
Damage Immunities Condition Immunities
poison charmed, frightened,
grappled, paralysed,
petrified, prone,
restrained, stunned
Challenge:
5 (1,800 souls)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 12 10 2 10 4 10 14 10 12 10 7
(-1) (+1) (+0) (-4) (+0) (-3) (+0) (+2) (+0) (+1) (+0) (-2)
Challenge:
Darkroot Basin’s supposedly natural fauna baffle and amaze,
1 (200 souls)
each beast more unusual than the last. Tree-Lizards are no
exception to this menagerie. Those ambushed by these
24
Often found scurrying through the sewers, a swarm of small camouflaged “reptiles” are sure to note the venomous, forefinger
rats can strip a corpse to the bone in a matter of minutes. Any sized fangs of a serpent's maw as it pulls back for another
food they encounter who may happen to be living should steer breakneck strike; they are less likely to notice the identical
clear of these swarms as their poison bites can be debilitating. head, or the slender gecko body that both connect to, before
it is too late. Expert ambushers who hide amongst the moss of
Darkroot, patiently awaiting a hapless supper to wander near.
Rumoured to occasionally have the acorn-like Egg Vermifuge
Keen smell The swarm has advantage on Wisdom in their lairs, an unlikely saviour to the egg-bearer’s infestation.
(Perception) checks that rely on smell.
Putrid Bite Melee Weapon Attack: +3 to hit, reach 0 ft., one Camouflage The Tree Lizard gets advantage on all stealth
target in the swarm's space. Hit: 8 (2d6+1) checks.
piercing damage, and the target must succeed
on a DC 12 Constitution saving throw or take Actions
7 (2d6) poison damage. If the swarm has half of
its Position or fewer remaining, the target takes Multiattack The Tree Lizard attacks twice, once with each
3 (1d6) piercing damage and 1d6 poison damage. of its two heads.
6 14 10 1 1 6 - fire
(-2) (+2) (+0) (-5) (-5) (-2)
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
Challenge:
28
10 (5,900 Souls)
Actions
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
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)
Saving Throws
Dex +5, Con +4
Skills Senses
Acrobatics +5, Athletics +4 passive Perception 10
Challenge:
3 (700 Souls)
34
Actions
Balder Knights are armed with one of the two following combinations,
and a crossbow.
10 11 8 10 13 6
(+0) (+0) (-1) (+0) (+1) (-2)
Skills Senses
- passive Perception 11
Challenge:
1/2 (100 Souls)
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
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.
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.
Bloodied
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
9 14 11 17 12 11
(-1) (+2) (+0) (+3) (+1) (+0)
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)
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.
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
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)
Actions
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.
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:
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)
Actions
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.
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.
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.
Challenge:
3 (700 Souls)
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.
Position Spends
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.
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.
Saving Throws
Con+4, Int +4, Wis +3
Skills Senses
Arcana +4 passive Perception 11
Challenge:
4 (1,100 Souls)
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
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
Actions
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
Actions
Reactions
Position Spends 55
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.
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
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
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
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
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.
- bludgeoning, piercing,
slashing; lightning,
thunder
63
Challenge:
10 (5,900 Souls)
Actions
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
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.
Reactions
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.
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
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:
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
Bonus Action
Emerge The Hollow emerges from its tumour and may
make one claw attack.
Reaction
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.
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
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.
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
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
Actions
Reaction
Position Spends
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
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.
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.
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
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.
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)
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
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.
Bloodied
Position Spends
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
1 24 14 11 13 12
(-5) (+7) (+2) (+0) (+1) (+1)
Skills Senses
Perception +3, Stealth +9 darkvision 120 ft.,
passive Perception 13
Challenge:
1 (200 souls)
78
Actions
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.
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.
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
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.
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.
Actions
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.
Legendary Actions
Position Spends
Spend 20 Position Lava Blast. The Centipede Demon uses its Lava
Blast action.
Challenge:
17 (18,000 Souls)
Flaming Sword Melee Weapon Attack: +13 to hit, reach 10 ft., one
Slash creature. Hit: 25 (4d8+7) fire damage.
Position Spends
26 22 22 8 12 12
(+8) (+6) (+6) (-1) (+1) (+1)
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
Challenge:
13 (10,000 Souls)
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.
20 20 16 25 25 16
(+5) (+5) (+3) (+7) (+7) (+3)
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.
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
Reactions
Position Spends
Actions
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
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
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.
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.
25 10 20 10 12 12
(+7) (+0) (+5) (+0) (+1) (+1)
Saving Throws
Dex +6, Con +11, Wis +7
Skills Senses
- truesight 120 ft.,
passive Perception 11
Challenge:
17 (18,000 Souls)
Actions
Position Spends
26 13 23 16 20 22
(+8) (+1) (+6) (+3) (+5) (+6)
Saving Throws
Str +15, Int +10, Wis +12, Cha +13
Skills Senses
Perception +12 blindsight 120 ft.,
passive Perception 22
Actions
Legendary Actions
Position Spends
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.
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.
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.
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.
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
26 18 30 22 21 24
(+8) (+4) (+10) (+6) (+5) (+7)
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
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
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
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.
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.
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
Dark Cloak Melee Weapon Attack: +17 to hit, reach 10 ft., one
target. Hit: 22 (4d6+8) piercing damage plus 21
(6d6) necrotic 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.
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
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.
Position Spends
Challenge:
Spend 10 Position Reposition. The Stray Demon moves up to its
13 (10,000 Souls) speed without provoking attacks of opportunity.
Bloodied
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.
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.
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
Limited Usage
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.
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
Size
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
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
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