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Alchemy lycans When activated the lycans armor class increases by its

Constitution modifier and attacks do an extra 1d6


Medium monstrosity, chaotic evil
necrotic damage.
Armor Class 15 (natural armor) Keen Hearing and Smell The alchemy lycans has
Hit Points 135(18d8 + 54) advantage on Wisdom (Perception) checks that rely on
Speed 30ft. hearing or smell.
Leap. If the alchemy lycans moves at least 15 feet
STR DEX CON INT WIS CHA straight towards a creature and then hits it with a claw
attack on the same turn, that target must succeed on a
19 (+4) 16 (+3) 17 (+3) 11 (+0) 12 (+1) 12 (+1) DC 14 Strength saving throw or be knocked prone. If
the target is prone, the Alchemy lycan can make a bite
Skills Perception +7 attack against it as a bonus action.
Condition Immunities bludgeoning, piercing, and
slashing damage from nonmagical weapons that Actions
aren't silvered
Senses passive Perception 17 Multiattack. The alchemy lycans can make two claw
Languages Common attacks.
Challenge 9 (5,000 XP) Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit 15 (2d10 + 4)
Blood Rage. When the alchemy lycan has taken more
than half its health in damage it can go into a blood Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one
rage. target. Hit 19 (3d8 + 4)

Alchemy Lycans Eventually all of the patients turned into bloodthirsty


monsters. Seeking vengeance for being turned into horrid
One of the most ancient and feared of all curses, lycanthropy beast they seeked the doctor and to find a cure. When
can transform the most civilized humanoid into raging beast. confirmed that there was no cure the beast went on a
In its natural humanoid form, a creature cursed by rampage in search of the doctor being forever cursed to live
lycanthropy appears as its normal self. Over time, however like monsters.
many lycanthropes acquire features suggestive of their
animal form. In that animal form, a lycanthrope resembles a
powerful version of its counterpart. On close inspection its
eyes show a faint spark of unnatural intelligence and might
glow red or yellow in the dark.
In recent times it was to be believed that lycanthropes died
off and that none were in existence. A mad scientist did the
unthinkable.
Over decades of experimentation they activated a gene
with in people of all races to becomes fully aware
lycanthropes but keep their normal form. Years passed as
more and more weak and damage people came to the doctor
to gain the power to fight their enemies but they wouldn't
know of a side effect to ruin them completely. The longer
these people remained with this active lycan gene the more
unstable they became becoming lycanmorphs.

152
Victorian Horrors Phantasm
Monsters. Aberrations. Freaks of Nature. Creatures so The Phantasm is probably one of the most mysterious
terrifying and horrible that many choose not to believe their undead. They are said to be some sort of an vengeful spirit
existance. that went out of control. They appear as a ghostly humanoids
Feasting on the fear and flesh of the weak, killing and losing all features of its living counterpart, but that is only a
maiming for their own disgusting amusement, they only do as cover. Actually, the Phantasm physical body is similar to a
they wish, and care not for the thoughts or beliefs those they monster with razor teeth. If a Phantasm is killed, it reverts
see as prey. They lurk in the dark shadows unseen by the back to its original form, sometimes forcing the ghostly
populous and tread the slums like a hunting ground. Be creature to retreat.
weary is you come upon one because this might be the last Phantasm are mainly known for their telekinetic powers.
breath you ever take. Often depending on how merciless they died or how angry
the spirit is at the target determines how aggressive it will be.
There are many ways of defeating such a powerful creature
and clerics are usually the ones that can dispel of these
Phantasm monsters. If a holy person isn't on hand the poltergeist can
Medium undead, unaligned cause inhabitants over an extended periods of time to
become haunted thralls.
Armor Class 14
Hit Points 104 (19d8 + 19)
Speed 0 ft., fly 20 ft.

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 12 (+1) 16 (+3) 18 (+4) 8 (-1)

Damage Immunities psychic


Condition Immunities blinded, deafened, prone,
poisoned.
Senses passive Perception 14, blindsight 60 ft.
Languages Common
Challenge 5 (700 XP)

Etherial. Non-magical melee weapons do not have


any effect on the phantasm.
Spectral Glow. The poltergeist sheds dim light in a
30 ft. radius.

Actions
Telekinesis. The Phantasm chooses up to 10
nonliving objects that weight no more than 50
pounds within 60 ft. of it. These objects are lifted
off the ground up to 10 ft. up and are under the
poltergeist's control until the poltergeist is killed or
drops one of these objects at will. If one of these
objects is held or worn by another creature, the
creature must succeed on a DC 12 Strength or
Dexterity saving throw to keep the object.
Hurl object. The Phantasm hurls one or more of the
objects under its control at a creature within 30 ft
of the object. The target creature must succeed on
a DC 15 Dexterity saving throw or receive 5 (2d4)
damage if the object weighs less than 10 pounds,
10 (4d4) if the object weighs from 10 to 20
pounds, and 15 (6d4) if the object weighs more
than 20 pounds. This damage can be bludgeoning,
slashing or piercing damage, depending on the type
of object.

153
Haunted Thrall
Once a living person with a normal life is now possessed by a
poltergeist. Due to being haunted by this raged spirit the
humanoid is now put in a suffering pain and when met with
other humanoids it will attack mercilessly until it is dead.
Being the main target of the poltergeist if undisturbed it
can be seen contorting its body and fidgeting with reckless
intent. Haunted thralls will obey any command its poltergeist
gives. Similar to a vampire spawn it will kill creatures to
make them into thralls.
In the end these people are still people and if the
restoration spell or protect form good or evil spell is used on
the thrall it will restore their humanity.

Haunted Thrall
medium humanoid, chaotic evil

Armor Class 12
Hit Points 26 (4d8 + 8)
Speed 30ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 6 (-2) 4 (-3) 2 (-4)

Condition Immunities charmed, stunned, sleep


Senses passive Perception 7
Languages Common and Native language (cannot
speak)
Challenge 1/2 (100 XP)

Spider Climb. The haunted thrall can climb difficult


surfaces, including upside down on ceilings,
without needing to make an ability check.

Actions
Multiattack. The haunted thrall can make 2 claw or
bite attacks on its turn.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one willing creature, or a creature that is grappled
by the haunted thrall, incapacitated or restrained.
Hit: 6 (1d6+3) piercing damage plus 7 (2d6)
necrotic damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4+3) slashing damage.
Instead of dealing damage, the haunted thrall can
grapple the target (escape DC 13).

154
The Unforgiven
The Unforgiven When someone makes a pact, a bet, or a bargain with a
small undead, neutral evil certain someone who promises you all your dreams and
wishes, but don’t wiphold their side of the exchange, they
Armor Class 13 (natural armor) always end up cursed for the rest of their lives, to hide in the
Hit Points 46 (10d6 + 10) shadows, hiding their dreadful appearance. And with time,
Speed 30 ft., climb 30 ft. their mind will also change, causing them to become more
like the spiders that they have become than anything, and
STR DEX CON INT WIS CHA they will focus on preying on humanity and causing chaos
and dread wherever they roam.
13 16 12 5 14 15 (+3)12
(+1) (+3) (+1) (-3) (+2) (+1)

Damage Resistances Bludgeoning, Piercing, and


Slashing from nonmagical Weapons
Senses passive Perception 12, Blindsight 10 Ft.,
Darkvision 60 Ft.
Languages Common
Challenge 2 (450 XP)

Spider Climb. The Unforgiven can climb difficult


surfaces, including upside down on ceilings,
without needing to make an ability check.
Web Sense. While in contact with a web, the
unforgiven knows the exact location of any other
creature in contact with the same web.
Web Walker. The Unforgiven ignores movement
restrictions caused by webbing.

Actions
Multiattack. The Unforgiven makes two bite attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage, and
the target must make a DC 13 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit
points, the target is stable but poisoned for 1 hour,
even after regaining hit points, and is paralyzed
while poisoned in this way.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 8 (2d4 + 3) slashing damage.
Web (Recharge 3-4). Ranged Weapon Attack: +5 to
hit, range 30/60 ft., one creature. Hit: ) damage.
The target is Restrained by webbing. As an action,
the Restrained target can make a DC 12 Strength
check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC
10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
Mechanical Assassin
Mechanical Assassin Standing at an impressive 7 feet these inhuman creatures of
Medium humanoid, neutral evil flesh and machine were built with the soul purpose to kill and
maim. Created from brutal experiments gone horribly wrong,
Armor Class 16 (composite plating) originally created to be the perfect assassin. Uncaring,
Hit Points 71 (11d8 + 22) unfeeling, and wholly merciless. Criminals that were forcibly
Speed 40ft. fused to become part machine grew insane and furious. They
lost what little morality they had left and went on a rampage.
STR DEX CON INT WIS CHA Everything that made them human was gone and replaced
with one objective.
16 (+3) 21 (+5) 14 (+2) 12 (+1) 14 (+2) 11 (+0) Locate. Pursue. Assassinate.
They live to kill and don't care if its man or women, elder or
Skills Acrobatics +6, Athletics +3, Deception +3, child. They just kill, that is their purpose.
Perception +3, Stealth +6
Saving Throws Dex +4, Con +4
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion,
Poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Thieves' Cant Thieves' cant
plus any two languages
Challenge 6 (2,300 XP)

Assassinate. During its first turn, the Mechanical


Assasin has advantage on attack rolls against any
creature that hasn't taken a turn. Any hit the
assassin scores against a surprised creature is a
critical hit.
Cunning Action. On each of its turns, the
Mechanical Assassin can use a bonus action to take
the Dash, Disengage, or Hide action.
Evasion. If the Mechnical Assassin is subjected to
an effect that allows it to make a Dexterity saving
throw to take only half damage, the Mechanical
Assassin instead takes no damage if it succeeds on
the saving throw, and only half damage if it fails.
Sneak Attack (1/Turn): The Mechanical Assassin
deals an extra 10 (3d6) damage when it hits a
target with a weapon Attack and has advantage on
the Attack roll, or when the target is within 5 ft. of
an ally of the ghast assassin that isn't Incapacitated
and the ghast assassin doesn't have disadvantage
on the Attack roll.

Actions
Multiattack. The Mechanical Assassin makes two
claw attacks or two rapier attacks.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Throwing Daggers. Ranged Weapon Attack: +9 to
hit, range 80/320 ft., one target. Hit: 10 (3d4+3)
piercing damage.
Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one creature. Hit: 9 (1d8 + 5) piercing damage.
Unarmed Strike. Melee Weapon Attack +9 to hit,
reach 5 ft., one target. Hit 8 (1d6 + 5) bludgeoning
damage.

156
The Marionette
A creation said to roam the dark corners of grand stagets the The Marionette
Medium construct, chaotic evil
marionette thought to be a creature from hell. In reality it is a
monster that was created solely for the purpose to improve Armor Class 15 (natural armor)
actors ability to portray others. In some cases it would leap Hit Points 130 (25d8 + 25)
onto stage taking the form of person almost to their exact Speed 30ft.
likeness. When these creatures were not needed anymore
they fell forlorn, unloved, and filled with hate. Now creatures
of pure hatred they force people to live out its horrific STR DEX CON INT WIS CHA
fantasies of senseless murder, torture and agony using their 8 (-1) 15 (+2) 12 (+1) 8 (-1) 16 (+3) 10 (+0)
string to control the body at will. No man knows when or who
created such a foul beast but one thing is known. They love to Damage Resistances poison, psychic
put on quite a show. Damage Vulnerabilities fire
Senses passive Perception 13
Languages Common
Challenge 7 (2900 XP)

Puppetry. As an action the marionette can choose


one target within 30 feet, throwing out its strings
to physically take control of the target. When
captured the target is technically considered
restrained.
While under the marionette's control the target
must make a DC 15 Wisdom or Strength saving
throw to break free from the marionettes grasp.

Actions
Multiattack. The Marionette makes 2 shortblade
attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (3d4+2) piercing damage. When
the marionette bites you make a Constitution
saving throw to not be charmed. You must beat a
DC 10 saving throw.
Shortblade. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 11 (2d8+2) slashing damage.

157
Puppet of Madness
Medium monstrosity, chaotic neutral

Armor Class 14 (natural armor)


Hit Points 38 (7d8 + 7)
Speed 30ft.

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 12 (+1) 7 (-2) 9 (-1) 4 (-3)

Senses darkvision 30 ft., passive Perception 9


Languages Common but cannot speak
Challenge 1 (200 XP)

Madness. The puppet of madness is immune to any


form of mind control or mind altering abilities.

Actions
Legblade. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6+3) slashing damage.
Puppetry. Ranged Weapon Attack: +5 to hit, reach
20/60 ft., one target. Puppet of Lament
Medium Monstrosity, chaotic evil
The puppet of madness throws out its strings to
attempts to entangle the target. The creature it Armor Class 17 (Natural Armor)
chooses to entangle may make a Strength of Hit Points 65 (10d6 + 30)
Dexterity saving throw and beat a DC of 10 to Speed 30 ft., climb 30 ft.
escape its grasp.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 16 (+3) 10 (+0) 12 (+1) 16 (+3)

Damage Resistances Bludgeoning, Piercing, and


Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned
Senses Darkvision 60ft, Passive Perception 14
Languages The Puppet can speak, read, and
understand all languages.
Challenge 5 (1,800 XP)

Immutable Form. The puppet is immune to any spell


or effect that would alter its form.
Magic Resistance. The puppet has advantage on
saving throws against spells and other magical
effects except the remove curse spell.
Magic Weapons. The puppet's weapon attacks are
always considered magical.

Actions
Multiattack. The Puppet makes three attacks.
Vicious Claws. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing
damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 1) bludgeoning damage.

158
Grieveling Sleep Gaze. The Grieveling gazes at one creature it
can see within 30 feet of it. The target must make a
Medium monstrosity, chaotic evil
DC 13 Wisdom saving throw. On a failed save, the
Armor Class 16 (natural armor) target succumbs to a magical slumber, falling
Hit Points 80 (11d8 + 33) unconscious for 10 minutes or until someone uses
Speed 30 ft., climb 20 ft. an action to shake the target awake. A creature that
successfully saves against the effect is immune to
this Grieveling's gaze for the next 24 hours.
STR DEX CON INT WIS CHA Undead and creatures immune to being charmed
aren't affected by it.
16 (+3) 15 (+2) 17 (+3) 7 (-2) 11 (+0) 14 (+2)

Condition Immunities Charmed, Frightened


Senses passive Perception 12 Grieveling
Languages None (See Mimicry)
Challenge 6 (2,300 XP)
A creature of old, horrific legend, the Grieveling stalks its prey
silently and with great efficiency. This horrific thing can
assume the form of any creature it sees, and to an extent
Shapechanger. The Grieveling can use its action to
polymorph into any Medium humanoid or animal it
mimic its voice through phrases it has heard uttered.
has seen. It also gains the speed and physical
Often the Grieveling with first infiltrate a group, walking in
characteristics of any creature it has consumed at plain sight among them, relying on its ability to somehow not
least 50%. If it consumes a creature with higher register as an unknown person to the party. The best way to
speed or physical stats than its own, any inferior tell you have a Grieveling among you is by a simple
stats change to match the superior version. Its headcount. Does your party have more people than it should?
statistics are the same in each form. Any equipment Then you have a problem.
it is wearing or carrying is transformed with it. It Upon infiltrating the party, the Grieveling will then try to
reverts to its true form if it dies. separate a single party member, either by luring them into the
woods with familiar voices, or by simply waiting for an
Keen Hearing and Smell. The Grieveling has opportune moment. When the target is singled out, the
advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Grieveling will attack and begin to consume its victim.
Mimicry. The Grieveling can mimic any phrase it has
heard, and any gesture it has seen, though it does
not understand the meaning of either. While in the
guise of a humanoid, its voice sounds like that of
the humanoid they are taking the form of. If it tries
to mimic a phrase in animal form, its voice sounds
wrong, like that of a cat trying to speak. It is
impossible to mistake this version of the voice with
a normal humanoid voice, and any Deception
checks made to pass it off as such automatically
fail.
Imperfect Disguise. Though Grieveling can look and
sound like humanoids and animals, they have
difficulty getting the cadence of speech or the
fluidity of movement right. All Deception checks
made to mimic a phrase or gesture are made with
disadvantage. Failed mimicked gestures look herky-
jerky, too fast, or too slow, and failed mimicked
phrases sound like the Grieveling's is trying to
speak for the first time, just with someone else's
voice.

Actions
Multiattack. The Grieveling can make two Natural
Weapon attacks.
Natural Weapon (any form). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 4)
slashing, piercing, or bludgeoning damage
(depends on natural weapon. Bites are piercing,
claws are slashing, etc.)

159
Deathwalker
Deathwalker Some call them the faceless men, other say they are the grim
Medium monstrosity, neutral evil reaper, while most agree these are monsters born of
darkness and hatred.
Armor Class 18 (natural armor) The Deathwalkers are being comprised of an human
Hit Points Hit Points 187 (25d8 + 75) looking person wearing a long clock, brilliant silver armor
Speed 60 ft., climb 40 ft. While climbing, can only and a white or ivory painted mask. Where skin or what is
attack with 3 of its claws. thought to be skin is seen drips like oil yet secreetes a smoky
black haze.
STR DEX CON INT WIS CHA The Deathwalkers are powerful omens for death or death
to come. When seen they are not innatly agressive towards
22 (+6) 16 (+3) 18 (+4) 16 (+3) 18 (+4) 8 (-1) people but when your eyes meet theirs they seek to kill you
until you slowly dismembering and evisorating you until your
Saving Throws CON +8, WIS +8 are immobilized leaving you to die a slow and painful death
Skills Acrobatics +6, Athletics +8, Intimidation +5, alone.
Perception +10
Damage Resistances Bludgeoning, Piercing, and
Slashing from Magic Weapons
Condition Immunities Frightened, Prone
Senses Blindsight 30ft, Passive Perception 20
Languages Understands all Languages but is unable
to Speak
Challenge 10 (5,900 XP)

Sense Life. The Deathwalker knows the direction


and general location of any creatures that have
looked directly at in within the last minute.
Forbidden Terrain. The Deathwalker is unable to
cross any moving body of water that is at least 10ft
across.
Assimilate. Any creature that comes in contact with
the Deathwalkers body slowly starts to be
assimilated into it. Upon touching the creature,
players must make a DC 19 Strength Save or be
restrained. The save may be repeated at end of each
of their turns. Creatures starting their turn in
contact with the Deathwalker take 3d8 Necrotic
damage. Any creature brought to 0 hit points is
immediately killed and becomes a part of the
Deathwalker.

Actions
Multiattack. The Deathwalker makes 5 melee
attacks, one with each of its claws. Alternatively, it
may replace an attack to attempt a grapple against a
creature stunned by its Sonic Scream or otherwise
incapacitated.
Claws Melee Weapon Attack: +10 to hit, reach 10
ft., 1 target. Hit: 16 (2d8+ 6) Slashing damage.
Sonic Scream. (Recharge 5-6):* +8 to hit, range
60/120 ft., 30ft Cone. Hit: 18 (3d6+ 4) [Force]
damage. Targets hit must make a DC 15
Constitution save or be stunned until the end of
their next turn.

160
Grave Guadian
A true success in the minds of necromancers across the Grave Guardian
world, Grave Guardians are walking monoliths of the undead. Large construct, chaotic neutral
Lumbering forward on its master's command, the Grave
Guardian leaves a trail of death and lurching zombies. The Armor Class 18 (natural armor)
grave titan views the world as a wheat field, reaping and Hit Points 199 (18d10 + 90)
sowing death as it walks. Speed 30 ft., burrow 15 ft.
Master's Servant. The necromancers who summon the
grave titan hold complete control over the being. Grave STR DEX CON INT WIS CHA
Guardian follow their master or masters without question,
moving with menacing grace. If left with no command, Grave 27 (+8) 8 (-1) 22 (+6) 3 (-4) 8 (-1) 12 (+1)
Guardian will wander towards the next living thing they see,
desiring to bring death to the world. Grave Guardian are Damage Immunities poison, psycic, bludgeoning,
often employed as walking siege engines or guards to dark piercing and slashing from nonmagical weapons
secrets. The grave titan's ability to continually spawn that aren't adamantine
zombies, making them highly desired to those not opposed to Condition Immunities charmed, exhaustion,
bolstering their army's ranks. frightened, paralyzed, petrified, poisoned
Abominable Creation. Grave Guardian form when Saving Throws Str +4, Con +10
Senses darkvision 30 ft. passive Perception 9
powerful necromancers collect the bodies of numerous Languages Common
humanoids and a freshly slain giant. Amassing the corpses Challenge 11 (7,200 XP)
into a great mound atop the Guardian, the necromancers
bind their energies to the mound, enriching it with a mass of False Appearance. While the grave guardian remains
negative energy. Rising from the mound, a grave titan begins motionless, it is indistinguishable from a normal
to devour the corpses. Once the final body is consumed, the tomestone or grave statue.
grave titan completes its metamorphosis. The bodies that
reside in the titan reanimate, seeking to escape their prison. Undead Fortitude. If damage reduces the grave
The torn hole in the titan's stomach quietly resonates with guardian to 0 hit points, it must make a
screams and cries as the restless zombies pull themselves Constitution saving throw with a DC of 5 + the
free. Yet, any zombie that emerges from the Grave Guardian damage taken, unless the damage is radiant or from
is subjected to the commands of the Guardian's master. a critical hit. On a success, the grave guardian
Following their reanimation, grave Guardian have little drops to 1 hit point instead.
memory of their former lives. They understand the language Actions
of their master, but beyond that they do not think or act
directly for themselves. Multiattack. The grave guardian can make 2 slam
attacks.
Burrial (Recharge 4-5). Melee Weapon Attack: +12
to hit, reach 10 ft., one target. Hit: 26 (4d10+4)
force damage. When target is hit the creature must
beat a DC 16 Dexterity saving throw. On a failure
the creature is throw in a 10 foot deep hole where
they are standing. On a success they avoid falling
and take half damage.
Great Shovel. Melee Weapon Attack: +12 to hit,
reach 5 ft., one target. Hit: 22 (4d6+8)
bludgeoning damage.
Raise Dead(Recharge 5-6). The Grave Guardian can
raise (Depending on the location) 1d4+2 undead
creatures with a CR of 1 or lower.
If a player dies to the Grave Guardian they can
resurect them with half their health, speed, and
stats rounded up.
Slam. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 12 (2d6+5) bludgeoning damage.

161
Gratuitous Undead
Dragon Legendary Actions
Huge undead, neutral evil The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Armor Class 19 (Natural Armor) option can be used at a time and only at the end of
Hit Points 254 (21d12 + 105) another creature's turn. The dragon regains spent
Speed 40 ft., fly 80 ft., swim 40 ft. legendary actions at the start of its turn.
Tail Attack. The dragon makes a tail attack.
STR DEX CON INT WIS CHA
Wing Attack (Costs 2 Actions). The dragon beats its
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3) wings. Each creature within 10 feet of the dragon
must succeed on a DC 19 Dexterity saving throw
Saving Throws Dex +8, Con +11, Wis +7, Cha +9 or take 13 (2d6 + 6) bludgeoning damage and be
Skills Perception +6, Stealth +12 knocked prone. The dragon can then fly up to half
Damage Resistances Necrotic, poison its flying speed.
Damage Immunities Acid Summon Undead Horde. The dragon can summon a
Senses Blindsight 60 ft., Darkvision 120 ft., Passive horde of undead thralls that do its bidding. When
Perception 21 the horde is summoned roll 1d10 + the Dragons
Languages Common, Draconic charisma saving throw to determine how many are
Challenge 17 (18,000 XP) placed on the feild. The dragon is able to summon
and monsters of CR 2 and below that are of a large
Amphibious. The dragon can breathe air and water. creature or smaller (See MM for suggestions)
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Sunlight Sensitivity. While in sunlight, the dragon
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The dragon can use its Frightful
Presence. It then makes three attacks: one with its
bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage
plus 4 (1d8) necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and
aware of it must succeed on a DC 16 Wisdom
saving throw or become frightened for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the
dragon's Frightful Presence for the next 24 hours.
Acid Breath (Recharge 5–6). The dragon exhales dark
acid in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 18 Dexterity
saving throw, taking 54 (12d8) necrotic damage on
a failed save, or half as much damage on a
successful one. A humanoid reduced to 0 hit points
by this damage dies, and an undead shadow rises
from its corpse and acts immediately after the
dragon in the initiative count. The shadow is under
the dragon’s control.
Gzemnid The First 3. Fear Ray. The target creature must succeed on a
DC23 Wisdom saving throw throw or be frightened
Beholder of Gzemnid for one minute. It can repeat the saving
Gargantuan aberration, chaotic evil throw at the end of each of its turns to end the
effect early.
Armor Class 23 (natural armor)
4. Slowing Ray. The targeted creature must succeed on
Hit Points 613 (32d20 + 288)
Speed 0ft. fly 50 ft. (hover) a DC23 Dexterity saving throw. On a failed save, the
target's speed is halved for 1 minute. I addition, the
creatures can't take reactions, and it can take either
STR DEX CON INT WIS CHA an action or a bonus action on its turn, not both.
The creature can repeat the saving throw at the end
18 (+4) 23 (+6) 28 (+9) 26 (+8) 22 (+6) 25 (+7) of each of its turns, ending the effect on itself on a
success.
Saving Throws: Int +14 Wis +13 Cha +14
Damage Resistances: bludgeoning, piercing, slashing 5. Necrosis Ray. The targeted creature must succeed
damage fro non-magical weapons on a DC23 Dexterity saving throw or take 55
Condition Immunities prone, blinded, deafened (10d10) points of necrotic damage. Until the start
Skills: perception +13, investigation +15 of Gzemnid's next turn, the creature only regained
Senses darkvision 120ft., passive Perception 23 half the hit points from healing.
Languages Telepathy (300ft.), Common, Abyssal
6. Undeath Ray. Gzemnid choose 3 large or smaller
Challenge 25 (75,000 XP)
corpses he can see. They immediately rise as ghoul
if medium or smaller, or a zombie orc if large. These
Antimagic Cone. Gzemnid's central eye creates an area creature act on Gzemnid's turn.
of antimagic, as in the antimagic field spell, in a 300-
foot cone. At the start of each of his turns, Gzemnid 7. Telekinesis Ray. If the target is a creautre, it must
decides which way the cone faces and whether the succeed on a DC 23 Strength saving throw or
cone is active. The area works agianst Gzemnd's own Gzemnid moves it up to 50 feet in any direction. It
eye rays. is restrianed by the ray's telekinetic grip until the
start of the Gzemnid's next turn or until Gzemnid is
Mirage Cone. Gzemnid's central back eye creates an Incapacitated. If the target is an object weighing
area of mirage, as in the mirage arcane spell, in a 150- 1000 pounds or less that isn't being worn or
foot cone's direction is dictated by the front Antimagic carried, it is moved up to 50 feet in any direction.
Cone. Gzemnid can also expert fine control on objects
Legendary Resistances (3/day). If Gzemnid falls a saving with this ray, such as manipulating a simple tool or
throw, he can choose to succeed instead. opening a door or a container
Magic Resistance. Gzemnid has advantage on saving 8. Sleep Ray. The targeted creature must succeed on a
throws against magic. DC23 Wisdom saving throw or fall asleep and
ramain unconscious for 1 minutes. The target
Actions awakens if it takes damage or another creature takes
Bite. Melee Weapon Attack: +11 to hit, reach 10ft., one an action to wake it. This ray has no effect on
target. Hit 39 (10d6 + 4) piercing damage and the constructs and undead.
target is grappled (escaped DC17). A creature being 9. Petrification Ray. The targeted creature must make a
chewed by Gzemnid cannot be targeted by his eye DC23 Dexterity saving throw. On a failed save, the
stalkes, but can be bit again. creatures begins to turn to stone and is restrained. It
Eye Rays. Gzemnid shoots fire of the following magical must repeat the saving throw at the end of its next
eye rays at random (reroll duplicates), choosing one to turn. On a success, the effect ends. On a failure, the
give targets it can see within 240 feet of it. creatures is petrified until freed by the Greater
restoration spell or other similar magics.
1. Confusion Ray. The target creature must succeed on
a DC23 Wisdom saving throw or be confused for 10. Disintegration Ray. The targeted creature must
one minute. The target creature must use its action succeed on a DC23 Wisdom saving throw or be
to to attack, before doing anything, and must attack blind, deafened and silenced for one minute. They
the creature nearest to it. It can repeat the saving can make another saving throw at the end of each of
throw at the end of each of its turn to end the effect their turns.
early.
11. Death Ray. The targeted creature must succeed on a
2. Paralyzing Ray. The target creature must succeed on DC23 Dexterity saving throw or take 45(10d8)
a DC23 Wisdom saving throw or be paralyzed for necrotic damage. The target dies if the ray reduces
one minute. It can repeat the saving throw at the it to 0 hit points.
end of each of its to end the effect early.

163
12.. Immolation Ray. The The targeted creature must
succeed on a DC23 De

The Choosen Beholder

164
Unique Building
Unique buildings are creations of highly respected, Wall of Light
destructive, and helpful construction. These building may Large Construct
consist of operators, technicians, and security yet not all Armor Class 20
require them. These buildings can change the way people see Hit Points 500
Speed 0
Wall of light
Walls of light are electrified entryways that are powered by Actions
gyrating motors, situated around cities for the purposes of Static Shock. Ranged Weapon Attack: +10 to hit,
security and quarantine control. Normally, only the City reach 20 x 1ft., every target. Hit 55 (10d10)
Watch, Grand Guard and Tallboys are able to pass through
unharmed, as they deactivate upon their approach. Anyone Creatures caught in the electric field must beat a
else attempting passage, including trying to Blink through, DC 20 constitution saving throw. If the creature
will be vaporized. fails they are immediately vaporized. If the creature
Walls of light work via two electric coils placed together on succeeds they take full damage but survive and are
either side of an entry, as if to resemble a gate. Above these paralyzed for 1 minute.
coils is a revolving device that emits a blue light. When a
hostile approaches, it will sound an alarm and glow red. It
will let out a low-pitched signal when someone attuned to the
wall passes through it.
Upon starting their watch duty, members of the City Watch
will be approached by the Technical Officer. This individual
will be carrying a device known as a charger, which is attuned
to a specific wall of light. Each member of the new shift must
lay a hand upon the charger. Once this is done, that wall of
light "recognizes" these individuals and will not harm them.
With the help of rewiring tools, player can reconfigure
walls of light to allow them passage. This has the added
effect of causing guards to be detected as "unauthorized"
users, disintegrating them instantly. The device can also be
disabled by removing the charger that powers it. Using the
spell Time Stop allows players to pass through an active wall
of light unharmed.

165
Floating Islands and Cities The Ur-Example is the original Cloudcuckooland, from
Aristophanes' The Birds, but the Trope Codifier is the City of
An otherwise-normal place that's floating in the sky, often for Laputa, from Jonathan Swift's Gulliver's Travels. Swift also
no adequately-explored reason. originated the Colony Drop: Laputa maintained control of its
This is an extremely common trope in fantasy and video ground bound colonies by landing on any rebellious
games. Nothing says "exotic" like a city floating in the sky. population centers, crushing them beneath its armored
Outside of sci fi settings, there's often no real effort to justify underbelly. The trope was popularized in modern popular
or Hand Wave it beyond saying A Wizard Did It and hoping culture by Hayao Miyazaki's Castle in the Sky. The Trope
that the Rule of Cool will carry the day. Or never mentioning Namer is the Floating Continent orbiting Jupiter in Star
it at all. One thing's for sure, though: If you've got a floating Blazers / Space Battleship Yamato.
continent, it's significant. There's no chance that it's just If some cataclysm has resulted in the entire planet being
some random village. Even if it's not The Very Definitely broken up into a collection of floating continents, that's
Final Dungeon, something important is definitely going to Shattered World.
happen there. These places tend to have a higher-than- If there is no land mass under these continents, then it's
normal failure rate as a result of this, often becoming more of World in the Sky.
a Falling Continent.
Waterfalls are often expected to fall from the continent.
Even if there's an explanation for how the place stays in the
air in the first place, how they can possibly not run out of
water is pretty much never explored. (While it's not that hard,
as long as there is some sort of world below and the
continent doesn't permanently float above the clouds it can
get its water the same way any mountain range does: rain.)
Strangely enough, many such places go unnoticed by the
common man, even though they should be perfectly obvious
floating there in the sky. Sometimes they're cloaked by
clouds, mist, or Applied Phlebotinum, but other times... well,
you have to wonder how people can be so sure that the
Floating Continent is mythical if they've heard of it at all.
Credits (Documents Used)
https://www.reddit.com/r/UnearthedArcana/comments/6om1nu/arcane_artillery_the_gun_nuts_guide_final_edition/
https://www.reddit.com/r/UnearthedArcana/comments/6n89mk/the_kobold_a_redesign_by_a_long_time_kobold/
https://www.reddit.com/r/UnearthedArcana/comments/6mey9t/the_mannequin_race_v1_like_warforged_only_more/
https://www.reddit.com/r/UnearthedArcana/comments/6mnqx4/5e_background_the_slave/
https://www.reddit.com/r/UnearthedArcana/comments/6ng6sa/background_philosopher/
Art Credits
Magic Gunslingers on the Cover
http://www.giantitp.com/forums/showthread.php?213035-
PF-The-Gunslinger-s-Handbook
Caster: Takehiko Itō's Outlaw Star
The Ultimate Arsenal" Target Sports USA
Old West Saloon http://danielwachter.deviantart.com/
Dark Magical Gunslinger: Source Unknown
NCR Ranger: Bethesda Studios
Desperado: Linda Crocket
Gunslinger Girl: Psycho-Fish on DeviantArt
Old West Town: Found on Pintrest, Source Unknown
Prophet Pistols: Psyonix and Square Enix's Nosgoth
No Mercy Percy http://captainkato.deviantart.com/
Lucca: Akira Toryama
Jesse McCree Fanart http://zendanaar.deviantart.com/
Machinist's Office
http://www.thefirearmblog.com/blog/2016/07/11/10-tools-
every-shooter-should-own/ (Possible Source)
Gun Mage: Privateer Press 2012
C9 Gunslinger: Webzen Games
Portly Gunsmith: Source Unknown
Gunsmith Teched Out: http://daverapoza.deviantart.com/
2nd Magic Gunsmith Pic: Source Unknown
Desperado Sona
https://www.pinterest.com/source/leaguesplash.com
Red Dead Redemption Wallpaper: Rockstar Games
Neo Fanart: http://vbagi.deviantart.com/
Warden Picture: Tyler Edlin
Warlock Pact Picture: Source Unknown
Magic Gunslinger: http://frankhong.deviantart.com/
Glassing Beam: http://lightspeeed.deviantart.com/
Gunslinger Shooting Zombies: Paizo Publishing
Dragon Gun: Source Unknown
Lightning Gunshot: Source Unknown
K9000 Gun, Lucky Revolver, Mysterious Revolver:
Bethesda Software
Ice Sniper: Source Unknown
Swordsplosion: Gearbox Studios
McCree's Revolver (Golden Skin): Blizzard Entertainment
Khvostov 7G-0X: Bungie Studios
Elemental Gunslinger: Source Unknown
Multiple use of Paizo Publishing LLC
Bioshock Francises
Riot Games/Leauge of Legends
https://fontmeme.com/cool-fonts/
Guild Wars Francises
James Flaxman Concept Art
/u/mrvalor.
Ironclad Game Corporation

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