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The Tome of Strange Beings

12
Aberrations &
Constructs

Hiato PDSS (Order #41309770)


13

Hiato PDSS (Order #41309770)


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

Skills Senses Ground to Dust The multiattack action grants 1 additional


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

Damage Immunities Condition Immunities


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

Damage Vulnerabilities Damage Resistances


fire, radiant -
STR DEX CON INT WIS CHA

6 8 10 1 7 1
Challenge: (-2) (-1) (+0) (-5) (-2) (-5)
14 10 (5,900 Souls)
Armour Class: 10 (Natural Armour) Speed: 60 feet
Position: 4 (1d6+1)
Worm-like amalgamations made of dozens of skeletons bound Initiative DC: 11
together, burrowing through the Tombs of Giants; tracking,
pursuing, and ambushing wanderers in the darkest and most
neglected back-tunnels. Long aeons pass between each ill-fated Skills Senses
adventurer, but still these abominations are found lying in wait, - blindsight 30 ft.,
guarding precious loot or vital paths of progress. passive Perception 8

Damage Immunities Condition Immunities


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

Last Rites The Bone Tower does not grant souls once killed
Challenge:
if it is later reanimated by a Necromancer. The
Bone Tower grants souls normally if there are 0 (10 Souls)
no necromancers present that may raise them.

Actions
Bizarre, insectoid aberration with bulbous eyes and numerous
Collapse The Bone Tower lunges forwards, body slamming spiny legs capable of great leaps. Though rarely found, gather
those attacking it. Creatures in a 20 foot long, in swarms amidst lost and abandoned ruins.
10 foot wide line from the Bone Tower must
succeed on a DC 15 Dexterity saving throw Usually harmless, the swarms occasionally harbour a
or take 30 (4d12+4) bludgeoning damage. The much deadlier variant, the red-eyed Chaos Bug, capable of
Bone Tower is knocked prone after this lunge overpowering a humanoid mind and forcing it into servitude.
unless it makes a successful DC 16 Strength
saving throw.

Hiato PDSS (Order #41309770)


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

Praise the Maggot For every round a target starts enveloped by the
(red-eyed variant) Chaos Bug, it needs to succeed on a successful STR DEX CON INT WIS CHA
DC 13 Charisma saving throw or become
charmed until the chaos bug dies or is removed 10 14 12 20 15 6
from the target. The charmed target is under (+0) (+2) (+1) (+5) (+2) (-2)
the chaos bug's control and can't take reactions.
Armour Class: 14 Speed: 30 feet
Whenever the charmed target takes damage, Position: 88 (16d8+16)
the target can repeat the saving throw, ending Initiative DC: 15
the effect on itself on a success.

Actions Saving Throws


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

Envelop Melee Weapon Attack: +1 to hit, reach 15 ft., one - charmed, frightened
creature. Hit: 2 (1d6-1) piercing damage, and Damage Vulnerabilities Damage Resistances
the Chaos Bug attaches to the target with a
wicked proboscis. If the target is Medium or - damage from spells
smaller the bug engulfs the targets head. The
engulfed target is blinded. Challenge:

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


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

Tall, hunched figures with six arms and wearing three expressive
masks, Pinwheel servants appear like a cursed and grotesque
fusion of three people: a naïve child, a kindly mother, and a
valiant father. Each arm holds a long pike with a glowing lantern
hanging from it.

Magic Resistance The Pinwheel servant has advantage on saving


throws against spells and other magical effects.

Actions

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

Flamethrower (Recharge 5–6). The Pinwheel servant


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

Hiato PDSS (Order #41309770)


Treant Gardener Vagrant
Medium construct Tiny aberration

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

15 11 14 9 10 7 6 10 10 5 10 11
(+2) (+1) (+2) (-1) (+0) (-2) (-2) (+0) (+0) (-3) (+0) (+0)

Armour Class: 12 Speed: 30 feet Armour Class: 13 (Natural Armour) Speed: 30 feet
Position: 19 (3d8+6) Position: 22 (5d8)
Initiative DC: 11 Initiative DC: 12

Skills Senses Saving Throws


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

Damage Immunities Condition Immunities Skills Senses


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

Scoop Melee Weapon Attack: +4 to hit, reach 5 feet., one Magic Weapons The Vagrant's attacks are magical.
target. Hit: 7 (1d10+2) bludgeoning damage.
Lost Souls The Vagrant is exceedingly rare and only
appears in locations where a significant
Position Spends number of Souls have been lost.

Spend 5 Position Sweeping Strike. The Treant Gardener may target Variant Forms The Vagrant can appear in two forms: the
two creatures instead of one using an attack. egg form is docile and does not attack. The
crab form is aggressive and wields a wicked
piercing claw.

Hiato PDSS (Order #41309770)


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

Hiato PDSS (Order #41309770)


The Tome of Strange Beings

18

Beasts

Hiato PDSS (Order #41309770)


19

Hiato PDSS (Order #41309770)


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

STR DEX CON INT WIS CHA


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

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


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

Challenge: Skills Senses

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


passive Perception 14

Damage Immunities Condition Immunities


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

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


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

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


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

Hiato PDSS (Order #41309770)


Actions
Possessed Tree
Multiattack The Great Feline makes two quick bite attacks. Large plant

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


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

Rolling Charge The Great Feline drops into a roll, moving


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

Challenge:
1/4 (50 Souls)
21
Against a sea of gently swaying greenery, only the slightly
unnatural movements of a Possessed Tree’s movement set
them apart. They do not attack, and they rarely make any
visible movements, yet they are constantly found in the
entrances and mouths of hidden tunnels and secret ravines.
Are they created at these locations or following some unseen
trail? It is unknown whether they are even truly possessed, or
if they are just another oddity that Darkroot has collected.

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


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

Peculiar Possessed Trees are usually found blocking or


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

Actions

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

Reactions

Wriggle In response to taking damage, the Possessed Tree


wriggles unsettlingly.

Arbour When the Possessed Tree becomes bloodied, it


Defender immediately begins to sway slightly in the breeze.

Hiato PDSS (Order #41309770)

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