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Dark-Souls-the-Roleplaying-Game-the-Tome-of-Strange-Beings3
Dark-Souls-the-Roleplaying-Game-the-Tome-of-Strange-Beings3
12
Aberrations &
Constructs
6 8 10 1 7 1
Challenge: (-2) (-1) (+0) (-5) (-2) (-5)
14 10 (5,900 Souls)
Armour Class: 10 (Natural Armour) Speed: 60 feet
Position: 4 (1d6+1)
Worm-like amalgamations made of dozens of skeletons bound Initiative DC: 11
together, burrowing through the Tombs of Giants; tracking,
pursuing, and ambushing wanderers in the darkest and most
neglected back-tunnels. Long aeons pass between each ill-fated Skills Senses
adventurer, but still these abominations are found lying in wait, - blindsight 30 ft.,
guarding precious loot or vital paths of progress. passive Perception 8
Last Rites The Bone Tower does not grant souls once killed
Challenge:
if it is later reanimated by a Necromancer. The
Bone Tower grants souls normally if there are 0 (10 Souls)
no necromancers present that may raise them.
Actions
Bizarre, insectoid aberration with bulbous eyes and numerous
Collapse The Bone Tower lunges forwards, body slamming spiny legs capable of great leaps. Though rarely found, gather
those attacking it. Creatures in a 20 foot long, in swarms amidst lost and abandoned ruins.
10 foot wide line from the Bone Tower must
succeed on a DC 15 Dexterity saving throw Usually harmless, the swarms occasionally harbour a
or take 30 (4d12+4) bludgeoning damage. The much deadlier variant, the red-eyed Chaos Bug, capable of
Bone Tower is knocked prone after this lunge overpowering a humanoid mind and forcing it into servitude.
unless it makes a successful DC 16 Strength
saving throw.
Praise the Maggot For every round a target starts enveloped by the
(red-eyed variant) Chaos Bug, it needs to succeed on a successful STR DEX CON INT WIS CHA
DC 13 Charisma saving throw or become
charmed until the chaos bug dies or is removed 10 14 12 20 15 6
from the target. The charmed target is under (+0) (+2) (+1) (+5) (+2) (-2)
the chaos bug's control and can't take reactions.
Armour Class: 14 Speed: 30 feet
Whenever the charmed target takes damage, Position: 88 (16d8+16)
the target can repeat the saving throw, ending Initiative DC: 15
the effect on itself on a success.
Envelop Melee Weapon Attack: +1 to hit, reach 15 ft., one - charmed, frightened
creature. Hit: 2 (1d6-1) piercing damage, and Damage Vulnerabilities Damage Resistances
the Chaos Bug attaches to the target with a
wicked proboscis. If the target is Medium or - damage from spells
smaller the bug engulfs the targets head. The
engulfed target is blinded. Challenge:
Tall, hunched figures with six arms and wearing three expressive
masks, Pinwheel servants appear like a cursed and grotesque
fusion of three people: a naïve child, a kindly mother, and a
valiant father. Each arm holds a long pike with a glowing lantern
hanging from it.
Actions
Cleansing Fireball Ranged Spell Attack: +7 to hit, reach 120 ft., one
target. Hit: 17 (5d6) fire damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 11 14 9 10 7 6 10 10 5 10 11
(+2) (+1) (+2) (-1) (+0) (-2) (-2) (+0) (+0) (-3) (+0) (+0)
Armour Class: 12 Speed: 30 feet Armour Class: 13 (Natural Armour) Speed: 30 feet
Position: 19 (3d8+6) Position: 22 (5d8)
Initiative DC: 11 Initiative DC: 12
Scoop Melee Weapon Attack: +4 to hit, reach 5 feet., one Magic Weapons The Vagrant's attacks are magical.
target. Hit: 7 (1d10+2) bludgeoning damage.
Lost Souls The Vagrant is exceedingly rare and only
appears in locations where a significant
Position Spends number of Souls have been lost.
Spend 5 Position Sweeping Strike. The Treant Gardener may target Variant Forms The Vagrant can appear in two forms: the
two creatures instead of one using an attack. egg form is docile and does not attack. The
crab form is aggressive and wields a wicked
piercing claw.
Soul Needle The Vagrant exhales a shimmering hail of (Crab Variant Only) Melee Weapon Attack: +2 to hit, reach 5 ft., one
magical needles in a 15-foot cone. Each target. Hit: 5 (1d10) piercing damage.
creature in that area must make a DC 12
Dexterity saving throw, taking 22 (5d8) force
damage on a failed save, or half as much
damage on a successful one.
17
Beasts
Challenge:
1/4 (50 Souls)
21
Against a sea of gently swaying greenery, only the slightly
unnatural movements of a Possessed Tree’s movement set
them apart. They do not attack, and they rarely make any
visible movements, yet they are constantly found in the
entrances and mouths of hidden tunnels and secret ravines.
Are they created at these locations or following some unseen
trail? It is unknown whether they are even truly possessed, or
if they are just another oddity that Darkroot has collected.
Actions
Root Strider (Recharge 6). The Possessed Tree pushes itself into
a blur of motion and may move 1 foot.
Reactions