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Dark-Souls-the-Roleplaying-Game-the-Tome-of-Strange-Beings5
Dark-Souls-the-Roleplaying-Game-the-Tome-of-Strange-Beings5
Dark-Souls-the-Roleplaying-Game-the-Tome-of-Strange-Beings5
32
Denizens of
the Darkness
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.
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.