Ishavar's Guide To Curses

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This document discusses character options, spells, and monsters for a dark fantasy campaign setting.

New character races, classes, backgrounds, and feats are introduced including cursed races like Ashen and Half-Vampire.

New domains, like Fortune, and oaths, like Oath of the Damned, are presented for clerics and paladins. Blood Mage is discussed as a source of knowledge for wizards.

C

PREFACE ...............................................................................................4 Racial Feats ...................................................................................... 22


Introduction ......................................................................................4 CH. 2: DUNGEON MASTER'S TOOLS ....................................... 23
CH. 1: CHARACTER OPTIONS ....................................................... 5 Curses .................................................................................................23
Cursed Characters .......................................................................... 5 Minor Curses .................................................................................23
Character Races ............................................................................... 6 Major Curses ................................................................................. 24
Ashen ................................................................................................. 6 Minor Blessings ............................................................................. 25
Half-Vampire ....................................................................................8 CH. 3: BESTIARY ............................................................................. 26
Harpy ............................................................................................... 10 Ash Elemental ................................................................................ 26
Medusa ............................................................................................11 Ashen ................................................................................................. 27
Undead ............................................................................................12
Classes ................................................................................................ 14 Ashen Firestarter ......................................................................... 27
Cleric ................................................................................................14 Ashen Marauder ...........................................................................27
Fortune Domain ........................................................................14 Ashen Sorcerer .............................................................................28
Good Luck Charms ..................................................................15 King of Ashes ..................................................................................28
Paladin .............................................................................................16 Sea of Blood ......................................................................................30
Oath of the Damned ................................................................ 16 Blood Spawn ................................................................................. 30
Sorcerer ..........................................................................................18 Bloodling .........................................................................................31
Flameborn .................................................................................. 18 The Undying ...................................................................................31
Wizard ............................................................................................. 19 Undying Spider Queen ...............................................................31
Source of Knowledge ..............................................................19 Zombies .............................................................................................33
Blood Mage ................................................................................ 20 Giant Rat Zombie .........................................................................33
Backgrounds ................................................................................... 21 Knight Zombie .............................................................................. 33
Cultist ...............................................................................................21 Warhorse Zombie ........................................................................ 33
Urban Outcast ...............................................................................22

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Designer: Matej Budimir
Editor: Adam Hancock
Illustrator: Matej Budimir
Writer: Matej Budimir
Playtesters: Anna Cherry, Gus V., Christopher Rowe,
Hector Z., Jonathan J.,

MATEJ BUDIMIR
Twitter: @MatBudimir
Email: dotbudi@gmail.com
ADAM H ANCOCK
Twitter: @AdamDMsGuild
Email: adam.michael.hancock@gmail.com

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in
the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Matej Budimir and published under the Community Content
Agreement for Dungeon Masters Guild.
P
Where does our fascination with monsters and villains
come from? Vampire- and other monster-themed books are
some of the most sought after books in our time. And often
at their core is the redemption of the misunderstood
creature. Maybe we find the monster’s motivations,
troubles, and inner conflicts more relatable than the always-
heroic knight in shining armor. We love stories with
characters who are struggling between doing what they
must and what is right, when choices they need to make are
not always simple.
Many who've played D&D for a time will find that it's
more interesting to explore weakness than strength and to
see their character grow and overcome it. Cursed
characters bring a set of weakness with them, and those
can create interesting moments and stories. Maybe people
simply think monsters are cool, and that's enough reason
for them.
Whatever the reason is, it's undeniable that there is an
interest, and desire to play and explore, different types of
creatures and monsters. It's definitely not something that
started recently. Even Gary Gygax knew that some players
would eventually want to play as one of the monsters and
that we shouldn't dismiss the players' wishes, but instead
create an appropriate option for them.
When I started out working on this book, one of my main
priorities was to create playable character options of usually
monstrous creatures that were fun, balanced, and at such a
high quality that they fit into official D&D content.
I would be amiss if I didn't take this opportunity to
acknowledge the people who have supported, helped, and
inspired me to create this book. Without them this book
wouldn't exist.
First of all, to my sister. Thank you for being the best
sister anyone could ever wish for. And, in general, all the
I
support encouragement I received from my friends and This book's goal and purpose is to offer players and
family has been heartwarming, and know that I appreciate Dungeon Masters the option to play as various cursed
all of you. creatures from pop culture and Dungeons & Dragons lore,
I also have to take the time to thank two people who have such as harpies, medusas, vampires and zombies. It also
affected my life in an incredibly positive way. features a new original race: the Ashen. More than just
Starting, with the person who introduced me to D&D in a providing stats and numbers, this book also expands on the
way, who made me immediately fall in love with the game. theme of some of these creatures and adds sub-class
Steven Lumpkin (@Silent0siris) has not only gotten me options, backgrounds, and feats that are thematically
addicted to D&D, but also tabletop RPGs in general. And appropriate. The Dungeon Masters also get a few evil
even to this day I consider him to be one of the most monsters to use, that not only expand on the cursed
inspiring Dungeon Masters that I've had the pleasure to creatures, but also add inspiration for adventures and
watch run a game. stories.
Now, besides being addicted to D&D, I'm also an artist, This book also tries to help players and Dungeon Masters
and one person has helped me tremendously on that include the options into their campaigns, by offering
journey. It's an honor to call you a friend, John information about why, and how, these cursed, and often
(@JohnSilvaArt). Thank you for rekindling my art spirit at a cast as evil, creatures started their adventuring life. Be it for
time where I was starting to doubt myself. Though good or evil purposes, there is something for everyone.
indirectly, he is, to some extent, responsible for the art in But also, this book expands on curses in general, as
the book, as his advice and tips have hugely influenced the currently the official content and information on curses is
quality of my art. scarce. The curses offer interesting new challenges, partly
And it goes without saying that the generosity of the art by making them more difficult to remove, mainly because
community, and the tabletop community in general is mind they can vary greatly in effect. So there is guaranteed to be
blowing. Thank you all. something interesting and challenging for everyone.

4 PREFACE & INTRODUCTION


C C

C
urses abound in the worlds of D&D. Their
effects vary in nature and intensity. Some can C A
even reshape the nature of a character's There are many reasons a cursed creature would take up
physical form, granting them unique abilities. adventuring, although the most common one is to find a
These humanoids are normally regarded as evil, cure, though others may have more sinister reasons. For
or monstrous, but they can emerge as some the curse might be the beginning of a path of
adventurers alongside other standard races. redemption, while others might give in to their dark desires,
This section is aimed at players who are interested in embracing their cursed nature and using it for their own
playing more unique and challenging races, and for DMs twisted purposes.
who wish to expand the race selections for their campaigns As with any other monstrous races in the Forgotten
beyond the standard races of D&D. Realms, judgment falls quickly, and swords get drawn
swiftly. Adventurers who seek the acceptance of the
B C common folk, and even other adventurers, might have to put
A curse may have many varied origins. Particularly strong in more effort and have a lower margin of error.
curses, such as the ones that change the nature of a As with any type of monstrous characters, there might be
humanoid character, require very potent magic. Only gods, conflict in the party, but it's important to remember that
archdevils, or other powerful beings can change the nature even two rivaling characters can find common ground and
of a creature with a curse. even become friends.
Ask yourself the following questions: How did your
character become cursed? Did the curse change your R T
character's personality? Has your character grown resigned Since most of the cursed characters aren't born cursed, the
to the fact that they're cursed, or are they looking for a way term race is used more abstractly, describing the physical
to remove it? How far would your character go to find a cure differences of the cursed characters that are shared within
for the curse? the cursed form.
The Cursed Origin table gives a number of ideas for The general traits assume that a character was of human
adding a cursed character to the campaign. or elven ancestry before they were cursed, but being
originally of a different race usually makes no difference, as
CURSED ORIGIN the curses change the nature of the cursed so drastically
d8 Origin that they lose their previous racial traits.
1 You earned the enmity of a god and have been The game traits of the cursed races are given here. Some
punished for it with a curse. of these races are unusual in that they have a reduction to
2 You made a pact with a powerful being, which had an ability score, and some are more or less powerful than
some unforeseeable consequences. the typical D&D races.
3 You came across a cursed item, and the only way to
remove the curse is by destroying it.
4 You were cursed by an evil wizard to serve as one of MONSTROUS ADVENTURERS
his minions, but a party of adventurers killed your Cursed characters are also o en considered monstrous
master, and now you are free to do whatever you characters, as they are o en seen as sinister and evil.
want. Therefore, taking a look at the Monstrous Adventurers
sec on in Volo's Guide to Monsters may give you more ideas
5 You were corrupted by an evil entity.
and ques ons to consider when allowing these types of
6 A curse has been passed down in your family for characters in your campaign.
generations.
7 You died during a past adventure and were
resurrected in a new body.
8 A failed magical experiment has altered your body in
an unexpected way.

CHARACTER OPTIONS 5
A F
It's debatable whether the ashen are physically closer to
humans or not. While they are humanoid in shape, their
skin not only appears to be covered in a layer of ash but is,
in fact, actually made of ash and embers.
Their furnace-like hearts, which pump lava through their
veins, cause their body to constantly exude heat, even more
so when angered. And, like a furnace, their hearts consume
air and require fuel in the form of food to keep burning. By
taking deep breaths, the ashen can ignite the embers that
make up their body, and, when enraged, they can even burst
into flames, burning anything that's near them.
D M
Once human, the people now known as the ashen, lived in
an isolated community, suspicious of any outsiders. The
place, even then, held a grim reputation. The smallest
crimes would be punished by public burnings, which were
celebrated by the townsfolk. As time passed, these
gruesome events grew in grandeur. And, over time, the
townsfolk got more and more obsessed with fire, until they
eventually turned mad.
In a trancelike frenzy, they burned down their own towns,
including themselves and the other townsfolk. Yet, the
ashen didn't die. Scorched and cursed, rising from the
A charred remains of the burned buildings, the townsfolk rose
again, reborn as the ashen.
The smell of ash and smoke fills the air around the ashen.
The intense madness in their eyes horrifies me. It's hard to C S
imagine that this blackened ruin of charred stone and Although, to the ashen, this is an irrelevant side effect to
burned wood used to be a thriving city. their pyromania, the ashen multiply by spreading their
– Ouric the Copper Knight curse, by burning other settlements and their inhabitants.
When they don't have a new target in sight, they settle in the
The ashen have an eerie obsession with fire. After all, they ruins of burned-down towns and cities.
were born from it. The ashen were corrupted by negative Ashen society is very primitive. Their weapons are crude,
energy that slipped through a crack between the Material and they mostly use salvaged and scavenged equipment.
Plane and the Elemental Plane of Ash and cursed in their Gender roles are nonexistent in their society, as the minor,
death to live for eternity as creatures of ash and fire. and only, difference between the sexes is their appearance.

6 CHARACTER OPTIONS
E B Darkvision. You can see in dim light within 60 feet of
Not many minds have survived the corruption and curse. you as if it were bright light, and in darkness as if it were
The ones who did so often live harsh lives, feeding on dim light. You can't discern color in darkness, only shades of
scraps in an attempt to regain any form of normality in their gray.
life. Ashen adventurers are few and far between. They are Enkindle. As a bonus action, you can cause your body to
often seen as untrustworthy and unreliable, due to their shed bright light in a 10-foot radius and dim light for an
reputation of madness. additional 10 feet. It lasts until you're incapacitated or you
Their connection to the Elemental Plane of Ash imbues dismiss it as a bonus action.
many ashen with an innate talent for magic and an affinity Fire Resistance. You have resistance to fire damage.
for fire. Therefore, many ashen adventurers are sorcerers. Fiery Soul. Starting at 3rd level, you can use your action
to ignite your soul with fiery heat, causing your whole body
A N to be covered by flames and burning hot magma.
Your transformation lasts for 1 minute or until you end it
Most ashen don't have any recollection of their human lives as a bonus action. During it, you have immunity to fire
or even the concept of families and names. They refer to damage, and every creature that hits you with a melee
each other mostly by descriptive words in the Ignan attack while within 5 feet of you takes fire damage equal to
language, oftentimes given to them by others, like half your level (rounded up). A creature can only take this
nicknames. damage once per turn. Flammable objects in your space
that aren't being worn or carried are ignited.
Male Names: Dhast, Faras, Fuere, Karza, Kephra, Ingra, Once you use this trait, you can't use it again until you
Ira, Rasha'a, Thefra, Vhatra finish a long rest.
Female Names: Arri, Borefi, Fra'avi, Kri, Igni, Onxavi, Languages. You can speak, read, and write Common and
Rezefi, Rhavi, Takhki, Xari Primordial.
A T
Your ashen character has the following traits.
Ability Score increase. Your Constitution score
increases by 2, and one other ability score of your choice
increases by 1.
Age. The ashen mature at about the same rate as
humans and reach adulthood in their late teens. They rarely
live longer than 40 years.
Alignment. The corruption has left most ashen in a state
of madness. Therefore most ashen lean towards chaotic
and evil alignments. Some ashen who retained their sanity
might lean towards good or neutrality.
Size. Ashen are the same height as humans but tend to
weigh less. Your size is Medium.
Speed. Your base walking speed is 30 feet.

CHARACTER OPTIONS 7
C N
As offspring of a mortal parent and a vampire, half-vampires
possess many of the vampire’s traits, but not all. Most
people wouldn't even be able to tell the difference between
the two. Half-vampires aren't as physically gifted compared
to a full-fledged vampire, but they are also less affected by
their weaknesses, such as running water and sunlight.
Half-vampires tend to grow up with a disdain for one or
the other side of their heritage, as their upbringing is often
followed by tragedy, and vampires rarely live in lasting
harmony with their prey.
B W
Not all myths and legends regarding vampires are true, but
their thirst, or rather dependency on blood, is. Even half-
vampires need to drink blood, or else they will grow weaker.
They have various ways to get their hands on fresh blood to
quench their thirst, but some solutions are more morally
ambiguous than others.
While a half-vampire can drink blood from voluntary
targets, those might be hard to come by, in which case they
might resort to forceful methods of acquiring blood.
D T
Half-vampires share their vampire parent's curse, and are in
a constant struggle to keep their dark desires at bay, or else
H V they might succumb fully to their vampirism.
Heed my words! When the sun sets, and the darkness of the Many half-vampires look for a way to make up for their
night falls over the sky, they will awake from their slumber. nature by doing good deeds. Some may pick up adventuring,
even though their curse tends to get them in trouble. And
Lock your doors! Bar your windows! And pray they don't their dependency on blood makes whichever path they
hunger for your blood. choose quite the challenge.
– Rimoldin, grizzled farmer
H V T
When it comes to creatures of the night, the vampires are to Your half-vampire character has the following traits.
be feared the most. Many stories are told about vampires, Ability Score increase. Your Strength, Dexterity and
some more true than others. How would one know which Constitution scores each increase by 1.
ones to believe? And even though the legends are numerous,
they rarely mention half-vampires, if at all.

8 CHARACTER OPTIONS
Age. Half-vampires mature at the same rate as humans, Harmed by Running Water. You take acid damage equal
but stop aging in their twenties. to 5 + your character's level when you end your turn in
Alignment. The half-vampires' undead nature leans running water.
them towards evil, but not all of them follow that path. Evil Stake to the Heart. If a piercing weapon made of wood is
or not, they are inclined toward a lawful alignment. driven into your heart while you are incapacitated, you are
Size. Half-vampires vary widely in size, and they can be paralyzed until the stake is removed.
from under 5 to over 6 feet tall. Your size is Medium. Sunlight Sensitivity. You have disadvantage on attack rolls
Speed. Your base walking speed is 30 feet. and on Wisdom (Perception) checks that rely on sight when
Darkvision. You can see in dim light within 60 feet of you, the target of your attack, or whatever you are trying to
you as if it were bright light, and in darkness as if it were perceive is in direct sunlight.
dim light. You can't discern color in darkness, only shades of Languages. You can speak, read, and write Common and
gray. one other language of your choice.
Shapechanger. If you aren't in sunlight or running water,
you can use an action to polymorph into a Tiny bat or back
into your true form. While in bat form, you can't speak, your FEEDING ON VOLUNTARY TARGETS
walking speed is 5 feet, and you have a flying speed of 30 A vampire can feed on a volunteering humanoid creature
feet. Your statistics, other than your size and speed, are without killing it. The target takes damage equal to the
unchanged. Anything you are wearing transforms with you, number of your hit points that are restored. Addi onally,
but nothing you are carrying does. You revert to your true the target gains 2 levels of exhaus on.
form if you die.
Innate Spellcasting. You know the friends cantrip.
Starting at 3rd level, you can also cast charm person with
this trait. Once you reach 5th level, you can also cast the
spider climb spell once per day. Charisma is your
spellcasting ability for these spells.
Fangs. Your vampire fangs are a natural weapon, which
you can use to make unarmed strikes. If you hit with them,
you deal piercing damage equal to 1d6 + your Strength
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
Once per day, with a successful fangs attack, you can
regain hit points equal to the damage taken.
Blood Thirst- You need to consume blood to stay alive.
Each day that you don't drink blood, your hit point
maximum is reduced by 1. Once you drink blood, your hit
point maximum is restored.
Vampire Weaknesses. As a half-vampire you have the
following flaws:
Forbiddance. You can't enter a residence without an
invitation from one of the occupants.

CHARACTER OPTIONS 9
The weakest harpy children are often neglected, and older
harpies who show weakness tend to fall prey to their own
kind. That's why even though harpies can live to be 50 years
old, most don't make it to 30.
H A
Some harpies pick up adventuring to escape their vicious
environment. Others might be the last survivor of their tribe.
Their captivating song makes harpy adventurers great
bards. And their ability to fly gives them an edge with
ranged weaponry.
H T
Your harpy character has the following traits.
Ability Score increase. Your Dexterity score increases
by 2, and your Charisma score increases by 1.
Age. Harpies reach maturity around the age of 6. They
age very fast and rarely live longer than 50 years.
Alignment. Harpies have no regard for right or wrong,
even at the expense of their fellow harpies. Their predatory
H nature leans them towards chaotic evil.
Size. Harpies are about 5 feet tall. They have thin,
No way! I'm not hiring another one of you harpies to lightweight bodies that weigh between 80 and 100 pounds.
perform here ever again! The last time I did, I got dozens of Your size is Medium.
complaints and patrons who didn't know how they got here Speed. Your base walking speed is 25 feet.
asking for refunds! Flight. You have a flying speed of 40 feet. To use this
– Ilma, innkeeper of the Peak's Rest speed, you can’t be wearing medium or heavy armor. In
addition, this flight works only in short bursts; you fall if
Infamous for their alluring song that has led many travelers you’re airborne at the end of your turn.
to their demise, harpies are cruel, yet cowardly, hunters. Talons. Your talons are natural melee weapons, which
They enjoy playing with their prey, and collecting small you can use to make unarmed strikes. If you hit with them,
trinkets as trophies of their skirmishes. you deal slashing damage equal to 1d4 + your Strength
modifier, instead of the bludgeoning damage normal for an
unarmed strike.
C P Harpy Song. As an action, you can start to sing a
Harpies make their nests in fog-shrouded swamps and magical melody. Every humanoid of your choice within 30
hazardous mountains. They use the dangerous terrain to feet of you who can hear the song must succeed on a
their advantage, by luring prey into the deadly obstacles Wisdom saving throw or be charmed until the end of your
surrounding their nests. next turn. While charmed by you, the target is incapacitated.
Those who don't get captured by their song will have to If the charmed target takes damage from a source other
face their sharp talons. Their feathered wings make it easy than you, the effect ends on it. The DC for this saving throw
for harpies to navigate harsh terrain, giving them an edge equals 8 + your Charisma modifier + your proficiency
over other predators. bonus. The range increases to 60 feet at 6th level, 90 feet at
11th level, and 120 feet at 16th level.
C S After you use your harpy song, you can't use it again until
Harpies live in ruthless societies. A tribe could be as small you complete a long rest.
as a pair of harpies, or it could be in the range of hundreds. Languages. You can speak, read, and write Common and
one other language of your choice.

10 CHARACTER OPTIONS
M
I once met a lady she was so fair, with a secret I wish I'd
known; when I saw her unusual hair, her eyes turned me to
stone.
–Thumbs, controversial poet
Most recognizable by their snake hair, medusas tend to
keep away from the eyes of the public, seeking refuge in
ancient ruins or catacombs. Feared because they can turn
anyone to stone, medusas are often the prey of many
adventuring parties and aspiring heroes.
M A
While many consider medusas monstrous and evil
creatures, they are often simply misunderstood, as they can't
control their petrifying gaze, which they were cursed with
when they bargained for beauty, eternal youth, and
immortality. The nature of the medusa’s origin leans them
towards being warlocks, serving a powerful patron who
either turned them into what they are now. Or the medusa
serves a new patron in hope that it may return them to their
former self.
Others might stay away from making another pact,
instead living their lives in the shadows.
M T Strength modifier, instead of the bludgeoning damage
normal for an unarmed strike.
Your medusa character has the following traits. Immortal Splendor. You gain proficiency in the
Ability Score increase. Your Charisma score increases Deception and Persuasion skills.
by 2, and your Dexterity score increases by 1. Petrifying Gaze. As an action, you can cause creatures
Age. Medusas can manifest their curse at any age. They to partially petrify. Each creature within 30 feet of you, that
are immortal, but they only live a handful of decades before can see you must succeed on a Constitution saving throw or
their curse fully corrupts their minds. their speed is reduced to 0 until the end of your next turn. If
Alignment. Medusas usually live in seclusion and hidden the saving throw fails by 5 or more, the creature is instead
away in ancient ruins. Their vanity and corrupted nature restrained for the duration. The DC for this saving throw
turns most medusas towards evil alignments. equals 8 + your Charisma modifier + your proficiency
Size. Medusas have the same range of height and weight bonus.
as humans. Your size is Medium. After you use your petrifying gaze, you can't use it again
Speed. Your base walking speed is 30 feet. until you complete a short or long rest.
Darkvision. You can see in dim light within 60 feet of Cursed Reflection. You have disadvantage on attack
you as if it were bright light, and in darkness as if it were rolls and on Wisdom (Perception) checks that rely on sight
dim light. You can't discern color in darkness, only shades of when you, the target of your attack, or whatever you are
gray. trying to perceive is within 30 feet of a polished or reflective
Snake Hair. Your snake hair is a natural weapon, which surface.
you can use to make unarmed strikes. If you hit with it, you Languages. You can speak, read, and write Common and
deal piercing damage equal to 1d4 + your one other language of your choice.

CHARACTER OPTIONS 11
F B
Whether they've been animated after their death, or
stripped of their life by a curse, undead are brought into
existence through magical means, giving them supernatural
abilities.
While skeletons and zombies have their differences—one
is protected by a layer of rotten flesh while the other is more
agile—they have a few things in common. Their undead
nature grants them certain benefits, such as eternal life and
immunity to poisons. But those advantages also come with
various drawbacks.
D S
Undead who retain their mind have to watch their body
slowly decay with time, until there is nothing left but bones
and dust. Some wake up decades, or even centuries, after
their death. For others undeath was the consequence of
using dark magic in an attempt to achieve immortality.
Their state is a curse, even if some have turned
themselves into undead creatures on purpose, as an
undead's soul is damned, until they can find a way to revert
the curse.
B L D
Most living creatures are afraid of the undead. In many
societies, they are seen as abominations. Yet, as they are not
mindless, nor inherently evil creature, respectable skeletons
or zombies can find acceptance from others, if they show to
be well-meaning.
U
Have you seen that? Did you hear that? A familiar sound. UNDEAD OF ALL SIZES
Forgotten and lost. A fading memory. Distant and vague. The basic traits assume the undead character to be of
Did I imagine it? Was it ever there? A man's dream. Once human origin, but undead can come in all forms and sizes.
Depending on what race you were before your un mely
noble and kind. Now nothing but dust and bones. demise, your size and speed may be different.
–Telmah the Forgotten Dwarf. Your size is medium, and your speed is 25 feet.
Halfling abd Gnome. Your size is small, and your speed is
Undead come in many shapes and sizes, some more 25 feet.
powerful than others, but the most common ones are Goblin and Kobold. Your size is small. and your speed is 30
skeletons and zombies. Most of them are used as minions feet.
by necromancers or other evil creatures. But some are free,
only serving themselves. They are damned to an eternal
existence, neither alive nor dead.

12 CHARACTER OPTIONS
OPTIONAL UNDEAD TRAITS
The undead nature of skeletons and zombies can be
interes ng to play with, but they also have big drawbacks.
U T And because those drawbacks can be detrimental to the
Your undead character has a number of traits in common players and the campaign, they are op onal.
with all other undead. Lingering Injuries. When your undead character drops to 0
Ability Score increase. Your Constitution score hit points, you suffer an injury. Roll on the Lingering Injuries
increases by 2. table, found in the Dungeon Master's Guide. You can heal
one injury during a short rest, or heal all injuries during a
Age. Undead don't age, but their bodies may still decay long rest.
over time. They can easily live for centuries, or even an Undead Nature. You are considered an undead for the
eternity, with proper care. purpose of being targeted by magical effects.
Alignment. Undead don't always lean towards evil, but
many of them end up there. As outcasts, they have a
tendency toward chaos. S
Size. Undead vary widely in height and build, depending As a skeleton, your body has been picked clean of flesh. In
on what race they belonged to in life. Regardless of that, the worlds of D&D, sentient skeletons are extremely rare.
your size is Medium. They tend to live alone, secluded in catacombs or
Speed. Your base walking speed is 30 feet. abandoned towers, far away from civilization.
Darkvision. You can see in dim light within 60 feet of Ability Score Increase. Your Dexterity score increases
you as if it were bright light, and in darkness as if it were by 1.
dim light. You can't discern color in darkness, only shades of Play Dead. As a reaction to taking damage, you can fall
gray. prone and act dead. Unless a creature succeeds at a
Undead Resilience. Your undead nature grants you Wisdom (Insight) check contested by your Charisma
unnatural resilience, represented by the following benefits: (Deception) check, it can't choose you as the target of an
attack or harmful spell until you move or take an action or
You are immune to poison damage and the poisoned reaction. This feature doesn't protect you from area effects.
condition. Once you use this trait, you can't use it again until you
You don’t need to eat, drink, or breathe. complete a short or long rest.
You don’t need to sleep and don’t suffer the effects of
exhaustion due to lack of rest, and magic can’t put you to Z
sleep. As a zombie, your undead body is slowly decaying, and its
Weary Bones. When you take a long rest, you must nature makes you very resilient. Similar to their skeletal
spend at least six hours in an inactive, motionless state, counterpart, sentient zombies are a rarity in the worlds of
rather than sleeping. In this state, you appear inert, but it D&D. They call graveyards and forgotten tombs their home,
doesn’t render you unconscious, and you can see and hear only leaving them when absolutely necessary.
as normal. Ability Score Increase. Your Strength score increases
Languages. You can speak, read, and write Common and by 2, and your Dexterity score decreases by 2.
one other language of your choice. Undead Fortitude. When you are reduced to 0 hit
Subrace. The two main kinds of undead—skeletons and points, you must make a Constitution saving throw with a
zombies—are more like states of the physical body than true DC of 5 + the damage taken, unless the damage is radiant
subraces, and one could transfer from one to the other. or from a critical hit. On a success, you drop to 1 hit point
Choose one of these subraces. instead. Each time you use this feature, the DC increases by
5. When you finish a short or long rest, the DC resets to
normal.
Supernatural Toughness. Your hit point maximum
increases by 1, and it increases by 1 every time you gain a
level.

CHARACTER OPTIONS 13
C
Fortune smiles upon us today, lad. The sea is calm and
winds are in our favor. If we continue at this speed we will
reach the port within the fortnight.
–Gasky, ship navigator
The direct effect that the gods can have on the Material
Plane is limited. In order to influence the planes, they need
clerics to enact their will. The clerics are bound to follow
the gods’ desire, in order to keep their divine powers.
F D
The fortune domain encompasses both good luck and
misfortune. The gods of fortune include Tymora, Olladra,
Tyche, Hermod, and Bes. They promote fate, taking
chances, and bold actions. The clerics of such gods may
bless people who are departing on a journey or those who
are beginning a new chapter in their lives. Some gods focus
more on misfortune, such as Beshaba and Ralishaz. And,
even though the gods of misfortune are cast as evil, they are
both parts of the same coin, as one person's good luck is
another's misfortune.
FORTUNE DOMAIN FEATURES
Cleric
Level Feature
1st Domain Spells, Bonus Proficiencies, Ill Omen
2nd Channel Divinity: Beginner's Luck
6th Channel Divinity: Stroke of Luck
8th Divine Strike (1d8)
14th Divine Strike (2d8)
17th Fortunate Strike

D S
You gain domain spells at the cleric levels listed in the
Fortune Domain Spells table. See the Divine Domain class
feature for how domain spells work.

14 CHARACTER OPTIONS
FORTUNE DOMAIN SPELLS
Cleric Level Spells
1st bane, bless
3rd aid, ray of enfeeblement
5th beacon of hope, bestow curse
7th death ward, freedom of movement
9th circle of power, geas F S
Starting at 17th level, when you hit a creature with a melee
B P weapon attack, you can treat the d20 attack roll as a 20.
At 1st level, you gain proficiency with martial weapons and Once you use this feature, you can't use it again until you
one gaming set of your choice. finish a short or long rest.
I O G L C
Beginning at 1st level, you curse an enemy to be followed by
misfortune. As a bonus action, you designate one creature Followers of the fortune domain have a very deep
you can see within 60 feet of you as the target of this connection with concepts of good fortune and bad luck, and
feature. The next time it makes an ability check or attack through this connection they learned that luck isn't just
roll, they must roll a d4 and subtract the number rolled. This superstition. Fortune is about tipping the scale of fate in
benefit lasts for 1 hour. It ends early if you designate a one's favor.
different creature. Acolytes and clerics of the fortune domain tend to carry at
You can use this feature a number of times equal to your least one good luck charm with them, which might also be
Wisdom modifier (a minimum of once). You regain all used as a holy symbol.
expended uses when you finish a long rest. You might have received one as a gift, from a villager you
helped, or you might have made the charm yourself, carved
C D B L out of a block of wood or jade. Some temples might require
Starting at 2nd level, you can use your Channel Divinity to you to find a charm as part of their initiation, or for the
bless yourself with a pinch of luck. When you fail an ability conclusion of their training.
check with a skill you are not proficient in, you can reroll
the die with advantage. If you do so, you must use the new GOOD LUCK CHARMS
roll. d6 Description
1 a four-leaf clover, pressed between the pages of
C D S L
At 6th level, when you or an ally is attacked by a creature your prayer book
within 30 feet of you that you can see, you can use your 2 a horseshoe, received as a gift from a farmer
Channel Divinity to turn the creature’s critical hit into a whose horse you saved
normal hit. 3 a jade coin, from a distant land

D S 4 a dream catcher handwoven by an elder of your


At 8th level, you gain the ability to infuse your weapon temple
strikes with divine energy. Once on each of your turns when 5 a ladybug kept in a glass jar
you hit a creature with a weapon attack, you can cause the 6 a rabbit’s foot preserved from your first hunt
attack to deal an extra 1d8 damage of the same type dealt
by the weapon to the target. When you reach 14th level, the
extra damage increases to 2d8.

CHARACTER OPTIONS 15
P
Do you really think prayers are going to solve your
problems? The gods don't care about you, or the plights of
any mortal for that matter. If you want something to happen,
you have to do it yourself. Take the reigns in your own hand.
With my help, of course.
– Crux, devil at the crossraods
While most paladins are known as holy knights, some
convene with infernal powers. Tainted by evil, they act as
lackeys for powerful devils, who are too busy to do errands
below their station.
O D
The oath of the damned binds one to the Nine Hell. Paladins
that take this oath submit themselves to the rule of an
archdevil, or even Asmodeus himself. They are tasked to
spread the dark influence of their master, by sowing
corruption and chaos in the material plane. Also known as
Messengers of Hell, they are sent to collect on contracts or
to find people who are willing to form new ones.
T D
A paladin who takes this oath has the tenets of the damned
engraved into their soul.
Follow the Contract. Once you sign a contract, you are
bound to fulfil it, by any means necessary.
Exploit Weakness. Everyone has secret desires. Find
them and use them to your advantage. Tempt the weak-
minded. Persuade them to give in to their desires.
Obedience. Act in accordance to the Infernal Hierarchy.
Never disobey an order given by your superiors.
Ambtition. Always strive for more power, and never be
satisfied with what you have.
OATH OF THE DAMNED FEATURES
Paladin
Level Feature
3rd Oath Spells, Channel Divinity, Infernal Smite
7th Aura of Damnation
11th Improved Infernal Smite
15th Devil's Eye
20th Avatar of the Nine Hells

16 CHARACTER OPTIONS
O S
You gain oath spells at the paladin levels listed in the Oath
of the Damned table. See the Sacred Oath class feature for
how oath spells work.
OATH OF THE DAMNED SPELLS
Paladin
Level Spells
3rd armor of Agathys, hellish rebuke
5rd crown of madness, misty step
A D
9th fear, fireball At 7th level, you capture the life force of foes who fall within
13h fire shield, wall of fire your aura while you're not incapacitated. The aura extends
10 feet from you in every direction, but not through total
17th dominate person, hold monster cover.
Whenever a creature within your aura dies, you gain
C D temporary hit points equal to your Charisma modifier + half
When you take this oath at 3rd level, you gain the following your paladin level (minimum of 1).
two Channel Divinity options. At 18th level, the range of this aura increases to 30 feet.
Relentless Hatred. As a reaction to taking damage, you
can use your Channel Divinity to imbue yourself with I I S
fiendish resilience. Until the end of your next turn, you gain By 11th level, you are so suffused with hellish power that all
resistance to all damage. your melee weapon strikes carry infernal power with them.
Turn the Unworthy. As an action, you present your holy Replace the Improved Divine Smite Feature with this one.
symbol and speak fiendish words, painful for celestials and Whenever you hit a creature with a meIee weapon, the
fiends to hear, using your Channel Divinity. Each celestial or creature takes an extra 1d8 fire damage. If you also use
fiend that can see or hear you within 30 feet of you must your Infernal Smite with an attack, you add this damage to
make a Wisdom saving throw. 1f the creature fails its saving the extra damage of your Infernal Smite.
throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as D E
far away from you as it can, and it can't willingly move to a At 15th level, you gain darkvision of 120 feet, and magical
space within 30 feet of you. It also can't take reactions. For darkness doesn't impede your darkvision.
its action, it can use only the Dash action or try to escape Additionally, you gain proficiency in the Insight and
from an effect that prevents it from moving. If there's Deception skills if you don't already have it. Your proficiency
nowhere to move, the creature can use the Dodge action. bonus is doubled for any ability check you make that uses
either of those proficiencies.
I S
Beginning at 3rd level, your oath changes the nature of your A N H
smite. Replace the Divine Smite feature with this one. At 20th level, you can become an avatar of the nine hells.
When you hit a creature with a melee weapon attack, you Using your action, you undergo a transformation. For 10
can expend one paladin spell slot to deal fire damage to the minutes, you gain the following benefits:
target, in addition to the weapon's damage. The extra You have resistance to bludgeoning, piercing, and
damage is 2d8 for a 1st-level spell slot, plus 1d8 for each slashing damage from non magical weapons that aren't
spell level higher than 1st, to a maximum of 5d8. The silvered.
damage increases by 1d8 if the target is an undead or a You are immune to fire and poison damage.
celestial. You have advantage on saving throws against spells and
other magical effects.
Once you use this feature, you can't use it again until you
finish a long rest.

CHARACTER OPTIONS 17
F
Your innate magic comes from the Elemental Planes of Fire
and Ash. Perhaps you've been exposed to overwhelming
energies or a powerful elemental granted you these powers.
Perhaps you were simply born there. Either way your
connection grants you a special affinity and control of fire
magic. Your flames burn hotter and brighter than any other,
and highly skilled sorcerers are even capable of shaping any
magical energy into scorching flames.
EMBER SOUL FEATURES
Sorcerer
Level Feature
1st Elemental Flames, Inner Fire
6th Aura of Ash
14th Unstable Flare
18th Master of Flames

E F
At 1st level, you learn the fire bolt cantrip, which doesn't
count against the number of sorcerer cantrips you know. In
addition, your fire bolt ignores resistance to fire damage.
Upon reaching 3rd level in this class, when you cast a
spell that deals fire damage, you can expend 1 sorcery
points to ignore the targets' resistance to fire damage.
I F
Additionally at 1st level, you gain resistance to fire damage,
and you don't suffer the effects of extreme heat, as
described in the Dungeon Master's Guide.
A A
Starting at 6th level, you are surrounded by an aura of ash
that drains the heat from your enemies. The aura extends
10 feet from you in every direction, but not through total
cover. Whenever you start casting a spell that deals fire
damage, every living creature within your aura that you can
see takes fire damage equal to your Charisma modifier
(minimum of 1).
S U F
At 14th level, when a creature enters your aura for the first
In this city, you need to be able to fight fire with fire. time on its turn, or starts its turn in your aura, it has to
– Ala'i, efreeti noble succeed on a Constitution saving throw or take 2d10 fire
damage and be pushed back 10 feet.
While sorcerers in general might be subject to jealousy and M F
envy, their innate magic is difficult to control and often At 18th level, you gain immunity to fire damage.
destructive. With no training or assistance, sorcerers often Additionally, you can change the damage type of any spell
have to work hard to not become consumed by their own with an instantaneous duration to fire.
power.

18 CHARACTER OPTIONS
W
You know, somewhere between the black hoods and the
human sacrifices, I had to wonder. Were we the bad guys?
Anyway, after the incident with the goat, I realized I needed
a fresh start.
– Sumaya, apple cart merchant
Wizards obtain their magic through rigorous study and
extensive practice, but not every form of magic is taught in
the wizard colleges. Some magical practices are frowned
upon, or even banned. And those who wish to learn
forbidden magic often do so with questionable intent.
S K
Obscure and forbidden knowledge is not easy to find. Those
who want to practice blood magic need a source of
knowledge, that teaches them the rituals, practices, and
secret methods of the blood mages. This knowledge can
come in many ways.
Did your wizard character come upon an ancient artifact?
Were they taught blood magic by someone? Think about
how your character learned this secret practice of magic.
BLOOD MAGIC SOURCE
d6 Description
1 You learned from an ancient book that can only be
opened with a drop of blood.
2 As a member of a cult that worshiped the demon lord
Orcus, you were shown forbidden rituals
3 Blood magic is taught in your family, a secret that has
been passed down each generation.
4 An old wizard master taught you the ways of both good
and evil magic.
5 You made a pact with a powerful entity to obtain
forbidden knowledge.
6 You researched an abandoned ruin and found ancient
relics and a hidden ritual site.

CHARACTER OPTIONS 19
B M F B
Beginning at 6th level, you can link your fate with another
Blood magic is both extremely powerful and dangerous, as creature. As an action, choose one creature that you can see
it invokes dark powers. Using their own life force, a wizard within 60 feet of you. Whenever you take damage, the target
can amplify their magic and even summon minions of blood of your fatal bond also takes psychic damage equal to half
—powerful creatures from the depths of hell. Many who the damage you take. The bond lasts for 1 minute. The bond
wield blood magic get addicted to the feeling of unlimited ends early if the target dies, you die, or you are
power and strive for even more, so much so that using their incapacitated.
own life force is not enough for them anymore. Once you use this feature, you can't use it again until you
In most wizard circles, the use of blood magic is finish a short or long rest.
prohibited. Those who want to study it must do so in secret.
Even though blood mages are persecuted, it's not easy to tell S B
whether a wizard practices blood magic or not. Many At 10th level, you learn how to summon and command
wizards who do try to hide their interest in it, and some minions of blood. As an action, you can call forth a blood
gather in underground cults, often dedicated to a demon spawn, the statistics for which can be found in Chapter: 3.
lord. When the blood spawn appears, you can lose a number of
Even so, blood magic is not inherently evil, and not hit points, and the blood spawn gains temporary hit points
everyone who uses it does so with evil intent. equal to twice the number of hit points you lost. The blood
spawn is friendly to you and your companions for the
BLOOD MAGE FEATURES duration. Roll initiative for the blood spawn, which has its
Wizard own turns. It obeys any verbal commands that you issue to it
Level Feature (no action required by you). If you don't issue any commands
2nd Spell Surge, Life of Secrecy to the blood spawn, it defends itself from hostile creatures,
but otherwise takes no actions.
6th Fatal Bond
The blood spawn remains in your service until the end of
10th Servant of Blood your next long rest, or when it drops to 0 hit points, at
14th Bound by Blood which point it disappears.
Once you summon a blood spawn with this feature, you
S S can't use the feature again until you finish a long rest.
Starting at 2nd level, you can use a bonus action to start B B
channeling magical energies from your own life force to At 14th level, your fatal bond creates a magical tether
empower your spells, starting a spell surge, which lasts for between the target and you, strengthening the influence
1 minute. your spells have against it. A creature affected by your fatal
For the duration of the spell surge, when you roll damage bond has disadvantage on all Intelligence, Wisdom, and
for a spell, you can reroll a number of damage dice up to Charisma saving throws against your spells.
your Intelligence modifier (minimum of one). You must use
the new rolls. When your spell surge ends, you gain one
level of exhaustion.
L S
Additionally, at 2nd level, you gain proficiency in the
Deception and Stealth skills if you don't already have it.

20 CHARACTER OPTIONS
d8 Personality Trait
B 1 I've read and studied every book, text, and artifact
that was ever in the cult's possession.
During character creation, players can select the following
backgrounds for their characters. These backgrounds are 2 I keep my true thoughts and opinions a secret.
thematically appropriate for characters made using the 3 I treat my comrades as if we were one big family.
character options found here, but they can be used by any 4 I love to obtain more and more knowledge. The
character or campaign. obscurer the better.
5 I've grown accustomed to a prosperous lifestyle at
C the hand of the cult.
You have spent a part of your life as a member of a cult. You 6 I'm always overly suspicious that people might find
participated in secret rituals, studied obscure tomes, and out about my secrets.
collected macabre artifacts. You might have even 7 I once sacrificed a goat on a stone altar, and to this
encountered, or served a powerful creature, such as a day I don't know for what purpose.
demon.
8 I like to collect keepsakes and relics from dungeons
Skill Proficiencies: Deception, plus one from among and other places with magic.
Arcana and Religion
Tool Proficiencies: Herbalism Kit d6 Ideal
Languages: One of your choice 1 Devotion. I know that, if I serve my cult well, great
Equipment: A ritual knife, a dusty tome or scroll, dark things will happen to me. (Lawful)
robes, a wooden mask, and a pouch containing 10 gp 2 Change. It is our duty to question antiquated
traditions, and to bring change to the world. (Chaotic)
F O K
You have knowledge about dark creatures, rituals and 3 Power. The powerful get to rule the world. (Evil)
sinister places that is not available to the common folk. 4 Greater Good We must quench evil, by any means
Through your specialized interest, you may know how necessary. (Good)
certain creatures are brought into existence, how to destroy 5 Self-Improvement. There is no good or bad in the
them, or other obscure details about their being. Your DM pursuit of the betterment of oneself. (Neutral)
might rule that certain knowledge is even too obscure for 6 Greed. I only care about amassing riches and fortune.
you or that you are unable to tell whether certain (Evil)
information is just a rumor or not.
d6 Bond
S C
Cultists are secretive characters, and many of them possess 1 I still care deeply for the other members of the cult.
sinister ambitions. Yet, some of them have virtuous 2 One day I will earn the respect of my fellow cultists.
intentions with the greater good in mind. While cultists
share similar interests, they often see members of different 3 I am in love with a member of a rival cult.
cults as foes. 4 Other members of the cult and I were betrayed and
lied to by the leaders. One day, I will have my
revenge.
5 I have a friend who is still part of the cult, whom I've
left behind.
6 I'm the last surviving member of my cult, and it's my
responsibility to pass the teachings on.

d6 Flaw
1 I'm certain the end of the world is near, and there's
nothing we can do to stop it.
2 I acquired too much of a taste for obscure and unique
pleasures.
3 For the love of everything I hold dear, I can't keep a
secret.
4 I would do anything to obtain more power.
5 My curiosity gets me in all sorts of trouble.
6 I am never truthful about personal matters, even to
my own detriment.

CHARACTER OPTIONS 21
U O H F
As an urban outcast you've lived your life in the shadows of Prerequisite: 9th level, harpy
cities. Whether you have been cast out because of You have practiced your flight and achieved mastery of it to
mischievous interests or simply because of preconceptions gain the following benefits:
about your ancestry, an urban outcast is often seen as a
nuisance. Because of that, you have learned to stay out of Increase your Dexterity score by 1, to a maximum of 20.
sight of the common folk and how to rely on yourself to get Wearing medium armor doesn't restrict your flying
by. speed.
When you end your turn in the air and nothing else is
Skill Proficiencies. Perception, Stealth holding you aloft, you no longer fall.
Tool Proficiencies: Disguise kit and one type of gaming
set or musical instrument M G
Equipment: A small knife, a disguise kit, a set of common
clothes including a hood, and a belt pouch containing 5 Prerequisite: 17th level, medusa
gp. You tap into the full potential of your curse, empowering
your petrifying gaze. If a creature fails the saving throw of
F S P your petrifying gaze by 5 or more, the creature instantly
You know about hidden paths, obscure alleyways, and becomes petrified. Otherwise, a creature that fails the save
secret hideouts which aren't passed frequently by others. begins to turn to stone and is restrained. The restrained
Using your knowledge of the cities, you can travel through creature must repeat the saving throw at the end of its next
them without drawing attention to yourself, or without being turn, becoming petrified on a failure or ending the effect on
seen. Additionally, you can find shelter within cities, where a success.
you can hide or rest. Although the lifestyle these shelters
provide are often poor. V R
S C Prerequisite: 12th level, half-vampire
Use the tables for the urchin background in the Player's Your vampire blood grants you supernatural healing.
Handbook as the basis for your traits and motivations,
modifying the entries when appropriate to suit your identity You can expend one of your hit dice at the start of your
as an urban outcast. turn if you have at least 1 hit point, and you aren't in
sunlight or running water. If you take radiant damage or
damage from holy water, this trait doesn't function at the
R F start of your next turn.
It takes time for cursed and monstrous characters to master
their innate powers. Some DMs also allow the use of feats V M M E
to customize a character. Feats are an optional rule in the Prerequisite: 15th level, half-vampire
Player's Handbook. The DM decides whether they're used
and may also decide that some feats are available in a When you take this feat, you designate a resting place that
campaign and others aren't. is used for this feat. At the beginning of each long rest you
This section introduces a collection of special feats that can designate a new resting place.
allow you to explore your character’s race further. How you When you drop to 0 hit points outside your resting place,
achieve your mastery is up to you and your DM. It might you can choose to transform into a cloud of mist instead of
come to you with age, or you might have been exposed to falling unconscious, provided that you aren't in sunlight or
powerful magic that amplified your curse or led to running water. While in mist form, you can't take any
transformation. actions, speak, or manipulate objects. You are weightless,
The feats are presented below in alphabetical order. have a flying speed of 20 feet, can hover, and can enter a
hostile creature's space and stop there. In addition, if air can
A R pass through a space, you can do so without squeezing. You
can't pass through water. You have advantage on Strength,
Prerequisite: 7th level, ashen Dexterity, and Constitution saving throws, and you are
Your connection to the Elemental Plane of Ash has grown immune to all nonmagical damage.
stronger and made your body and mind more resilient. You While you have 0 hit points in mist form, you can't revert
gain the following benefits: to your vampire form, and you must reach your resting
place within 2 hours or be destroyed. Once in your resting
Increase your Constitution score by 1, to a maximum of place, you revert to your half-vampire form. You are then
20. paralyzed until you regain at least 1 hit point. After
You have immunity to fire damage. spending 1 hour in your resting place with 0 hit points, you
You have advantage on saving throws against being regain 1 hit point.
frightened

22 CHARACTER OPTIONS
C M C
Curses have been used since ancient times. Often used as Minor curses are the most commonly encountered curses.
wards to protect treasures and tombs, they deterred Their effects are often inconvenient, but not necessarily
potential intruders and grave robbers. Therefore, the most harmful to the target. As minor curses are the easiest
common way to be cursed is by interacting with a cursed curses to create, they are also the easiest to remove.
item.
C A
H C A creature affected by this curse grows weak. It gains a -1
Curses are meant to create interesting challenges and penalty to all attack rolls, ability checks, and saving throws.
stories for the players and are not designed for the purpose C C
of punishment. Therefore, I advise the use of the following A creature affected by this curse has disadvantage on all
curses with care, especially since some of them can have Dexterity checks and Dexterity saving throws.
drastic effects on a character and the player's experience.
C M
R C Whenever a creature affected by this curse makes an attack
Instead of automatically succeeding at removing curses roll, ability check, or saving throw with disadvantage, they
with a remove curse spell, the spellcaster has to make a roll an additional d20. The creature must use the lowest of
spellcasting ability check. On a success, the curse is the d20s for the attack roll, ability check, or saving throw.
removed. On a failure, the curse can't be removed for C V
another week. A greater restoration or wish spell ignores A creature affected by this curse gains vulnerability to one
this restriction. type of damage.
Additionally, a remove curse spell lets the wearer of a
cursed item remove the item, but it won't remove the curse C W
unless the spellcaster succeeds at the spellcasting ability As long as the creature is affected by this curse, a long rest
check. does not reduce its exhaustion level.
REMOVE CURSE DC E
DC Description As long as the creature is affected by this curse, it gains a -2
10 Minor Curse penalty to one of its ability scores. Choose or randomly
+5 Major Curse
determine an ability score.
+3 Powerful Source d6 Ability d6 Ability

+3 Ancient Origin 1 Strength 4 Intelligence


2 Dexterity 5 Wisdom
P S 3 Constitution 6 Charisma
A curse brought into existence by a powerful being is more
resilient than others. While many are able to manifest a F
curse, their strength is often tied to the magical prowess of As long as the target is affected by this curse, it can't enter a
their creator. Hags, liches, and archmages often create specified area. This might be as general as all temples
curses to protect their treasure and lair. dedicated to a certain god or as specific as a portion of a
A O room.
Some curses are so old in their origin that their magical
essence is foreign to most spellcasters. The unfamiliar G G
nature of curses makes it more challenging to remove them. A creature affected by this curse can't spend gold, or give
away items in its possessions, unless it succeeds at a DC 15
Wisdom saving throw.

DUNGEON MASTER'S TOOLS 23


M D M E
A creature affected by this curse has disadvantage on all A creature affected by this curse attracts the enmity of their
Charisma checks and Charisma saving throws. foes. Any hostile creature who targets anyone but the cursed
with an attack or a harmful spell must first make a DC 15
S W Wisdom saving throw. On a failed save, the creature must
As long as the target is affected by this curse, it can't swim. target the cursed.
If the target has a swimming speed, it is reduced to 0.
M S
S B A creature affected by this curse has a high sensitivity to
As long as the target is affected by this curse, it can't read sunlight. While being in direct sunlight, it suffers the effects
any written language. of extreme heat, as described in the Dungeon Master's
T B
Guide.
A mark appears on the cursed creature’s face that is only Additionally, it has disadvantage on attack rolls and on
visible to those creatures specified by the originator of the Wisdom (Perception) checks that rely on sight when it, the
curse. This might be as general as all elves or as specific as target of its attack, or whatever it is trying to perceive is in
a certain person. direct sunlight.
V C M B
As long as the target is affected by this curse, it can't take a Whenever a creature affected by this curse casts a spell of
long rest in the same place twice. 1st level or higher, it must roll a d6. On a 4 or higher, the
spell fails. The spell slot used in casting the spell is
W W expended, even if the spell fails.
Creatures affected by this curse are unable to talk about a S B
peculiar topic, event, or piece of information, specified by A creature affected by this curse can't regain hit points from
the originator of the curse. spells and other magical effects.
M C S S
There are few known major curses in the world. They are At each dawn the creature affected by this curse changes its
rare, but powerful. Many of them can even lead to death, or alignment. Roll two d4s to determine its new alignment.
a state close to it. Removing a major curse is very difficult d4 Alignment d4 Alignment
and oftentimes requires multiple attempts.
1 lawful 1 good
B M 2 neutral 2 neutral
Whenever a creature affected by this curse hits a creature
with an attack, it must make a DC 15 Wisdom saving throw. 3 chaotic 3 evil
On a failure, the next attack is made against a randomly 4 unchanged 4 unchanged
determined creature within range.
S H
C I Whenever a creature affected by this curse casts a spell that
The target of this curse is magically imprisoned inside an targets only one creature, it must choose a randomly
object, that has been enchanted with the curse. determined creature within range as the target.
C O
As long as the target is affected by this curse, it must obey U C
any command given to it, unless the command is directly Some curses can't be removed by a remove curse or greater
harmful to it. restoration spell. Such curses can only be lifted by the
D S
creator of the curse or by a wish spell. Medusas, vampires
The target of this curse can't use one of its limbs. Any attack and other cursed races are affected by such curses.
roll, or ability check that requires the use of that limb is
either rolled with disadvantage, or automatically fails.
F W
Whenever a creature affected by this curse takes damage
from a weapon attack, it's maximum hit points are also
reduced by the same amount of damage.
G
At each dawn, the creature afflicted by this curse rolls a d4
and loses maximum hit points equal to the number rolled.
When its hit point maximum reaches 0, it becomes petrified.

24 DUNGEON MASTER'S TOOLS


M B NATURE DOMAIN
d4 Description
A player character might come across an old shrine while
traveling along an overgrown path or walking around a 1 You gain the ability to communicate rough ideas with
small town. If they speak a little prayer and add an offering Small or Tiny beasts.
by donating a gold coin, the gods may grant them a minor 2 Non-magical difficult terrain doesn’t cost you extra
blessing. Unless otherwise specified, the blessing lasts until movement.
the character finishes a long rest. 3 Any beast that targets you with an attack must make a
Choose one of the deity’s domains and roll on the related DC 10 Wisdom saving throw. On a failure, the creature
table. Alternatively, if the result is not applicable, you can must choose a new target or lose the attack.
reward inspiration instead. 4 You can't get lost while traveling in natural terrain.

DEATH DOMAIN
TEMPEST DOMAIN
d4 Description
d4 Description
1 The next time you deal damage with a melee weapon
attack, you regain hit points equal to the damage done. 1 The next time you take lightning or thunder damage, you
gain resistance against that instance of damage.
2 You have advantage on death saving throws.
2 The next enemy that hits you takes lightning or thunder
3 Any undead that target you with an attack must make a damage (your choice) equal to half your character level.
DC 10 Wisdom Saving throw. On a failed save, the
creature must choose a new target or lose the attack 3 The next time you hit with a weapon attack, you can
push the target up to 10 feet away from you.
4 The next time you hit an undead creature with a weapon
4 You can breathe underwater.
attack, you deal maximum damage, instead of rolling.

KNOWLEDGE DOMAIN TRICKERY DOMAIN


d4 Description d4 Description

1 You learn of one damage immunity, resistance, or 1 You double your proficiency bonus on your next
vulnerability of the next creature you encounter, if it has Deception, Stealth, or Sleight of Hand check.
any. 2 All your copper coins turn into silver, but once they
2 You gain a +2 bonus for one of the following skills: leave your possession for more than 1 minute they turn
Arcana, History, Nature, or Religion. back to copper.

3 You always know which way is south. 3 You have advantage on your next attack roll when you
and the target of your attack are both in darkness or dim
4 You have advantage on Intelligence (Investigation) light.
checks to find secret doors.
4 All enemies have a -2 penalty to their passive Wisdom
(Perception) check when trying to perceive you.
LIFE DOMAIN
d4 Description
WAR DOMAIN
1 The next time you heal someone, the target regains the d4 Description
maximum number of hit points possible.
1 The next attack against you is made with disadvantage.
2 You have advantage on your next Wisdom (Medicine)
check. 2 When dealing damage with a weapon attack, treat any
roll of 1 on your damage die as a 2.
3 You gain temporary hit points equal to your level.
3 You have resistance to one of the following damage
4 The next time you are reduced to 0 hit points, you types: bludgeoning, piercing, or slashing
automatically stabilize.
4 You cannot be surprised.
LIGHT DOMAIN
d4 Description
1 Dim light doesn't invoke disadvantage on your Wisdom
(Perception) checks.
2 You can see in magical darkness.
3 You have advantage on your next attack roll when you
and the target of your attack are in bright light.
4 The radius of all light sources you carry is increased by
10 feet.

DUNGEON MASTER'S TOOLS 25


A E
Ash elementals are incarnations of the barren environments of
the Elemental Plane of Ash, a place where both the elemental
energies of air and fire clash and blend. While on the
Elemental Plane of Ash, ash elementals are an incorporeal
mass of energy that ignores its surroundings unless it's
disrupted.
Volatile Core. Its very core is a liquid mass of molten
embers. Extending from it is a swirling sphere of ash clouds,
that flows around the core. The ash whirlwind protects the
core from the elements and other threats. The core's volatile
nature causes it to erupt in an explosion when its elemental
energies are disrupted, most commonly observed in the
moment before its death, as it loses the ability to hold itself
together anymore.
Smoldering Ash. The ash elemental's hot cloud of ash
burns everything it touches. The combination of erratic heat
changes, and the churning winds create bursts of energy,
strong enough to blast any objects or creatures away from the
elemental.
Conjured Servants. As with any other elemental, the ash
elemental can be animated with magic and conjured by
wizards to serve their purpose.
Elemental Nature. An ash elemental doesn't require air,
food, drink, or sleep.

ASH ELEMENTAL damage. The first me it enters a creature's space on a turn. On a


failure, a creature takes 7 (2d6) fire damage, and is pushed back
Large elemenial, neutral 10 feet.
Death Flare. When the ash elemental dies, it explodes in a burst of
Armor Class 15 (natural armor) fire and magma. each creature within 30 feet of it must make a
Hit Points 102 (12d10 + 36) DC 14 Dexterity saving throw, taking 21 (6d6) fire damage on a
Speed 0 ., fly 30 . (hover) failed save, or half as much damage on a successful one.
Flammable objects that aren't being worn or carried in that area
STR DEX CON INT WIS CHA are ignited.
14 (+2) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Water Susceptibility. For every 5 feet the elemental moves in water,
or for every gallon of water splashed on it, it takes 1 cold damage.
Damage Resistances fire; bludgeoning, piercing, and slashing from
nonmagical weapons ACTIONS
Damage Immunities poison Multiattack. The elemental makes two slam a acks.
Condition Immunities exhaus on, paralyzed, petrified, poisoned,
prone, unconscious Slam. Melee Weapon A ack: +6 to hit, reach 5 ., one target. Hit: 6
Senses darkvision 60 ., passive Percep on 10 (1d6+3) bludgeoning damage, plus 3 (1d6) fire damage.
Languages Auran, Ignan Whirlwind of Ash (Recharge 4-6). Each creature in the elemental's
Challenge 5 (1,800 XP) space must make a DC 14 Cons tu on saving throw. On a
failure, a target takes 10 (3d6) bludgeoning damage, plus 10 (3d6)
Ash Form. The elemental can enter a hos le creature's space and fire damage, or half as much on a success.
stop there. A creature that touches the elemental or hits it with a
melee a ack while within 5 feet of it takes 3 (1d6) fire

26 BESTIARY
A ASHEN MARAUDER
Ashen are only interested in one thing: spreading death and Medium humanoid (ashen), chao c evil
destruction by fire. Their madness makes them fearless and
more akin to beasts than humans. Their invasion is often Armor Class 16 (chain mail)
foreshadowed by a rise in outbreaks of fire, and, like a plague Hit Points 95 (9d12 + 36)
they spread the curse that brought them into being by burning Speed 30 .
settlements and towns, unafraid of facing stronger enemies.
The victims of their attacks, who are burned alive, rise from the STR DEX CON INT WIS CHA
ashes of their homes, days later, as ashen. 16 (+3) 12 (+1) 19 (+4) 6 (-2) 9 (-1) 7 (-1)
Fire and Iron. Ashen are varied in talent. Some are
fearsome warriors, while others have been granted access to
magic due to their connection to the elemental plane of ash. Damage Immunities fire
Senses darkvision 60 ., passive Percep on 9
Their natural heat imbues their weapons and bodies with Languages lgnan
blazing heat, which, in battle, start to burn hotter and hotter. Challenge 5 (1,800 XP)
They take great pleasure in starting fires, and, with a relentless
rage and driven by a desire for destruction, they raze any Enkindle. As a bonus ac on, the ashen marauder can cause its
villages, towns or even cities that they come across. body to shed bright light in a 10-foot radius and dim light for an
Crude Metalworkers. They prefer solid metal weaponry addi onal 10 feet. The light lasts un l the ashen marauder is
that they sometimes create by melting two broken pieces of incapacitated or it dismiss it as a bonus ac on.
weapons together, creating very crude variants of weaponry.
Even their armor consists mostly of metal scraps of armor, Heated Body. A creature that touches the ashen marauder or hits
often melted into weird shapes, as everything else just burns it with a melee a ack while within 5 feet of it takes 3 (1d6) fire
away. damage.
Heated Weapons. When the ashen marauder hits with a metal
melee weapon, it deals an extra 3 (1d6) fire damage (included in
the a ack).
ASHEN FIRESTARTER Fiery Rage. When the ashen marauder drops below half his hit
Medium humanoid (ashen), chao c evil
points, the damage of its heated body and heated weapon
features increases to 10 (3d6).
Armor Class 13 (metal scraps)
Hit Points 39 (6d8 + 12) ACTIONS
Speed 30 . Multiattack. The marauder makes two glaive a acks.

STR DEX CON INT WIS CHA Glaive. Melee Weapon A ack: +7 to hit, reach 10 ., one target.
Hit: 8 (1d10+3) slashing damage, plus 3 (1d6) fire damage.
13 (+1) 11 (+0) 15 (+2) 5 (-3) 7 (-2) 5 (-3)

Damage Immunities fire


Senses darkvision 60 ., passive Percep on 8
Languages lgnan
Challenge 1 (200 XP)

Enkindle. As a bonus ac on, the ashen firestarter can cause its


body to shed bright light in a 10-foot radius and dim light for an
addi onal 10 feet. The light lasts un l the ashen marauder is
incapacitated or it dismiss it as a bonus ac on.

Fiery Rage. When the ashen firestarter drops below half its hit
points. the damage of its heated body feature increases to 10
(3d6).
Heated Body. A creature that touches the ashen firestarter or hits
it with a melee a ack while within 5 feet of it takes 3 (1d6) fire
damage.

ACTIONS
Torch. Melee Weapon A ack: +4 to hit, reach 5 ., one target. Hit:
4 (1d4+2) slashing damage, plus 3 (1d6) fire damage.

BESTIARY 27
ASHEN SORCERER
Medium humanoid (ashen), chao c evil
K A
Formerly an infamous king of the fire giants, his title was
stripped off him, and the king of ashes was forced into exile
Armor Class 13
Hit Points 60 (8d6 + 32)
and imprisoned in the Elemental Plane of Ash. What no one
Speed 30 .
knew at that time was that the king of ashes was an immortal,
the child of a fire giant deity. While condemned to eternal life,
STR DEX CON INT WIS CHA the king of ashes started to conquer the inhabitants and
elemental incarnations. And as he did so, the king of ashes
11 (+0) 16 (+3) 18 (+4) 7 (-2) 11 (+0) 16 (+3) subdued every creature he encountered in the Elemental Plane
of Ash, he emerged as the ruler of the Plane of Ash. In time, he
Damage Immunities fire grew so strong that he could destroy entire towns in an instant.
Senses darkvision 60 ., passive Percep on 10 And with each passing moment, he grew stronger, as he
Languages lgnan absorbed the strength and energy of each fallen foe. Eventually,
Challenge 6 (2,300 XP) he learned how to spread his influence to other planes.
Elemental Titan. Now his physical appearance barely
Enkindle. As a bonus ac on, the ashen sorcerer can cause its
body to shed bright light in a 10-foot radius and dim light for an
resembles the fire giant he once was. The king stands taller
addi onal 10 feet. The light lasts un l the ashen sorcerer is
than any giant, and he wears a crown he forged himself by
incapacitated or it dismiss it as a bonus ac on.
melting all kinds of materials together. The environments
turned his beard and hair ash gray. He wields a massive
Heated Body. A creature that touches the ashen sorcerer or hits greatsword that looks more like a giant slab of metal than an
it with a melee a ack while within 5 feet of it takes 3 (1d6) fire actual sword, as he melted every weapon carried by his
damage. defeated foes into his greatsword.
Heated Weapons. When the ashen sorcerer hits with a metal Driven by Revenge. The king of ashes endures the eternal
melee weapon, it deals an extra 3 (1d6) fire damage (included in prison and works on the preparation of his return, certain that
the a ack). one day he would get his revenge. His only goal is to slay every
Fiery Rage. When the ashen sorcerer drops below half his hit
fire giant in the Material Plane, and every other plane of
points, the damage of its heated body, and heated weapon
existence. He turns anyone who dares to get in his way into a
features increases to 10 (3d6). pile of ashes, as he lays waste to all and everything in his path.
Father of the Ashen. The king of ashes created the ashen
Spellcasting. The ashen sorcerer is an 8th-level spellcaster. Its by spreading the elemental energies to the other planes
spellcas ng ability is Charisma (spell save DC 14, +6 to hit with
spell a acks). It has the following sorcerer spells prepared:
through cracks and places where the planar borders were the
weakest. Creatures that came into contact with these energies
Cantrips (at will): dancing lights, fire bolt, mage became corrupted and cursed with the king's unwavering rage.
hand, mending As his unknowing thralls, they sow the seed for his inevitable
1st level (4 slots): burning hands, chroma c orb, return.
false life, expedi ous retreat Immortal Nature. The king of ashes doesn't require air,
2nd level (3 slots): scorching ray
3rd level (3 slots): counterspell, fireball
food, drink, or sleep.
4th level (2 slots): blight, wall of fire
Sorcery Points. The ashen has 8 sorcery points. It can spend 1
or more sorcery points as a bonus ac on to gain one of the
following benefits:
Distant Spell: When the ashen cast a spell that has a range of 5
feet or greater, it can spend 1 sorcery point to double the range
of the spell. When it casts a spell that has a range of touch, it
can spend 1 sorcery point to make the range of the spell 30
feet.
Heightened Spell: When it casts a spell that forces a creature to
make a saving throw to resist the spell's effects, the ashen can
spend 3 sorcery points to give one target of the spell
disadvantage on its first saving throw against the spell.
Subtle Spell: When the ashen casts a spell, it can spend 1
sorcery point to cast the spell without any soma c or verbal
components.

ACTIONS
Dagger. Melee or Ranged Weapon A ack: +5 to hit, reach 5 . or
range 20/60 ., one target. Hit: 4 (ld4+2) piercing, plus 3 (1d6)
fire damage.

28 BESTIARY
Innate Spellcasting. The king's spellcas ng ability is Cons tu on
(spell save DC 24). The king of ashes can innately cast the
following spells, requiring no material components:

At will: dispel magic, fireball


3/day each: conjure elemental, immola on*
1/day each: delayed blast fireball, disintegrate
*found in Xanathar's Guide to Everything
Legendary Resistance (3/Day). If the king of ashes fails a saving
throw, he can choose to succeed instead.
Magic Resistance. The king has advantage on saving throws
against spells and other magical effects.
Magic Weapons. The king's weapon a acks are magical.

ACTIONS
Multiattack. The king of ashes makes two greatsword a acks.

Greatsword. Melee Weapon A ack: +16 to hit, reach 10 ., one


target. Hit 29 (6d6 + 8), plus 10 (3d6) fire damage.
Fire Nova (Recharge 5-6). The king of ashes releases a wave of fire
in a 90-foot radius. Each creature in that area must make a DC
24 Dexterity saving throw, taking 73 (21d6) fire damage on a
failed save, or half as much damage on a successful one. The
fire turns any flammable Objects in the area that aren't being
worn or carried to ash.
Frightful Presence. Each creature of the king's choice that is
within 120 feet of the king of ashes and aware of it must
succeed on a DC 20 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving throw
KING OF ASHES at the end of each of its turns, ending the effect on itself on a
Gargantuan giant ( tan), neutral evil success. If a creature's saving throw is successful or the effect
ends for it, the creature is immune to the king's Frigh ul
Presence for the next 24 hours.
Armor Class 18 (plate)
Hit Points 310 (23d12 + 161) LEGENDARY ACTIONS
Speed 30 .
The king of ashes can take 3 legendary ac ons, choosing from
STR DEX CON INT WIS CHA the op ons below. It can take only one legendary ac on at a
me and only at the end of another creature's turn. The king of
27 (+8) 9 (-1) 25 (+7) 14 (+2) 17 (+3) 14 (+2) ashes regains spent legendary ac ons at the start of its turn.

Saving Throws Dex +6, Con +14, Cha +9 Detect. The king of ashes makes a Wisdom (Percep on) check.
Skills Athle cs +15, Percep on +10 Greatsword. The king of ashes makes one greatsword a ack.
Damage Resistances bludgeoning, piercing, and slashing from
nonmagical weapons Fireball. (Costs 2 Actions) The king of ashes casts fireball.
Damage Immunities fire Burn to Ashes. (Costs 3 Actions) The king of ashes chooses one
Senses passive Percep on 20 target it can see within 120 feet of it. If the target is a creature,
Languages Common, Giant, Primordial it must succeed on a DC 24 Cons tu on saving throw or take
Challenge 25 (62,000 XP) 70 (20d6) fire damage. If this damage reduces the creature to 0
hit points, its body becomes a pile of smoldering ash.
Burning Body. A creature that touches the king of ashes or hits it Otherwise, the target sustains a lingering injury, as part of their
with a melee a ack while within 10 feet of it takes 10 (3d6) fire body is turned to ash. Roll on the Lingering Injuries table in the
damage. Dungeon Master's Guide to determine the nature of the injury.

Burning Weapons. When the king of ashes hits with a metal


melee weapon, it deals an extra 10 (3d6) fire damage (included
in the a ack).
Fiery Rage. When the king of ashes drops below half its hit
points, the damage of its heated body, and heated weapon
features increases to 21 (6d6).

BESTIARY 29
T S B BLOOD SPAWN
Some say the sea of blood was formed by a single drop of Large fiend, neutral evil
Orcus's blood. What is certain is that the pool inhabits many
fiendish creatures that are born from it. Its exact location in Armor Class 13
the abyss is unknown, and many who have studied the layers of Hit Points 34 (4d8 + 16)
hell argue that there are more than one sea of blood. Speed 30 ., swim 30 .
Blood to Blood. The sea of blood absorbs the life force and
magical energies of the blood mages who attempt to channel STR DEX CON INT WIS CHA
the sea's power. The blood mages often don't realize their fate, 17 (+3) 13 (+1) 19 (+4) 5 (-3) 11 (+0) 8 (-1)
until their death, when their soul becomes absorbed by the
pool.
Minions of Blood. It is presumed that the sea of blood Damage Resistances fire, lightning; bludgeoning, piercing, and
slashing from non magical weapons
consists of an amalgamation of blood spawns, bloodlings, and Condition Immunities exhaus on, grappled, paralyzed, petrified,
other fiends. Some wizards who are able to channel the sea's prone, restrained, unconscious
energy can also learn to conjure these fiendish creatures. The Senses darkvision 60 ., passive Percep on 10
summoning requires a blood price. Often a wizard would use Languages understands Abyssal but can't speak
his own blood, but when conjuring large numbers of blood Challenge 2 (400 XP)
spawns, they would often use the blood of a living sacrifice.
Blood Form. The blood spawn can enter a hos le creature's
B S space and stop there. It can move through a space as narrow as
1 inch wide without squeezing.
Blood spawns are incarnations of blood. They are the life force
of the sea of blood come to life. They have a lot of similarities Freeze. If the blood spawn takes cold damage, it par ally freezes;
with elementals, as their form is an embodiment of their its speed is reduced by 20 feet un l the end of its next turn.
environment. A weakened blood spawn drains the blood of its
victims to rejuvenate itself. ACTIONS
Living Blood. A blood spawn doesn't require air, food, drink, Slam. Melee Weapon A ack: +5 to hit, reach 5 ., one target.
or sleep. Hit: 12 (2d8+3) bludgeoning damage.

Blood Drain (Recharge 4-6). Each creature in the blood spawn's


space must make a DC 13 Strength saving throw. On a failure,
the target takes 11 (2d6 + 4) bludgeoning damage. If it is Large
or smaller, it is also grappled (escape DC 13) and unable to
breathe. If the saving throw is successful, the target is pushed
out of the creature's space.
The creature can grapple one Large creature or up to two
Medium or smaller creatures at one me. At the start of each of
the creature's turns, each target grappled by it takes 13 (2d8 +
4) piercing damage. The blood spawn regains a number of hit
points equal to half the damage taken. A creature within 5 feet
of the creature can pull a creature or object out of it by taking
an ac on to make a DC 13 Strength and succeeding.

B
Bloodlings are often summoned to serve as mischievous
servants that are torn between creating mayhem, their love for
leisureliness, and obeying their master. While the bloodlings
are not particularly powerful creatures, the sea of blood will
gladly let spellcasters borrow them as familiars.

30 BESTIARY
VARIANT: BLOODLING FAMILIAR
Some bloodlings are willing to serve wizards and other
spellcasters as a familiar. Such bloodlings have the following
trait.
Familiar. The bloodling can serve another creature as a
familiar, forming a telepathic bond with its willing master.
While the two are bonded, the master can sense what the
bloodling senses as long as they are within 1 mile of each
other. While the bloodling is within 10 feet of its master, the
master shares the bloodling's Magic Resistance trait. At any
me and for any reason, the bloodling can end its service as a
familiar, ending the telepathic bond.

BLOODLING
Tiny fiend, neutral evil

Armor Class 12
Hit Points 18 (4d4 + 8)
Speed 25 .

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 15 (+2) 6 (-2) 11 (+0) 10 (+0)

Skills Stealth +4
Damage Resistances fire, lightning; bludgeoning, piercing, and
slashing fro m non magical weapons
Senses darkvision 60 ., passive Percep on 10
Languages Abyssal, Common
Challenge 1 (200 XP)
T U
The undying are legendary undead beasts that have
Shapechanger. The bloodling can use its ac on to polymorph into accumulated great amounts of necrotic energy. They are
a beast form that resembles a frog (20 ., swim 20 .), a raven brought into being when a large amount of necrotic magic is
(20 ., fly 60 .), or a spider (20 ., climb 20 .), or back into its unleashed. These legendary undead beasts don't serve a
true form. Its sta s cs are the same in each form, except for the master, but like other beasts, they can potentially be tamed.
speed changes noted. Any equipment it is wearing or carrying Oftentimes the undying are the cause of the rise of undead in a
isn't transformed. It reverts to its true form if it dies. region.
Magic Resistance. The bloodling has advantage on saving throws
against spells and other magical effects. U S Q
ACTIONS
The undying spider queen can be found in forest and jungle
areas, although it often searches for caves or underground
Blood Drain. Melee Weapon A ack: +4 to hit, reach 5 ., one building to live in. The lair is usually filled with foul, slimy
target. Hit 7 (2d4 + 2). The bloodling regains hit points by an webbing, and inhabited by undead and sickly spiders who are
amount equal to the damage taken. corrupted by the necrotic energies. The same energy which
Invisibility. The bloodling magically turns invisible un l it a acks, grants the undying spider queen unnatural powers also eats
or un l its concentra on ends (as if concentra ng on a spell) . away at her essence.
Any equipment the bloodling wears or carries is invisible with it. Deadly Toxin. The venom of the spider queen is extremely
lethal as, unlike many other spiders, she prefers her meal dead.
Besides using her lethal venom, she likes to squash her pray
with her eight large legs, sometimes even on accident. The
undying spider queen's enormous size turns her whole body
into a deadly weapon.
Devourer. The undying spider queen consumes the dead to
harness their remaining energies, and to keep herself alive.
She prefers to eat larger prey, but, if desperate enough, she will
not hesitate to devour her own kind.
Undead Nature. The undying spider queen doesn't requires
air, drink, or sleep.

BESTIARY 31
UNDYING SPIDER QUEEN Web Walker. The undying spider queen ignores movement
restric ons caused by webbing.
Huge undead, neutral evil
ACTIONS
Armor Class 13 Multiattack. The undying spider queen makes three a acks, one
Hit Points 178 (21d10 + 63) with her bite and two with her stomp. She can't make those
Speed 40 ., climb 40 . a acks against the same target.

Bite. Melee Weapon A ack: +7 to hit, reach 5 ., one target. Hit:


STR DEX CON INT WIS CHA
12 (2d8+3) piercing damage. and the target must make a DC 14
13 (+1) 17 (+3) 16 (+3) 2 (-4) 9 (-1) 4 (-3) Cons tu on saving throw, taking 22 (4d10) poison damage on a
failed save, or half as much damage on a successful one.
Saving Throws Wis +4 Stomp. Melee Weapon A ack: Melee Weapon A ack: +7 to hit,
Skills Stealth +8 reach 5 ., one target. Hit: 10 (2d6+3) bludgeoning damage.
Damage Immunities poison
Condition Immunities poisoned Web (Recharge 4-6). Ranged Weapon A ack: +7 to hit, range 30/60
Senses blindsight 10 ., darkvision 60 ., passive Percep on 9 ., one creature. Hit: The target is Restrained by webbing. As an
Languages - ac on, the Restrained target can make a DC 14 Strength check,
Challenge 10 (5000 XP) burs ng the webbing on a success. The webbing can also be
a acked and destroyed (AC 10; hp 5; vulnerability to fire damage;
Magic Resistance. The undying spider queen has advantage on immunity to bludgeoning, poison, and psychic damage).
saving throws against spells and other magical effects.
LEGENDARY ACTIONS
Spider Climb. The undying spider queen can climb difficult The undying spider queen can take 3 legendary ac ons, choosing
surfaces, including upside down on ceilings, without needing to from the op ons below. Only one legendary ac on can be used
make an ability check. at a me and only at the end of another creature's turn. The
undying spider queen regains spent legendary ac ons at the start
Undead Fortitude. If damage reduces the undying spider queen to
of her turn.
0 hit points, she must make a Cons tu on saving throw with a
DC of 5 + the damage taken, unless the damage is radiant or from Stomp. The undying spider queen makes one stomp a ack.
a cri cal hit. On a success, the undying spider queen drops to 1
hit point instead. Web (Costs 2 Actions). The undying spider queen makes one web
a ack.
Web Sense. While in contact with a web, the undying spider queen
knows the exact loca on of any other creature in contact with Devour Corpse (Costs 3 Actions). The undying spider queen
the same web. consumes the body of a dead creature, and gains 21 (4d8 + 3)
temporary hit points.

32 BESTIARY
Z GIANT RAT ZOMBIE
There is an almost endless variety of zombies, each varying in medium undead, neutral evil
strength. While common zombie are easily summoned and
don't require much magic. But powerful necromancers quickly
find the usual zombies and skeleton minions to be quite Armor Class 10
disappointing in strength. To create stronger servants, they Hit Points 22 (3d6 + 12)
sometimes seek out the corpses of strong knights to create Speed 25 .
undead who retain their martial knowledge. These servants
are often employed to guard very important places. The STR DEX CON INT WIS CHA
stronger and more powerful a zombie is, the more magic a 14 (+2) 11 (+0) 16 (+3) 2 (-4) 9 (-1) 5 (-3)
spellcaster requires to animate it.
Undead Nature. Zombies don't require air, drink, food, or Saving Throws Wis +1
sleep. Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ., passive Percep on 9
Languages -
KNIGHT ZOMBIE Challenge 1 (200 XP)
Medium undead, neutral evil
Pack Tactics. The gaint rat zombie has advantage on an a ack roll
against a creature if at least one of the giant rat zombie's allies is
Armor Class 18
within 5 feet of the creature and the ally isn't incapacitated.
Hit Points 76 (9d10 + 27)
Speed 30 . Undead Fortitude. If damage reduces the giant rat zombie to 0 hit
points, it must make a Cons tu on saving throw with a DC of 5
STR DEX CON INT WIS CHA + the damage taken, unless the damage is radiant or from a
16 (+3) 6 (-2) 16 (+3) 3 (-4) 9 (-1) 5 (-3) cri cal hit. On a success, the giant rat zombie drops to 1 hit
point instead.

Saving Throws Con +6, Wis +2 ACTIONS


Damage Immunities poison Bite. Melee Weapon A ack: +5 to hit, reach 5 ., one target. Hit:
Condition Immunities poisoned 4 (1d4+2) piercing damage, plus 5 (2d4) poison damage.
Senses darkvision 60 ., passive Percep on 9
Languages understands the languages it knew in life but can't
speak
Challenge 5 (1,800 XP)

Undead Fortitude. If damage reduces the kngiht zombie to 0 hit


WARHORSE ZOMBIE
points, it must make a Cons tu on saving throw with a DC of 5 Large undead, neutral evil
+ the damage taken, unless the damage is radiant or from a
cri cal hit. On a success, the knight zombie drops to 1 hit point Armor Class 9
instead. Hit Points 28 (3d10 + 12)
Speed 40 .
ACTIONS
Multiattack. The knight zombie makes three melee a acks, two STR DEX CON INT WIS CHA
with its greatsword, and one with its fist.
19 (+4) 8 (-1) 18 (+4) 2 (-4) 8 (-1) 5 (-3)
Fist. Melee Weapon A ack: +7 to hit, reach 5 ., one target. Hit:
6 (1d6 + 3) bludgeoning damage. Saving Throws Wis +1
Damage Immunities poison
Greatsword. Melee Weapon A ack: +7 to hit, reach 5 ., one
Condition Immunities poisoned
target. Hit: 10 (2d6 + 3) slashing damage.
Senses darkvision 60 ., passive Percep on 9
Heavy Crossbow. Ranged Weapon A ack: +7 to hit, range Languages -
100/400 ., one target. Hit: 5 (ld10) piercing damage. Challenge 1 (200 XP)

REACTIONS Undead Fortitude. If damage reduces the warhorse zombie to 0


Parry. The knight zombie adds 3 to its AC against one melee hit points, it must make a Cons tu on saving throw with a DC
a ack that would hit it. To do so, the knight zombie must see of 5 + the damage taken, unless the damage is radiant or from a
the a acker and be wielding a melee weapon. cri cal hit. On a success, the warhorse zombie drops to 1 hit
point instead.

ACTIONS
Hooves. Melee Weapon A ack: +6 to hit, reach 5 ., one target.
Hit: 11 (2d6+4) bludgeoning damage

BESTIARY 33

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