Dear mortals and creatures of the night,
Allow me to be your guide through a unique compendium that unveils the deepest and most disturbing secrets of the undead creatures that haunt the night.
Within this forbidden tome, concealed from unworthy eyes, you will embark on a journey into the very heart of darkness, where sinister whispers and unimaginable terrors await at every turn. Just as other authors have revealed the mysteries of magic, history, and the depths of the multiverse, this manual delves into the essence of evil itself, exposing the ruthless reign of vampires and the grotesque creatures that dwell in their midst.
Join me as we traverse the haunted tombs that stand before us, guarded by skeletal knights who fiercely protect their domains. Witness the majestic yet bloodthirsty vampires, mounted on nightmarish creatures that soar through the nocturnal skies, ensnaring unsuspecting victims in their clutches. Discover the existence of Abyssal Terrors, whose very presence can drive the feeble-minded into madness, spreading corruption and chaos wherever they tread.
Within these enchanted pages, the horrors of the crypt come alive and envelop you in their chilling embrace. Tomb Banshees unleash bone-chilling howls, shattering the will of ordinary men.
Prepare yourselves to delve into the depths of darkness, where the wind carries the haunting cries and lamentations of lost souls. Those who dare to venture into this guide will be rewarded with a supernatural understanding of the undead and gain a crucial advantage in the battle against them.
Advance with a thirst for knowledge as we unveil the hidden secrets of the night and the malevolent powers that lurk at every corner. Allow me to be your guide through these pages, and together, we shall confront the darkness that lies beyond the veil of reality.
- Ludovic Blackthorn
Chapter I
Black Knights
Dear readers, witnesses of the macabre and the supernatural, allow me to present to you the Black Knights, one of the most prized gems of the undead army. These skeletal mounted warriors are a demonstration of power and the embodiment of death in its most terrifying form.
Throughout history, cavalry has symbolized prestige and strength in the mortal realms. However, the gift of undeath has elevated cavalry to a whole new level. The Black Knights are a magnificent creation, striking fear into the hearts of their enemies and displaying unwavering obedience to their masters.
Through the mastery of necromantic magic, these fallen warriors and their loyal steeds have been granted eternal life. They ride tirelessly under the command of those who resurrected them, executing their will with precision and efficiency. Their combat discipline is unmatched, and their bond with their steeds transcends life and death.
The Black Knights present a terrifying sight on the battlefield. Their armors glisten with the darkness of the night, and their swords and lances mercilessly shred any enemy that dares to stand in their way. Infused with sinister power, their steeds possess supernatural speed and strength, making them an unstoppable force.
Yet, it is their curse of eternity that truly makes them fearsome. When they fall in battle, their vengeful spirits rise again, and their steeds are reborn to continue the fight. Witnessing these skeletons ride against their enemies time and time again is a chilling spectacle.
They serve as a constant reminder that death is not the end, but merely the beginning of an eternity of loyal service. Mortals, be wary, for the Black Knights are always lurking, ready to strike.
"Unquestiongly loyal. Infallibly brave. The pinnacle of the necromantic arts. If I had a hundred such as them, I could conquer any nation, rout any army - and never lack for camaraderie either. Although, they are typically poor conversationalists.".
-Lady Ariette von Carstein
Black Knight
Medium Undead, Lawful Evil
- Armor Class 18 (plate armor, shield)
- Hit Points 102 (14d8+28)
- Speed 30 ft. / 60 ft. on horseback
STR DES CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (0) 5 (-3)
- Saving Throws Con +6, Str +7
- Damage Vulnerabilities Radiant, Bludgeoning
- Damage Resistances Piercing, Slashing, Necrotic
- Damage Immunities Poison
- Condition Immunities Frightened, Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Abyssal, Common, but can't speak
- Challenge 8 (3,900 XP)
Traits
Charge If the Black Knight moves at least 20 feet straight toward a target and then hits it with its Lance attack on the same turn, the target takes an additional 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Kick The Black Knight commands its mount to kick as an additional action, and the mount makes a hoof attack. The target must succeed on a DC 15 Strength saving throw or be pushed up to 10 feet in the opposite direction.
Rejuvenation If the Black Knight is destroyed, it regains all its hit points in 1 hour unless its remains are sprinkled with holy water or a dispel magic or remove curse spell is cast on them.
Actions
Multiattack The Black Knight makes two melee attacks
Lance (while mounted) Melee Weapon Attack +6 to hit, reach 10 ft, one target. Hit 10 (1d12+4) piercing damage.
Longsword Melee Weapon Attack +6 to hit, reach 5 ft, one target. Hit 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.
Chapter II
Blood Knights
"The Blood Knights are almost indestructible, mounted on nightmares; their thirst for blood makes them fierce and relentless. There are few stories told about their existence, as those who often see them die of fear or, worse yet, are impaled by their bloody lances."
-Tale of the Blood Knights
"Dear readers, allow me to guide you through the vision of a being that has transcended mortality and plunged into the depths of darkness. I speak of the Blood Knights, an unstoppable force embodying the macabre nobility and bloodlust of vampires.
Imagine an army of warriors, all clad in red armor, riding at the forefront of a legion, ready to face any adversary with their superhuman strength, combat prowess, and unmatched grace. According to legends, the Blood Knights were created by a powerful necromancer whose name has been forgotten by time. It is said that this necromancer was obsessed with transcending the limitations of life and death, and through dark rituals and experiments, he succeeded in giving life to an order of immortal warriors.
Each Blood Knight has a unique and shadowy tale. Some were noble knights or valiant warriors in life, seduced by the promise of immortality and power beyond their imagination. Others were brought back from the grip of death itself, revived and transformed into instruments of destruction in the necromancer's hands.
However, not all Blood Knights succumbed to the dark power that sustained them. Some found their lost humanity and sought redemption for the sins committed in their undead existence. These tormented knights sought to fight against the forces of evil and protect the innocent from the threats lurking in the shadows. Instead of sowing chaos and destruction, they became guardians of justice, using their immortality and mastery of necromancy to shield the weak and battle dark creatures threatening the balance of realms.
The presence of Blood Knights in a realm often elicits a series of conflicting reactions. Some view them as abominations to be eradicated, beings defying the natural order of life and death. Others worship them as powerful and divine beings, adoring them as dark gods and seeking their favor to gain power and protection.
In essence, they are fascinating and complex figures embodying the duality of life and death. Their existence challenges established norms and beliefs, and their role in the history and fate of realms is a subject of debate and speculation. Whether we see them as tragic heroes in search of redemption or power-thirsty villains, we cannot deny the impact they have left on the realms they have tread upon. Their story continues to be told, and their legacy endures in the annals of time."
Blood Knight
Undead (Vampire) Medium, Lawful Evil
- Armor Class 20 (plate armor, shield)
- Hit Points 140 (17d8+68)
- Speed 30 ft / 60 ft (on horseback)
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
- Saving Throws Dex +6, Wis +7, Cha +9
- Skills Perception +7
- Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from non-magical attacks
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 120 ft, Passive Perception 17
- Languages Abyssal, Common, Infernal
- Challenge 13 (10,000 XP)
Traits
Nightmare Mount. The Blood Knight gains fire resistance and Ethereal Stride while mounted on their nightmare steed.
Life Drain. The Blood Knight's attacks deal an extra 10 (3d6) necrotic damage, and they regain hit points equal to the damage dealt.
Command Undead. Unless the Blood Knight is incapacitated, both they and undead creatures within 30 feet have advantage on saving throws against effects that turn undead.
Rejuvenation. The Blood Knight regains 20 hit points at the start of their turn if they have at least 1 hit point and are not exposed to sunlight or running water. If they take radiant damage or damage from holy water, this trait doesn't function at the start of their next turn.
Vampire Weaknesses. The Blood Knight has the following weaknesses: Turning, Running Water, Sunlight Sensitivity, and Stake to the Heart
Actions
Multiattack. The Blood Knight makes two attacks, only one of which can be a bite attack.
Longsword Melee Weapon Attack +9 to hit, reach 5 ft, one target. Hit 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used with two hands.
Bite Melee Weapon Attack +9 to hit, reach 5 ft, one willing creature or a creature grappled by the vampire, incapacitated, or restrained. Hit 7 (1d6+4) piercing damage. The target dies if this effect reduces its hit point maximum to 0. A humanoid that dies in this way and is buried rises the following night as a vampire spawn under the vampire's control.
Chapter III
Zombie Dragons
"Dear readers, these resurrected creatures, those ancient beasts that once soared the skies with majesty, are one of the most loyal and powerful allies a connoisseur of dark arts could desire.
When a Vampire Count or Necromancer ventures into the Plains of Bones, it is as if they step into the heart of death itself. The rough and desolate landscape, with the bones of primordial dragons standing tall like ancestral monuments, serves as a reminder of the magnificence of these beings that once ruled the skies with their splendor. But now, in this sacred place saturated with Dark Magic, lies the opportunity for the chosen ones who seek to claim absolute power over life and death.
Try to envision the moment a Necromancer finds the right Dragon for resurrection. Excitement intertwines with the knowledge that soon they will ride on the back of a legendary beast, a creature that inspired myths and legends for millennia. With dark magic, they call upon primal forces and the very essence of Chaos to bring back this majestic creature in all its glory.
The moment a Zombie Dragon rises again from among the bones is indescribable. A deafening roar resounds in the skies as torn wings unfold with strength. The withered skin, tough scales, and the eerie swarm of bloodthirsty flies surrounding it, all are the result of the powerful magic that has brought it back to undeath. In that moment, the necromancer becomes one with this ancestral creature and can feel its ancient wisdom and thirst for vengeance burning deep within their being.
Once atop the Zombie Dragon, they become the embodiment of death and destruction. They soar the skies with elegance and ferocity, their black, acidic, and poisonous breath corroding the flesh of enemies, dissolving their armor, leaving only a bubbling, nauseating puddle. Their presence on the battlefield is terrifying and awe-inspiring, capable of instilling fear and desperation in the hearts of those who dare to challenge them.
However, it is essential to understand that the power of Zombie Dragons is not unlimited. Controlling these ancestral creatures requires deep skill and knowledge of the dark arts of necromancy. Misusing their power could lead to the destruction of enemies as well as allies. Therefore, careful and precise control must be exercised over these majestic beasts, ensuring their fury is directed towards our enemies and not turned against ourselves.
My dear readers, Zombie Dragons are much more than mere resurrected creatures. They are a symbol of power and status among Vampire Counts, Necromancers, and anyone who possesses even the slightest knowledge of dark arts."
"I thought there were few pleasures left in the world that I hadn't experienced, certainly none worth the effort. I must confess, however, the great excitement I felt when I first bound Agorak the Silent to my will. As delicious as it was, it paled in comparison to the joy I experienced when I finally had the chance to use it against my enemies... There's nothing like a dragon to instill fear in the hearts of men. Even better if it's one that has been reanimated". - Constantin von Carstein, Vampire Lord.
Zombie Dragon
Undead (Dragon) Huge, Any alignment
- Armor Class 18 (natural armor)
- Hit Points 300 (24d12+168)
- Speed 40 ft, fly 80 ft
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 25 (+7) 6 (-2) 6 (-2) 5 (-3)
- Saving Throws Con +13
- Damage Resistances Bludgeoning, Piercing, Slashing
- Damage Immunities Acid, Cold, Necrotic, Poison
- Condition Immunities Charmed, Exhausted, Frightened, Paralyzed, Poisoned
- Senses Blindsight 60 ft, Darkvision 120 ft, Passive Perception 24
- Languages Abyssal, Draconic, and Common, but can't speak
- Challenge 17 (18,000 XP)
Traits
Undead Fortitude If damage reduces the Zombie Dragon's hit points to 0, it must make a Constitution saving throw DC 5 plus the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie dragon's hit points are restored to 60. The DC increases by 5 each time this happens.
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Dreadful Presence Any creature within 120 feet of the dragon and aware of its presence must succeed on a Wisdom saving throw DC 18 or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. When the effect ends in any way, the creature becomes immune to the dragon's Dreadful Presence for the next 24 hours.
Actions
Multiattack. The Zombie Dragon makes one bite attack and two claw attacks.
Bite Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit 32 (6d8+5) acid damage, and the target's speed is halved until the start of the dragon's next turn.
Claw Melee Weapon Attack: +11 to hit, reach 5 ft, one target. Hit 14 (2d8+5) necrotic damage.
Shadow Breath (Recharge 5-6) The dragon exhales shadowy mist in a 90-foot cone. Each creature in that area must make a Dexterity saving throw DC 20. On a failure, it takes 30 (6d8) poison damage and 30 (6d8) acid damage; on a success, it takes half. Additionally, the breath has the effect of Corrode Metal on non-magical objects in the area with an initial penalty of -2.
Chapter IV
Grave Guard
Grave Guard
Undead Medium, Lawful Evil
- Armor Class 16 (rusty plate armor, shield)
- Hit Points 50 (6d8+18)
- Speed 30 ft
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 5 (-3)
- Damage Vulnerabilities Radiant
- Damage Resistances Necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silvered weapons
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft, Passive Perception 13
- Languages Common, but can't speak
- Challenge 3 (700 XP)
Traits
Rune Weapon All attacks made with its sword are considered magical weapon attacks. Additionally, if it scores a critical hit against a target, the target takes an additional 4 (1d6) necrotic damage every time the target is hit with an attack. This effect lasts until the start of the Grave Guard's next turn.
Expulsion Resistance The Grave Guard has advantage on saving throws against effects that turn undead.
Parry. The Grave Guard adds 4 to its AC as a reaction against a melee attack that would hit it. It must be able to see its attacker and be wielding a melee weapon to do this.
Actions
Multiattack The Grave Guard makes two longsword attacks.
Longsword Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if used with two hands.
The Grave Guard embody eternity itself. Their presence permeates the ancient castles and fortresses that stand as vestiges of a glorious past. From the bone watchtowers, these undead warriors maintain an eternal vigil, their piercing eyes never closing. Their mere presence is enough to instill fear in the hearts of those who venture into the domains of the vampire lords.
From the perspective of the inhabitants of the borders of Sylvania, the Grave Guard are an ominous sign that death is not the end. Their ancient armor, corroded by time, combined with their combat skills perfected over the centuries, make them a formidable force. Their combination of sturdy shields, thick plate armor, and natural resistance to physical attacks make them virtually impregnable to most enemies. Only the most powerful blows, the most potent magic, or special weapons could hope to pierce the defense of a Grave Guard.
Tales of the Grave Guard have become legends on the borders of the Great County, Averland. Stories of brave or foolish intruders who dared to desecrate a tomb or a mound only to find themselves face to face with these returned creatures.
The accounts speak of the clinical efficiency with which the Grave Guard eliminate intruders, carrying out their duty to protect the tombs of their ancient rulers. These stories not only serve to reinforce the fear and respect held for these undead warriors but also as a warning to the enemies of the vampire counts of how effective this front-line of soldiers is.
However, there are also those who see the Grave Guard as a symbol of resistance and loyalty. From the perspective of the Vampire Counts and necromancers, these undead warriors are not only an extension of their power and a demonstration of dark magic in its most sublime form but also a reminder of oaths being fulfilled.
Vampires value the Grave Guard ability to recall their past days and carry out their duties with unwavering determination. The necromancers, on the other hand, consider the Grave Guard a triumph of their art, tangible proof of their mastery over life and death.
The Grave Guard personify both fear and wonder. Their presence commands respect and symbolizes immortality and persistence beyond death. They are a force to be reckoned with, whether as vigilant guardians, terrifying legends, or powerful allies.
Chapter V
Crypt Horror
The Crypt Horrors are creatures born of darkness and despair, a chilling testament to the power and wickedness of the Strigoi, descendants of the Vampire Lord Ushoran of Lahmia, who commonly create them. These twisted monstrosities personify malevolence and an insatiable thirst for mortal flesh.
From the depths of their mausoleums and castles, the Vampires who dare to perform the bastardization of the Blood Kiss watch with satisfaction as their creations rise to fulfill their orders. The Crypt Horrors are a means to achieve shadowy ends, tools in the never-ending struggle for control of the Mortal Realms. Their masters strategically deploy them in times of war, harnessing their supernatural strength and regenerative abilities to crush any opposition.
Each Crypt Horror is the result of an abominable process, where the blood of the vampire runs through the veins of a common Ghoul. This profane act unites the living and the dead in a dark symbiosis, and while some vampires of more elitist lineages may disapprove, the most desperate and powerful have no hesitation in resorting to this ritual. The combination of the twisted flesh of a Ghoul with vampire blood produces a harrowing creature, which grows in size and ferocity with each victim that falls to its claws.
On the battlefield, the Crypt Horrors are an unstoppable and terrifying force. They march alongside the Crypt Ghouls, led by the most powerful vampires and necromancers. Their presence instills terror among enemies, and their ferocity in battle is legendary. With lethal claws and fangs, they tear mercilessly into their opponents, while their flesh rapidly heals thanks to the vampire blood flowing through their veins.
The Crypt Horrors serve as a grim reminder that evil lurks in every shadow in the Mortal Realms. They are proof that the limits of dark magic and depravity know no end. From a cross-sectional perspective, their existence serves as a warning to those who venture into the dark paths of necromancy and the pursuit of immortal power.
These are abominable and lethal creatures, forged in darkness by the Vampires. Their presence on the battlefield is a guarantee of horror and destruction.
"These creatures always amuse me. Oh, they can certainly be useful, having minions who can venture out in daylight, though reluctantly, should not be underestimated. However, the irony does not escape me, that I have some humans who are so desperate for the crumbs from my table that they will even fight with the rest of you for the chance to nibble on a few corpses..."
- Constantin von Carstein, Vampire Lord
Crypt Horror
Large Undead, Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 90 (11d8+44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 9 (-1) 20 (+5) 7 (-2) 9 (-1) 7 (-2)
- Damage Resistances Necrotic
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned, Charmed
- Senses Darkvision 60 ft., Passive Perception 12
- Languages Abyssal, Common
- Challenge 5 (1,800 XP)
Traits
Fury (Recharge after Rest) As a bonus action, the Crypt Horror can enter a state of fury at the beginning of its turn. The fury lasts for 1 minute or until the Crypt Horror is incapacitated. While in a state of fury, it gains the following benefits: advantage on Strength saving throws, when it makes a melee weapon attack, it gains a +2 bonus to the damage roll, and it has resistance to non-magical bludgeoning, piercing, and slashing damage.
Regeneration The Crypt Horror regains 10 hit points at the start of its turn. If it takes radiant or fire damage, this trait doesn't function at the start of its next turn. The Crypt Horror dies only if it starts its turn with 0 hit points and doesn't regenerate.
Stench Any creature that starts its turn within 5 feet of the Crypt Horror must succeed on a DC 10 Constitution saving throw or be poisoned until the beginning of its next turn. If the creature succeeds on the saving throw, it is immune to the stench for the next 24 hours.
Berserker When the Crypt Horror starts its turn with 1 hit point or fewer, roll a d6. On a roll of 6, it goes into a berserker mode. On each of its turns while in this mode, it attacks the nearest creature it can see. If there are no creatures close enough to move and attack, it attacks an object, preferably one that is smaller than itself. Once it enters berserker mode, it continues to act this way until it is destroyed or regains all its hit points.
Actions
Multiattack. The Crypt Horror makes two attacks with its claws.
Claw Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the beginning of each of its turns; if it succeeds, the effect ends.
Chapter VI
Dire Wolves
In the deepest hours of the night, where darkness meets dark magic and death, Dire Wolves stalk in silence. Their eyes gleam with a supernatural intensity, reflecting the insatiable hunger burning within them. They are deformed creatures, twisted by the influence of necromancy and the perversion of life itself.
These sinister and twisted wolves are loyal servants of the vampire lords and necromancers, obeying their orders and following their malevolent designs. They and the vampires share an undeniable bond, as both hunt in the shadows and drink the blood of the living to sustain their eternal existence. In their spectral form, the wolves mirror the predatory nature of their vampire masters, pursuing their prey with ruthless ferocity and innate cunning.
These mortal and ghostly creatures seem like a parody of living wolves, their bodies draped in tattered fur and their decaying flesh revealing the underlying bones and organs. Although their physical forms appear fragile and deteriorated, their spirits are infused with unnatural energy that makes them faster and deadlier than any living wolf.
Masters of stealth and hunting, gliding through the darkness with supernatural agility and emerging from the shadows to tear their prey apart with sharp claws and fangs. Their howl in the night sends shivers down the spine, evoking images of spilled blood and lost souls.
Fierce allies of the lords of the night, fighting alongside them in their campaigns of conquest and dominion. Their presence on the battlefield instills fear in the hearts of enemies, destabilizing morale and weakening resistance.
In the darkest tales, it is said that Dire Wolves can manifest in the world of the living even beyond the orders of their masters, as if they have a will of their own.
Whispers tell of the nights darkest still, when the moon is hidden, and the fog thickens, these wandering wolves may appear on their own, pursuing those who dare to challenge the rule of the undead.
Living manifestations of death and terror, a somber warning that darkness always lurks, ready to claim those who venture too far into its domain.
Spectral Wolf
Undead, Large Beast, Unaligned
- Armor Class 14 (natural armor)
- Hit Points 40 (5d10+10)
- Speed 50 feet
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
- Skills Perception +3, Stealth +4
- Damage Vulnerabilities Radiant, Damage from silvered weapons
- Damage Resistances Necrotic
- Damage Immunities Poison, Nonmagical Damage
- Condition Immunities Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 120 ft., Passive Perception 13
- Languages Understands the languages you speak but can't speak
- Challenge 2 (450 XP)
Traits
Keen Smell and Hearing. The Spectral Wolf has advantage on Wisdom (Perception) checks that rely on smell or hearing.
Pack Tactics. The Spectral Wolf has advantage on an attack roll against a creature if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
Stalk (2/Day) As a bonus action, the Spectral Wolf can magically teleport up to 30 feet to an unoccupied space it can see. It also gains damage resistance when it teleports using this trait. The resistance lasts until the start of its next turn, during which time it appears ghostly and translucent.
Frenzy of Terror. The Spectral Wolf has advantage on attack rolls against frightened creatures.
Shadowy Stealth While in dim light or darkness, the Spectral Wolf can Hide as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Eerie Howl (1/Day). The Spectral Wolf howls. Each creature within 30 feet of it must succeed on a DC 13 Wisdom saving throw or be frightened of the spirit for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Chapter VII
Vargheist
"Dear readers, allow me to reveal the secrets of one of the most terrifying creatures that inhabit these domains: the Vargheists. These winged abominations, besides being savage, were once vampires, and now they are a voracious and uncontrollable force unleashed on the battlefield.
Imagine giant humanoids, beings whose forms dwarf those of ordinary men several times over. These winged beasts glide through the air, their sharp claws and bloodied fangs ready to shred and savor life itself. The Vargheists, once noble vampire lords, have succumbed to their thirst for blood and have become predators desperate for the taste of this vital elixir.
Beneath the imposing castles of this lineage, hidden networks of dark passages and abandoned halls lie. There, in the deepest darkness, the birth of the Vargheists takes place. These chambers, once witnesses to grand banquets and sinister speeches, now lie in decay, imbued with the essence of our ancestral curse.
It is in these forgotten places where members of ancient families fallen into disgrace are imprisoned. Prisoners deprived of fresh blood, their existence transforms over time. They degenerate and metamorphose, growing in size and adopting a monstrous form thanks to the surrounding dark magic.
The transformation of the Vargheist is a terrifying and violent spectacle. They break their chains and emerge from their stone prison with supernatural strength. They unfurl their cartilaginous wings and launch into the darkness, leaving behind a harrowing scream that attracts swarms of bats in search of prey. These newly liberated creatures indulge in a frenzied hunt, thirsty to spill mortal blood.
Oh, dear readers, I assure you that these Vargheists are formidable warriors. Their fury knows no bounds, and their insatiable appetite cannot be quenched. They are feared on the battlefield for their colossal size, lethal speed, and relentless thirst for fresh blood. Even under the control of their cruel and vampiric masters, they retain an indomitable ferocity."
"They are no longer Vampires, but they fight with a ferocity as savage as theirs." —Anonymous
Vargheist
Undead (Vampire) Medium, Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 70 (8d8 + 32)
- Speed 30 ft., fly 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 18 (+4) 10 (0) 12 (+1) 13 (+1)
- Damage Vulnerabilities Radiant
- Damage Resistances Bludgeoning, slashing, and piercing from nonmagical attacks not made with silvered weapons
- Damage Immunities Poison
- Condition Immunities Poisoned, Charmed
- Senses Darkvision 120 ft., Passive Perception 11
- Languages Understands Abyssal, Infernal, Common, but can't speak
- Challenge 6 (2,300 XP)
Traits
Bloody Frenzy The Vargheist has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Sunlight Sensitivity While in sunlight, the Vargheist has disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight.
Telepathy with Phyllostomidae The Vargheist can telepathically hear orders from any vampire within 120 feet, using a limited form of telepathy.
Actions
Multiattack The Vargheist makes two attacks, one with its claws and another with its bite.
Claw Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Vampiric Bite Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) cold damage. The target must succeed on a DC 11 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken, and the Vargheist regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Reactions
Ferocious Retaliation The Vargheist makes a bite attack against a randomly determined creature within 5 feet of it as a reaction to taking damage. If there are none within its reach, the Vargheist moves up to half its speed toward an enemy it can see without provoking opportunity attacks.
Chapter VIII
Varghulf
"Dear readers, I invite you to delve into the dark and savage corners of vampiric existence, where a predatory creature of unparalleled ferocity lurks: the Varghulf.
Imagine a twisted and grotesque being, whose body has been warped by a ravenous diet based solely on red meat. The Varghulf, freed from the limitations of human form, becomes a compact mass of powerful muscles, capable of crushing carriages and toppling entire rows of enemies with its colossal strength. Its strong limbs and broad wings allow it to advance rapidly, leaping upon its prey and tearing their skin with razor-sharp claws, reaching down to the bones to savor the marrow within. Its mouth, filled with teeth as sharp as knives, can penetrate even the most resistant armor and easily crush skulls.
On the battlefield, the Varghulf becomes a whirlwind of unleashed violence. Though it may appear mindless, this monster is far from lacking in cunning. While it lacks the ability and inclination for the magic of its vampire kin, its mere presence serves as a conduit for dark sorcery, allowing it to heal its wounds with the essence of necromancy.
Wild animals instinctively recognize the Varghulf as the natural leader of their pack, following it in its frenzy of merciless hunting. Necrophages, in particular, are drawn to these enormous beasts, recognizing a being of their own nature. For this reason, the lairs of the Strigoi Ghoul Kings often harbor one or two Varghulfs. In these hidden caves and decadent mausoleums, the Varghulf leads its court of flesh-devourers, directing them to hunt humans in the darkness of the night.
In the armies of the Crypt Ghouls, which lurk in the catacombs of the world, the presence of a Varghulf can mean the difference between victory and defeat. These cunning creatures crawl and hide, attacking their victims from the shadows, and find in the Varghulf a powerful and feared protector.
Dear readers, the Varghulfs embody the wildest and most ruthless essence of our vampiric race. They are insatiable hunters, driven by a thirst for blood that can never be quenched. Their monstrous appearance and ferocity inspire both fear and admiration in those who cross their path. May their image remain etched in your minds, reminding you of the voracity that lurks within each of us. May the shadows protect you!"
Varghulf
Undead (Vampire) Huge Monstrosity, Neutral Evil
- Armor Class 16 (Natural Armor)
- Hit Points 90 (7d12 + 28)
- Speed 60 ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 5 (-3) 12 (+1) 6 (-2)
- Saving Throws Str +8, Con +7
- Damage Resistances Nonmagical attacks not made with silvered weapons
- Damage Immunities Necrotic, Poison
- Condition Immunities Charmed, Frightened, Poisoned
- Senses Darkvision 120 ft., Passive Perception 11
- Languages Understands Abyssal, Infernal, and Common, but can't speak
- Challenge 6 (2,300 XP)
Traits
Regeneration The Varghulf regains 10 hit points at the start of its turn if it has at least 1 hit point.
Ruins Dweller The Varghulf has advantage on Dexterity checks to hide in ruins, and its speed is not reduced by difficult terrain made of debris.
Siege Monster The Varghulf deals double damage to objects and structures.
Bestial Sense Creatures that start their turn within 30 feet of the Varghulf must make a Wisdom saving throw DC 15. On a successful save, the creature is immune to this aura for the next 24 hours. If it fails, the Varghulf marks it as prey, and its attacks deal an additional 1d6 points of damage against it, and the creature has advantage on Wisdom checks to find the Varghulf for the next 24 hours.
Actions
Multiattack The Varghulf makes three attacks: two with its claws and one with its bite.
Vampiric Bite Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage. The target must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken, and the Varghulf regains hit points equal to that amount. This reduction to the target's hit point maximum lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
Claw Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 5) slashing damage. The target must make a DC 15 Constitution saving throw or take an additional 8 (1d4 + 5) points of damage due to bleeding.
Chapter IX
Tomb Banshee
"Dear readers, I invite you to venture into the chilling world of the Tomb Banshee, creatures whose terrifying howl has become the most feared weapon on the battlefields of the Undead armies. Imagine the eerie sound of low moans from zombies, the chittering of swarms of bats, and the exaggerated laughter of necromancers, but nothing compares to the howl of these Tomb Banshees, a lament that pierces the souls of those unfortunate enough to hear it.
These creatures are the result of resentful and tormented spirits of witches and sorceresses who have populated the lands of the Old World throughout the centuries. Their inability to cross over to the afterlife condemns them to a state of eternal existence, filled with bitterness and longing for the forbidden pleasures they can no longer enjoy, yet unable to reach the peace of eternal rest in the grave. It is precisely this profound sadness and resentment that makes them perfect tools for vampires, who easily find these desperate creatures and bind them to their service.
The face of a Tomb Banshee is a grim and shadowy image, with sunken features resembling a skull and twisted hair that resembles a nest of serpents. Wrapped in ethereal shrouds and winding sheets that seem to take on a life of their own, these maidens glide as if carried by underwater currents. Around them, flickering ghostly lights float, the remnants of those they murdered in life and now accompany them as phantoms swirling around their tormentor. These incorporeal heads retain an expression of eternal fear, crackling and spinning around the Tomb Banshee.
The unnatural howl of these creatures is their most powerful weapon. When their lament is unleashed, mortals are subject to terrible effects, bleeding from their eyes and ears, while their minds are shattered by the infernal cry. Even knights protected by their armor fall helpless from their mounts, and entire ranks of infantry become unconscious under the influence of the Tomb Banshee. Their presence on the battlefield instills terror in the hearts of all those unfortunate enough to witness it.
Tales of brave vampire leaders, such as the cunning Lord of Vampires Vyktros von Kreiger, are told in the realms of men. In the siege of Ironrock Fortress, von Kreiger used the power of three Tomb Banshees to break through the impenetrable iron gates of the castle. Their howling spirits slipped through the arrow slits and gunports, instantly causing the death of the defenders. Von Kreiger seized this opportunity to raise the dead and use them as servants to open the castle gates. Since then, the sound of these ghostly creatures in the darkness has become feared by all, and only the bravest warriors would not tremble in their presence.
Dear readers, the Tomb Banshees embody the very essence of terror and evil. Their deadly lament and macabre appearance make them a formidable and merciless enemy. May their presence always remain in our memory, reminding us of the fragility of our existence and the terrifying power that can emerge from the shadows. May the dark forces protect you on your paths!"
Tomb Banshee
Undead Medium, Chaotic Evil
- Armor Class 13 (natural armor)
- Hit Points 60 (9d8 + 27)
- Speed 60 feet, flying (levitate)
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
- Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
- Damage Immunities Necrotic, Cold, Poison
- Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 60 feet, Passive Perception 12
- Languages Abyssal, Infernal, Common
- Challenge 5 (1,800 XP)
Traits
Ethereal Sight. The Tomb Banshee can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Sunlight Sensitivity. While in sunlight, the Tomb Banshee has disadvantage on attack rolls, as well as Wisdom (Perception) checks that rely on sight.
Incorporeal Movement. The Tomb Banshee can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Cursed Strike. Melee Weapon Attack: +6 to hit, reach 5 feet, one creature. Hit: 21 (4d8 + 3) necrotic damage. If the target is killed by this attack, it rises as a Will-o'-Wisp under the Tomb Banshee's control.
Wail (Recharge 6) The Tomb Banshee lets out a mournful wail. It can only do this while not in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of the Tomb Banshee that can hear it must make a DC 14 Wisdom saving throw. On a failed save, their maximum hit points are reduced by 10, and they are frightened until the end of their next turn. The target dies if this effect reduces its maximum hit points to 0. If they succeed, they take 12 (6d4) psychic damage.
Create Will-o'-Wisp The Tomb Banshee targets a humanoid that is within 10 feet of it and has died violently. The target's spirit rises as a Will-o'-Wisp in the space it occupied or in the nearest unoccupied space. It cannot have more than 3 Will-o'-Wisps under its control at once.
Chapter X
Terrorgheist
"Dear readers, I now bring you the pinnacle of horror, the Apex Predator of all undead beasts. I invite you to delve into the sinister and fearsome world of the Terrorgheist. These imposing creatures emerge from the darkest corners of Sylvania, spreading their wings like bats of titanic proportions. Under the dark skies, they lie in wait for their prey, ambushing horses, caravans, and pegasi that venture into their territory. Their hunting tactics are dreaded, and their reputation truly terrifying.
The mere sight of a Terrorgheist is enough to paralyze any prey. With a deafening and unexpected screech, these creatures can leave even a powerful Bretonnian warhorse stunned and immobilized. Seizing the moment of confusion, the Terrorgheist swiftly strikes, capturing the rider and their mount with deadly claws, only to carry them back to its dark lair and delight in the warm blood of its prey. The caves of these Terrorgheists are filled with enough corpses to satisfy the darkest appetites of a necromancer. Few dare to venture into these places, fearing they might have been lured into the feast, instead of being the hunters. Surely, being sucked into the fetid maw of a Terrorgheist is not a desirable way to meet one's end.
The Deep Kings of the Crypts find loyal servants in these cave-dwelling creatures. The process of bonding between these solitary vampires and the Terrorgheists is relatively straightforward, as both creatures share a special affinity. Through Dark Magic, a bond of blood is established between the master and the beast. Like any creature that feeds from a Crypt King's veins, the Terrorgheists have the necromantic power flowing through their veins, capable of healing even the gravest of wounds.
In their undead state, a Terrorgheist becomes a nightmare come true. Directed by the will of its lord, this monstrous creature soars the battlefield like a blood-drenched machine, with its rotting flesh and organs exposed to the night air. Tattered, bloodied fur clings to its skeletal neck, while its skull sways back and forth, relentlessly seeking its prey on the vast plains below.
There are variations of Terrorgheists known as Mortis Shriek Terrorgheists. These creatures are the reanimated corpses of a species of Terrorgheist that inhabit the coasts, raised by the Zombie Pirates of the Vampire Coast. Among the sharp rocks and hidden caves of the most inhospitable shores, the Mortis Shriek Terrorgheists make their lair. Unlike their land-dwelling relatives, their marine habitat has honed their ability to unleash a deadly screech. With a penetrating scream that paralyzes passengers and crew on any ship that crosses their path, they swoop down onto the decks to capture their prey and carry them back to their lair, where they indulge in a feast of warm blood.
Dear readers, Terrorgheists personify horror and destruction in its purest form. Their imposing presence on the battlefield and their terrifying abilities make them a force to be reckoned with. May their image and screams resonate in our darkest dreams, reminding us that bloodthirsty monstrous creatures lurk in the shadows. May the dark forces protect you on your journey!
"I have seen them, at night, flapping their mighty wings under the moon. They call me, telling me that soon I will join them. Dr. Leberknoedel says I am crazy, but I know it's not true... They will take me to my new home, and we will dance together around the moon... Oh, yes."
Terrorgheist
Undead Huge Monstrosity, Any Alignment
- Armor Class 19 (Natural)
- Hit Points 320 (24d12+168)
- Speed 40 feet, fly 80 feet
STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 16 (+3) 13 (+1) 21 (+5)
- Saving Throws Con +11, Int +9, Wis +7, Cha +11
- Damage Resistances Necrotic, Radiant
- Condition Immunities Charmed, Frightened, Exhaustion, Paralyzed, Poisoned, Prone
- Senses Blindsight 60 feet, Darkvision 120 feet, Passive Perception 23
- Languages Understands all languages, can't speak
- Challenge 18 (20,000 XP)
Traits
Legendary Resistance (3/day). If the Terrorgheist fails a saving throw, it can choose to succeed instead.
Frightful Presence. Any creature within 120 feet of the Terrorgheist that is aware of its presence must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. When the effect ends in any way, the creature becomes immune to the Terrorgheist's Frightful Presence for the next 24 hours.
Reanimation. When the Terrorgheist is reduced to 0 hit points, its body breaks into six pieces: two arms, two legs, a torso, and a head. Each piece is a Large object with an AC of 25, 10 hit points, and immunity to psychic, necrotic, and poison damage. After 1d100 years, if all the pieces are still within 4 miles of each other, they teleport to the location of the head piece and merge with it, restoring the Terrorgheist to full hit points, reactivating it, and causing it to seek vengeance against those who put it in this state.
A necromancer or a scholar of the dark arts who encounters the Terrorgheist in this state can make an Arcana check DC 25 to perform a ritual and attune the beast to their will.
Actions
Multiattack. The Terrorgheist makes one bite attack and two claw attacks.
Bite Melee Weapon Attack: +12 to hit, reach 5 feet, one target. Hit: 17 (2d10 + 6) piercing damage plus 9 (2d8) necrotic damage.
Claw Melee Weapon Attack: +12 to hit, reach 10 feet, one target. Hit: 13 (2d6 + 6) necrotic damage.
Deadly Screech (Recharge 5-6) The Terrorgheist lets out a shriek in a 90-foot radius. Each creature in that area must make a Constitution saving throw DC 20. On a failure, they take 30 (6d8) psychic damage and are paralyzed. On a success, they take half damage and are not paralyzed. This condition lasts until the end of its next turn.
This Guide, although only scratching the surface of the vast complexity of the monsters in Warhammer Fantasy, specifically the units of the Vampire Counts, is a starting point for those who wish to immerse themselves in this dark and fascinating world. I urge you to explore beyond these pages and create your own stories and adventures in the eternal night of the undead existence.
I hope you have enjoyed this journey through a tiny part of this world of dark fantasy. Guide to Undead Creatures offers a detailed look at these creatures and their universe, but it is only the beginning of what you can explore and create. Dare to immerse yourself in this gaming experience and bring your own stories of horror and dark magic to life.
I deeply appreciate you taking the time to review this material and join me on this journey through the shadows. I hope you find the inspiration you need within these pages to unleash your thirst for adventure.
Special thanks to Sebas "Oso" for playtesting the content in his Curse of Strahd campaign for Dungeons & Dragons 5e.
May darkness be your cloak, and may the dice be in your favor in each of your future adventures!
By: Istrinn
Credits
- Art Cover: Dmitriy Druzhkov
- Art Table of contents : Thomas Elliott
- Art Black Knights: Brett Tucker
- Arte Blood Knights: Thomas Elliott
- Art Zombie Dragons: David Gallagher
- Art Grave Guard: -----
- Art Crypt Horror: Igor Sid
- Art Dire Wolves: Argus Del Norte
- Art Vargheist: Teuskiz
- Art Varghulf: Teuskiz
- Art Tomb Banshee: Ubergank
- Art Terrorgheist: CM - MORIN
Sources
June, 2023
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