Credits
Created by Reddit user tomosr
Background art credits in order of appearance
Fantasy Forest by renanrdgs https://www.deviantart.com/renanrdgs/art/Fantasy-Forest-478372382
dark forest by waqasmallick https://www.deviantart.com/waqasmallick/art/dark-forest-433382208
The Witcher 3: Swamp Village Environment concept art for The Witcher 3: Wild Hunt Marek Madej https://www.artstation.com/banditpencil
Assassin's Creed IV Black Flag_Fan-art Sergey Zabelin https://www.artstation.com/artwork/5XEm8
Seafight monster Greg Rutkowski https://www.artstation.com/artwork/dNAw
Cave by Nele-Diel https://www.deviantart.com/nele-diel/art/Cave-371463269
LotR Card Illustrations Nele Diel https://www.artstation.com/artwork/zg3mm
Slyzards Witcher 3 The Wild Hunt cd projekt red https://vignette.wikia.nocookie.net/witcher/images/3/30/Tw3_journal_dracolizard.png/revision/latest?cb=20160605093344
Valley. Environment Sergey Zabelin https://www.artstation.com/artwork/VGqlX
Balerion the Black Dread Paolo Puggioni https://www.artstation.com/artwork/856ym
Michael Komarck in The World of Ice & Fire
Dragonstone Battlefield - A Song of Ice and Fire Ev Shipard https://www.artstation.com/artwork/44ZL
Dragon Pit Marc Simonetti
The Art of Wenjun Lin https://www.iamag.co/the-art-of-wenjun-lin/#jp-carousel-145678
Burning Gate https://www.deviantart.com/ruanjia
LANDSCAPE OF DEER Byzwa Dher https://www.artstation.com/artwork/1NrL
DMP environment Byzwa Dher https://www.artstation.com/artwork/ZGZG1
Dungeon and Dragons Out of the Abyss
Swamp Mathias Zamęcki https://www.artstation.com/artwork/kNZ2x
On the way xiaodi jin https://www.artstation.com/artwork/wGAZ
city of dis Biagio d’Alessandro
Witcher 2 assassins of kings cd projekt red
Lake Town Nate Hallinan
fantasy laboratory liyuxin0129
Crypt Jesper Friis https://www.artstation.com/artwork/13nwX
Fallen Knight Imperia Online
Final Fantasy XIV dungeon: The Drowned City of Skalla
Dragon Age Concept art of a thaig bioware
Fantasy Landscape: Mountains FPesantez on DeviantArt
Snowy mountains https://www.deviantart.com/jjcanvas/art/Snowy-mountains-175169357
The Witcher 1 Enhanced Edition cd projekt red
Forest Path Alex van der Linde https://www.artstation.com/artwork/Bvx14
The Witcher 1 Enhanced Edition cd projekt red
Forest Titus Lunter https://www.artstation.com/artwork/W2zAX
The Witcher Battle Arena cd projekt red
The Witcher 1 Enhanced Edition cd projekt red
The Witcher 3: Wild Hunt - Village Concept Art
crypt Dracula: Origin
Abandoned Castle pengzhen zhang https://www.artstation.com/new_projects/baK8Wk
Witcher 3 Wild Hunt cd projekt red
The Witcher 3: Wild Hunt Sewers Concept Art https://www.artstation.com/artwork/the-witcher-3-wild-hunt-sewers-concept-art
Mysterious Forest. Environment Sergey Zabelin https://www.artstation.com/artwork/KExQB
Abandoned castle Kamil Tondera https://www.artstation.com/artwork/02RWy

On the Cover Lesser Demons as Depicted in Gwent by Anna Podedworna
Contents
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2Credits
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Creatures
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4Arcane Incarnate
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5Archespore
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7Basilisk, Jungle
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8Bloedzuiger
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9Bullvore
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10Cetus
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12Deepstalker
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14Dracolizard
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16Dracoplague
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20Draugir
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21Draug
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22Forktail
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24Frightener
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25Fungal Giant
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26Gernichora
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29Glustyworp
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30Hellfire Ironclad
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31Kayran
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33Koshchey
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34Profane
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36Rock Waith
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37Rock Troll
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38Ice Troll
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39Scoiaʼtael
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40Scoiaʼtael Archer
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41Scoiaʼtael Axe Wielder
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42Scoiaʼtael Wardancer
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43Scoiaʼtael Commander
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44Spiritual Barghests
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45The Beast
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46Striga
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48Toad Prince
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50Varterral
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52Warped Ones
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53Warped One
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54Warped One, Unstable
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54Warped One, Arm Mutant
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55Warped One, Bile Mutant
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56Warped One, Eye Mutant
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57Warped One, Innate
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58Weave Aberrations
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59Weave Aberration
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60Weave Aberration, Fading
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61Weave Abjuration
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62Weave Conjuration
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63Weave Divination
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64Weave Eldritch
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66Weave Enchanter
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68Weave Evocation Conflux
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70Weave Evoker
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72Weave Devotion
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73Weave Illusion
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74Weave Nature
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77Weave Necromancers
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79Weave Transmutator
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81Appendix A: Miscellaneous Creatures
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83Appendix B: Heroes of the Free States
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85Appendix C: Miscellaneous NPCs
Arcane Incarnate
Arcane incarnates are the embodiment of the raw nature of the Weave. In this way arcane apotheosis are best understood as creatures akin to the elementals that make their home within the elemental planes of existence.
Elemental Kin
As elementals are the incarnations of their respective planes of existence so to are the arcane incarnates, they embody the Weave’s chaos, danger, and potential. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.
Living Weave
On its home plane, an arcane incarnate is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of arcane force has no desire except to course through its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.
Conjured by Magic
Certain spells and magic items can conjure an arcane incarnate, summoning it from the Inner Planes to the Material Plane. Incarnates instinctively resent being pulled from their native planes and bound into service. A creature that summons an incarnate must assert force of will to control it.
Bound and Shaped
Powerful magic can bind an incarnate spirit into a material template that defines a specific use and function.
**Art by Emmanuel Bouley**
Arcane Incarnate
Large Elemental, Typically Neutral
- Armor Class 13 (natural armour)
- Hit Points 90 (12d10 + 24)
- Speed 45 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Damage Immunities Force, Poison
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Passive Perception 11
- Languages all, telepathy 60 ft.
- Challenge 5 (1,800 XP) Proficiency Bonus +2
- Role Brute
Force Absorption Whenever the incarnate is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Illumination. The incarnate sheds bright light in a 30-foot radius and dim light in an additional 30 ft.
Actions
Multiattack. The incarnate makes three claw attacks
Claw. Melee Weapon Attack: +6 to hit, Reach 5ft, one target. Hit: 10 (2d6 + 3) force damage.
Archespore
'Looks like a flower to me. A hideous, disgusting flower.' – Blasco Tennerbe, last words
Horrific Plants. Archespores look like enormous, disgusting flowers, and smell like rotting flesh. Their appearance makes them practically indeclinable among more mundane plants. Allowing the archespores to be formidable ambush hunters. By the time a creature draws close enough to discern the archespores’ true nature the it is often too late to flee. The archespore’s colouring is based upon their age, brown being the youngest, then green, and purple being the oldest. There exists one other colouring of archespore, yellow, with has been cultivated by mages to serve as guards.
Cursed plants. According to popular belief, archespores are cursed plants grown in soil fertilized by the blood of the dying. They are most often found in places which in the past saw massacres , bloody rituals or cruel murders. The cursed plant attacks all creatures that come across it with hate, trying to take vengeance on them.
Stationary Hunters. All archespore are essentially ambush hunters. The archespores lie in wait, sometimes for weeks or months in between feedings, with the majority of its body submerged beneath the ground. Only when a creature ventures too close does the archespore spring our of the ground revealing it large size and ceases its jaws around it unlucky prey. The archespore can also spit caustic acid against their prey from a distance. A further danger is sporing, when the archespore crates offspring which explode on contact with creatures. Like most plants, all archespores are extremely vulnerable to fire, which is one of the most effective methods of fighting them.



Credit: Anna Podedworna
Archespore
Large Plant, Unaligned
- Armor Class 13 (natural armour)
- Hit Points 84(13d10 + 13)
- Speed 0ft., burrow 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 8 (-1) 12 (+1) 4 (-3)
- Damage vulnerabilities Fire
- Damage Immunities Acid, Poison
- Condition Immunities Blinded, Charmed, Deafened, Poisoned
- Senses Blindsight 90 ft. (blind beyond this radius), Passive Perception 10
- Languages None
- Challenge 3 (700 XP) Proficiency Bonus +2
- Role Leader and Support
Subterranean Movement. The archespore can only move through earth or marshy ground. When it does so it dives underground and burst out from it again when it completes its movement.
Actions
Multiattack. The archespore makes two attacks only one of which can be Spore.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 3 (1d6) acid damage.
Venom Spit. Ranged Weapon Attack: +4 to hit, range 60ft., one target. Hit 3 (1d6) acid damage and 3 (1d6) poison damage.
Spore (Recharge 5-6). The archespore ejects spores from it in a 30-foot-radius centered on itself. 3 archespore pods appear in an unoccupied space within affected area.
Archespore Pod
Small Plant, Unaligned
- Armor Class 10 (natural armour)
- Hit Points 1
- Speed 0ft.
STR DEX CON INT WIS CHA 2 (-4) 2 (-8) 8 (-1) 6 (-2) 8 (-1) 4 (-3)
- Damage vulnerabilities fire
- Damage Immunities acid, poison
- Condition Immunities blinded, charmed, deafened, poisoned
- Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
- Languages None
- Challenge 1/4 (50 XP) Proficiency Bonus +2
- Role Minion
Death Burst. When the pod dies, it explodes in a burst of acid. Each creature within 5 feet of it must make a DC 13 Dexterity saving throw, taking 7 (2d6) acid damage on a failed save, or half as much damage on a successful one
Plant Appearance. The pods appears normal plant without a DC 13 Wisdom (Nature) check.
Actions
Burst. The Archespore Pod reduces itself to 0 hit points and triggers its Death Burst.


Basilisk, Jungle
Sizable Threats. Jungle basilisks are the distant cousins of the ‘true’ basilisks, and possess very different appearances and abilities to their cousins. The jungle basilisks are a kind of reptile with six legs and quills along its spine and tail. As fully grown jungle basilisk vary in size from that of a crocodile to twice the size of a lion. The jungle basilisks lack the capability to turn creatures into stone, but their toxins provide a sizable threat to compensate.
Black Venom. The venom of the basilisk is highly potent, those affected feel like their blood and wounds are aflame. More dangerous is the secondary effect of basilisk venom, madness. Basilisk venom drives a creature to the point of insanity, rendering them paranoid, and forces them to fits of rage against their allies. The venom of basilisks has been used to create the poison known as basilisk venom. Basilisk venom is a paste like substance which induces violent madness in all warm blooded creatures.
Tropical Hunters. The jungle basilisk is as its name suggests is commonly found within jungles, but can be found any humid or tropical climate. These basilisks make their homes in caves or dark alcoves and stalk the jungles during the day. The basilisk fear few creatures creatures of the jungles stalking most creatures that roam their territory. The basilisks do however, avoid settlements.
Credit: Kevin Catalan
Basilisk, Jungle
Large Beast, Unaligned
- Armor Class 16 (natural armour)
- Hit Points 135(18d10 + 36)
- Speed 30ft., Swim 20ft.
STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 15 (+2) 8 (-1) 13 (+1) 6 (-2)
- Damage Resistances Poison
- Condition Immunities Poisoned
- Senses Passive Perception 11
- Languages -
- Challenge 7 (2,900 XP) Proficiency Bonus +3
- Role Brute
Hold Breath. The basilisk can hold its breath for 1 hour.
Toxic Blood. Whenever the basilisk takes piercing or slashing damage the creature that dealt the damage takes 3 (1d6) poison damage.
Actions
Multiattack. The basilisk makes two attacks, one with its tail and then one bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) and the target must make a DC 15 Constitution saving throw, taking 13 (3d8) poison damage. When a creature fails its save against poison damage it becomes confused using its actions to attack its allies until the end of its next turn.
Tail. Melee Weapon Attack: +6 to hit, reach 10ft., one target . Hit 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Bloedzuiger
Horrific Leech. The bloedzuiger, a grotesque monster that looks like a giant leech with elephant-like legs. The bloedzuiger causes fear within most who encounter it, as the bloedzuiger much like a leech the bloedzuiger consumes the blood of warm blooded creatures. As the bloedzuiger feasts on blood they regurgitate bile and acid on to their unlucky prey to feast on their flesh as well.
Swamp Hunter. Bloedzuigers are found within swamps concealing themselves within muck and filth only revealing themselves when they sense the presence of warm-blooded creatures. The lack of speed does not normally hinder bloedzuigers, as they hunt though ambush, grappling creatures with their hook-like forelimbs, and by swarming their prey cutting off their escape.
Bloedzuiger
Medium Monstrosity, Unaligned
- Armor Class 8
- Hit Points 82 (11d8 +33)
- Speed 20ft.
STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 16 (+3) 8 (-1) 10 (+0) 6 (-2)
- Skills Stealth +4
- Damage Immunities Poisoned
- Senses Passive Perception 10
- Languages --
- Challenge 3 (700 XP) Proficiency Bonus +2
- Role Ambusher
Death Burst. When the bloedzuiger dies, it explodes in a burst of acid and gore. Each creature within 5 feet of it must make a DC 14 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
Swamp Stealth. The Bloedzuiger has advantage on Stealth ability checks whilst it is in swampy or watery terrain.
Actions
Multiattack. The bloedzuiger makes two attacks, only one of which can be leech.
Leech . Melee Weapon Attack: +5 to hit, reach 5ft., one creature that is grappled by the bloedzuiger, incapacitated or restrained. Hit 5 (1d8 + 2) piercing damage, and 10 (3d6) acid damage.
Hooked claws. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage. On a hit the target becomes grappled by the bloedzuiger (escape DC 14).
Vengeance in Death. The bloedzuigers are foul creatures of an acidic nature. Their gullets and stomachs are filled with potent acid which digests creatures true but also allows for the final defence of the bloedzuigers. When a bloedzuigers is about to die a chain reaction within it begins, ultimately causing the bloedzuigers to detonate in an explosion of vile bile, gore, ichor, and acid. Woe to those who decide to gut the monster.
Credit: CD Project Red concept art


Bullvore
Bullvores can be compared to a heap of muscles constrained by a sack of hard, elastic skin. It's head is marked with three horns and a mouth filled with sharp teeth adapted to rending flesh. bullvores have vestigial hands the creature barely moves, growing all over its body.
Artistic Killers. This monster does not like the company of its own kind. One might even say it is like a poet in that it is an individualist. Much like an artist, it likes to show off before its lessers, thus it is at times accompanied by smaller, weaker beasts like nekkers and rotfiends. Bullvores are prone to giving peculiar displays wherein they kill their retinue in a fanciful manner, for example, by spitting acid on rotfiends that, in turn, explode.
Horns and Acid. Bullvores like any other necrophage eat corpses but are just as capable at making corpses. Bullvores charge into groups goring any in its path before spraying filth dissolving and poisoning its prey.
Credit: https://trizna.artstation.com/
Bullvore
Large Undead, Typically Chaotic Evil
- Armor Class 14 (Natural Armour)
- Hit Points 81 (6d10 + 18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 5 (-2) 10 (+0) 10 (+0)
- Condition Resistances Necrotic
- Damage Immunities Poison
- Condition Immunities Charmed, Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages -
- Challenge 5 (1,800 XP) Proficiency Bonus +3
- Role Skirmisher
Charge. If the bullvore moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d8) piercing damage.
Necrophage Synergy. The bullvore’s acid spray deals double damage to rotfiends.
Regeneration. The bullvore regains 10 hit points at the start of its turn. If the bullvore takes fire damage, this trait doesn't function at the start of the bullvore’s next turn. The bullvore dies only if it starts its turn with 0 hit points and doesn't regenerate.
Skirmisher. Attack of opportunity against the Bullvore have disadvantage.
Actions
Multiattack. The bullvore makes three attacks, one slam and two gore.
Gore. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) piercing damage.
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 13 (3d6 + 3) bludgeoning damage.
Acid Spray (Recharge 5-6). The bullvore vomits out filth that is both acidic and poisonous 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6) acid damage, and 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.



Cetus
Rare and Dangerous. Cetuses are large serpentine beasts with gigantic maws filled with teeth larger than greatswords, their scales are smooth and pose the ability to manipulate electrical energy, sending electrical arcs to kill and stun its prey. The cetuses are incredibly rare creatures, their small numbers thrive in warm seas, but an incredibly small number do migrate to even the coldest waters. These beast can grow to perverse size, larger than any whale, with the largest of them dellwing on the ocean floors.
Terror of the Deep. Cetuses are terrors of the deep preying on whales and whole school of fish. They typically come into contact with humans when they mistake ships for viable prey. Woe betide any on a boat that a cetus targets, for they can coil around entire ships and sunder them. According to popular belief lightning storms bring cetuses to the surface, whatever the truth of this, when cetuses do make their way to the surface they wreak destruction.
*Credit: Dragon Age (tabletop RPG) Green Ronin Publishing *


Cetus, Adult
Gargantuan Beast, Unaligned
- Armor Class 18 (natural armour)
- Hit Points 187(13d20 + 52)
- Speed 0ft., Swim 60ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 18 (+4) 9 (-1) 14 (+2) 6 (-2)
- Skills Stealth +7
- Saving Throws Dex +7, Con +8
- Damage Immunities Lightning
- Damage Resistance Cold, Fire
- Senses Blindsight 20ft., Darkvision 120ft., Passive Perception 12
- Languages --
- Challenge 15 (13,000 XP) Proficiency Bonus +5
- Role Ambusher
Amphibious. The cetus can breathe air and water.
Actions
Multiattack. The cetus makes three attacks only one of which can be electrical arc.
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) piercing damage and 11 (2d10) lightning damage.
Constrict. Melee Weapon Attack +10 to hit, reach 5 ft., one creature. Hit 27 (4d10 + 5) bludgeoning damage. The target is grappled (escape dc 20) Until this grapple ends, the creature is restrained, the cetus can constrict up to 3 targets.
Electrical Arc. the cetus emits a bust of electrical energy in a 30 foot radius of itself. All creatures within this area must make a DC 17 Constitution saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Surge. Electrical energy surges over the scales of the cetus. Each creature within 5 feet of the cetus takes 11 (2d10) lighting damage, and any creature grappled by the cetus takes an additional 5 (1d10) lighting damage.
Cetus, Young
Large Beast, Unaligned
- Armor Class 15 (natural armour)
- Hit Points 97(13d10 + 26)
- Speed 0ft., Swim 40ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 7 (-2) 12 (+1) 6 (-2)
- Skills Stealth +5
- Damage Resistance Fire, Lightning
- Senses Darkvision 60ft., Passive Perception 11
- Languages -
- Challenge 5 (1,800 XP) Proficiency Bonus +3
- Role Ambusher
Amphibious. The cetus can breathe air and water.
Actions
Multiattack. The cetus makes two attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) piercing damage and 5 (1d10) lightning damage.
Constrict. Melee Weapon Attack +6 to hit, reach 5 ft., one creature. Hit 14 (2d10 + 3) bludgeoning damage. The target is grappled (escape DC 15) Until this grapple ends, the creature is restrained, and the cetus can't constrict another target
Bonus Actions
Surge. Electrical energy surges over the scales of the cetus. Each creature within 5 feet of the cetus takes 5 (1d10) lighting damage.


Deepstalker
Reptilian Scourge. Deepstalkers are small reptilian creatures that run on powerful hind legs and use extended tails to help them stay balanced. Their heads end in puckered, lamprey-like mouths ringed with sharp teeth. They run or jump swiftly at their prey, and are capable of spitting either acid or slowing venom. There are a number of variations among the smallest and by far most common are simply called deepstalkers, just as small and only distinguishable by a light blue colouration, deepstalker leaders are larger and more powerful, and deepstalker matriarchs are still larger and give birth to all other deepstalkers, as such all other deepstalkers defend their matriarch to the death.
Hunters in the Dark. Deepstalkers are found most commonly in the underdark, but can be rarely found within deep caves and caverns. Deepstalkers are vicious predators of the dark, they typically hunt rodents, however, when they possess great numbers and the element of surprise them can even make humanoids their prey. When hunting deepstalkers either burrow into the ground or stay completely still becoming indistinguishable from clusters of rocks and wait for prey to
Deepstalker Spitters
Small Beast, Unaligned
- Armor Class 13 (natural armour)
- Hit Points 42(12d6)
- Speed 30ft.
STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 10 (+0) 3 (-4) 14 (+2) 6 (-2)
- Skills Stealth +4
- Damage Resistances Poison
- Senses Darkvision 120ft., Passive Perception 12
- Languages -
- Challenge 1 (200 XP) Proficiency Bonus +2
- Role Artillery
False Appearance. While the deepstalker remains motionless, it is indistinguishable from a pile of stone.
Actions
Multiattack. The deepstalker makes two attacks.
Acid Spit. Ranged Weapon Attack: +3 to hit, range 30ft., one target. Hit 7 (2d6) Acid damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4 + 1) piercing damage and 3 (1d6) Acid damage.
Deepstalker
small beast, unaligned
- Armor Class 12 (natural armour)
- Hit Points 38(11d6)
- Speed 30ft.
STR DEX CON INT WIS CHA 7 (-2) 12 (+1) 10 (+0) 3 (-4) 14 (+2) 6 (-2)
- Skills Stealth +4
- Senses Darkvision 120ft., Passive Perception 12
- Languages -
- Challenge 1/4 (50 XP) Proficiency Bonus +2
- Role Ambusher
False Appearance. While the deepstalker remains motionless, it is indistinguishable from a pile of stones.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) piercing damage.
Credit: The World of Thedas Volume 1



Deepstalker Leader
Small Beast, Unaligned
- Armor Class 13 (natural armour)
- Hit Points 54(12d6 + 12)
- Speed 30ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 3 (-4) 14 (+2) 6 (-2)
- Skills Stealth +5
- Damage Resistances Poison
- Senses Darkvision 120ft., Passive Perception 12
- Languages -
- Challenge 3 (700 XP) Proficiency Bonus +2
- Role Leader and Support
False Appearance. While the deepstalker remains motionless, it is indistinguishable from a pile of stones.
Actions
Multiattack. The deepstalker makes two attacks, two bite or one slowing spit and one acid spit.
Acid Spit. Ranged Weapon Attack: +4 to hit, range 30ft., one target. Hit 8 (2d6+ 2) Acid damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 3 (1d6) Acid damage.
Slowing Spit. The deepstalker spits out an acidic toxin that slows a single target. The target must make a DC 13 Constitution saving throw. On a failure the creatures takes 4 (1d8) acid damage, its movement speed is reduced by 10 ft, and it can’t take reactions until the end of its next turn.
Bonus Actions
Command. The deepstalker command a ally deepstalker that can see and hear it to make a single melee or ranged attack as a reaction.
Deepstalker Matriarch
Medium Beast, Unaligned
- Armor Class 15
- Hit Points 116(26d8 + 26)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 12 (+1) 3 (-4) 14 (+2) 6 (-2)
- Skills Stealth +6
- Damage Resistances Poison
- Senses Darkvision 120ft., Passive Perception 12
- Languages -
- Challenge 5 (1,800 XP) Proficiency Bonus +3 Role Leader and Support
False Appearance. While the matriarch remains motionless, it is indistinguishable from a pile of stones.
Actions
Multiattack. The matriarch makes three attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 8 (2d6 + 2) piercing damage and 3 (1d6) Acid damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) slashing damage
Bonus Actions
Command. The deepstalker command a ally deepstalker that can see and hear it to make a single melee or ranged attack as a reaction.
Matriarch’s Call. The matriarch lets out a call for aid. 1 deepstalker responds and another 1 deepstalker has a 50 percent chance of responding. The called deepstalker burrow out of the floor in an unoccupied space within 60 feet of the Matriarch, acts as an ally of the Matriarch.


Dracolizard
Large Dragon, Unaligned
- Armor Class 14 (natural armour)
- Hit Points 105 (14d10 + 28)
- Speed 30ft., 50ft. Flying
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
- Saving Throws Dex +5
- Skills Perception +4, Stealth +5
- Damage Resistances Fire
- Senses blindsight 90 ft. (blind beyond this radius), passive Perception 14
- Languages -
- Challenge 6 (2,300 XP) Proficiency Bonus +3
- Role Ambusher
Agile. On each of its turns, the dracolizard can use a bonus action to take the Disengage action.
Blind. The dracolizard is blind and automatically fails any ability checks that require sight.
Keen Hearing and Smell. The dracolizard has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sky Dive. If the dracolizard flies at least 20 feet toward a target and then hits it with a claw attack on the same turn, the target takes an extra 9 (2d8) slashing damage.
Unstable Wings When the dracolizard takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the dracolizard drops 30ft directly down. If the dracolizard hits the ground it takes no damage.
Actions
Multiattack. The dracolizard makes three attacks, one bite, one claw, and one tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 12 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 16 (3d8 + 3) bludgeoning damage.
fire Breath (Recharge 5-6). The dracolizard exhales flame in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
Credit: Bartłomiej Gaweł
Dracolizard
Some peasants once offered me a king's ransom to slay a dracolizard. A damned hefty purse, chock full o' gold... But I turned 'em down. Coin's no good if you're dead. And a dracolizard, that's no fuckin' forktail. – Zator
Dracolizards or Slyzards are large, grey-colored, flying reptile, sometimes as big as a young dragon, for which dracolizards are sometimes mistaken.
Fiery Flyers. Dracolizards are often mistaken for wyverns or forktails. Yet make no mistake, dracolizards are nasty, terribly dangerous beasts, and confusing them for wyverns will end very badly for the confuser. While a wyvern can tear apart and devour an untrained man in seconds, only a dracolizard can first bake him to a crisp with a waft of fiery breath. Dracolizards like to disengage mid-fight to fly into the air and plummet down at high speed while spewing out balls of fire.
Death from Above. Dracolizards are keenly aggressive and attack from both ground and air. Their goal during a fight is to get close enough to their foe to injure it with a breath of fire or knock it down with a sonic blast. Like wyverns, dracolizard also attack with their tails, though they lack a venomous strike.
Range Hunters. Dracolizards make their homes in mountainous and forested environments hunting animals and humanoids alike. In most instances dracolizards are solitary creatures, but a dracolizard matriarch is capable of forming a unit of a few dracolizards.
Dracolizard Matriarch
Huge Dragon, Unaligned
- Armor Class 17 (natural armor)
- Hit Points 142 (15d12+45)
- Speed 40ft., 60ft. Flying
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 16 (+3) 9 (-1) 15 (+2) 9 (-1)
- Saving Throws Dex +7, Con +7
- Skills Perception +6, Stealth +7
- Damage Resistances Fire,
- Senses Blindsight 120ft., Passive Perception 16
- Languages -
- Challenge 10 (5,900 XP) Proficiency Bonus +4
- Role Ambusher
Agile. On each of its turns, the dracolizard can use a bonus action to take the Disengage action.
Blind. The dracolizard is blind and automatically fails any ability checks that require sight.
Keen Hearing and Smell. The dracolizard has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Sky Dive. If the dracolizard flies at least 20 feet toward a target and then hits it with a claw attack on the same turn, the target takes an extra 13 (3d8) slashing damage.
Unstable Wings When the dracolizard takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the dracolizard drops 30ft directly down. If the dracolizard hits the ground it takes no damage.
Actions
Multiattack. The dracolizard makes four attacks, one sonic blast then two bite attacks, and one claw.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 17 (3d8 +4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) slashing damage.
Sonic Blast. All creatures with a 5 ft. wide, 30 ft. long line must make a DC 17 Strength Saving Throw or be knocked prone.
Fire Breath (Recharge 5-6). The dracolizard exhales flame in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one.



Dracoplague Dragon
End of the Age of Dragons. In time ancient to us now dragons ruled the skies and terrorised the humanoids of the world. Dragons subjugated entire populations, and destroyed entire cities in their anger. The greats mages of the elven peoples joined together in conclave to discover a way to end the plague of dragon, in the end they conceived of the dracoplague. The dracoplague is a magical disease conferred by the a magical ritual which transforms the target dragon into a mockery of itself, beastal, unintelligent, unable to speak, and aggressive. The first dracoplague ritual was only able to target one dragon, but as the conclave developed their spell they reached a crescendo, the conclave sacrificed their lives to fuel their great dracoplague ritual. The dracoplague encompassed the earth transforming the vast majority of dragons into dracoplagues, destroying draconic society and culture in one fell swoop. The Age of Dragons thus came to an end.
More Beast than Dragon. Dracoplague dragons are scaled, reptilian creatures, much like metallic and chromatic dragons. Unlike metallic and chromatic dragons they have four limbs: two wings, which are used as forelegs like bats and pterosaurs, and two rear legs. These dragons have strong jaws, sharp teeth and claws, leathery wings and long necks and tails, with horns upon their heads. As young hatchlings, they are around the size of a cat. Provided it has food and freedom, a dragon never stops growing.
Fire made Flesh. A dracoplague dragon's scales are largely, and serve as protection for the more vulnerable flesh and musculature beneath. As a dragon ages, its scales thicken and grow harder, affording even more protection, leaving dragons nearly immune to normal damage, although they can still be wounded by more powerful means. Similarly, as dragons age, the fires they breath become stronger and fiercer. Where a hatchling's flame can set straw aflame, the flames of older dragons could melt steel and stone. The lifespan of dragons is is not counted in decades but centuries.
Beastial Intelligence, and Aggression. Dracoplague dragons are highly aggressive and territorial, and do not sly away from attacking even large groups of humanoids, and when enraged, towns. While not intelligent in the same way as metallic and chromatic dragons these dragons have a
cruel beastial intelligence, laying in wait or fleeing when out matched. They make their home upon mountains, in caves, crevasse in a diverse group of environments.
A Dracoplague Lair
Dracoplagues favour lairs in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds.
With its hoard well protected deep within the lair, a dracoplague spends as much of its time outside the mountain as in it. For a dracoplague, the great heights of the world are the perch from which it can hunt all in sight.
Throughout the lair bones, ruined remains, and loot represent the life these victorious hunters lead.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
-
Stalagmites burst up from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius rock formation. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
-
A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
-
Fast moving fog fills a 20-foot-radius sphere centred on a point the monster can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. It lasts until initiative count 20 on the next round.
Regional Effects
The region containing a legendary dracoplague’s lair is warped by the dragon’s magic, which creates one or more of the following effects:


-
Lesser dragons (drakes, dracolizards, fortails, and wyverns) are common within 6 miles of the dragon’s lair as they feats on its scraps.
-
Dragons within 1 mile of the lair become more violent and are more likely to attack large groups and settlements.
- Within 1 mile of the dragon’s lair rocky fissures begin to form.
If the dragon dies, these effects fade over the course of 1d10 days.
Anceint Dracoplague
Gargantuan Dragon, Unaligned
- Armor Class 20 (natural armour)
- Hit Points 546 (28d20+252)
- Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR DEX CON INT WIS CHA 30 (+10) 10 (+0) 29 (+9) 6 (-2) 15 (+2) 6 (-2)
- Saving Throws Dex +7, Con +16, Wis +8, Cha +5
- Skills Perception +11, Stealth +5
- Damage Immunities Fire, Bludgeoning, Piercing, and Slashing From Magical Attacks
- Senses Darkvision 120 Ft., Passive Perception 26
- Languages -
- Challenge 24 (62,000 XP) Proficiency Bonus +7
- Role Skirmisher
Frenzied Attack. The dracoplague has advantage on melee attack rolls against any creature it has already hit with a melee weapon attack on its turn.
Flyby. The dracoplague doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Legendary Resistance (3/Day). If the dracoplague fails a saving throw, it can choose to succeed instead. Whenever the dragon uses its Legendary Resistance feature its AC is reduced by 1.
Magic Resistance. The monster has advantage on saving throws against spells and other magical effects.
Rampage. When the dracoplague reduces an enemy to 0 hit points with a melee attack on its turn, the monster can take a bonus action to move up to half its speed and make a bite attack.
Relentless. The first time the dracoplague takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Unstable Wings. When the dracoplague takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the dragon drops 30ft directly down. If the dragon hits the ground it takes no damage.
Actions
Multiattack. The dracoplague makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit 22 (2d10 +10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack +17 to hit, reach 10 ft., one target. Hit 17 (2d6 +10) slashing damage.
Tail. Melee Weapon Attack +17 to hit, reach 20 ft., one target. Hit 19 (2d8 +10) bludgeoning damage.
Fire Breath (Recharge 5-6). The dracoplague exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Detect. The dracoplague makes a Wisdom (Perception) check.
Tail Attack. The dracoplague makes a tail attack.
Wing Attack. (Costs 2 Actions). The dracoplague beats its wings. Each creature within 15 ft. of the dracoplague must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Reactions
Frightful Display. When the dracoplague reduces a creature to 0 hit points it can use its reaction to force each creature of the dracoplague's choice that is within 120 feet of the dracoplague to make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Display for the next 24 hours.

Adult Dracoplague
Huge Dragon, Unaligned
- Armor Class 17 (natural armour)
- Hit Points 230(20d12 + 100)
- Speed 40ft., Fly 80ft
STR DEX CON INT WIS CHA 27 (+8) 10 (+0) 25 (+7) 5 (-3) 13 (+1) 6 (-2)
- Saving Throws Dex +5, Con +12, Wis +6, Cha +3
- Skills Perception +6, Stealth +5
- Damage Immunities Fire, Bludgeoning, Piercing, and Slashing from Magical Attacks
- Senses Darkvision 120 Ft., passive Perception 16
- Languages -
- Challenge 16 (15,000 XP) Proficiency Bonus +5
- Role Skirmisher
Frenzied Attack. The dracoplague has advantage on melee attack rolls against any creature it has already hit with a melee weapon attack on its turn.
Flyby. The dracoplague doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Legendary Resistance (3/Day). If the dracoplague fails a saving throw, it can choose to succeed instead. Whenever the dracoplague uses its Legendary Resistance feature its AC is reduced by 1.
Magic Resistance. The dracoplague has advantage on saving throws against spells and other magical effects.
Rampage. When the dracoplague reduces an enemy to 0 hit points with a melee attack on its turn, the dracoplague can take a bonus action to move up to half its speed and make a bite attack.
Relentless. The first time the dracoplague takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Unstable Wings. When the dracoplague takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the dragon drops 30ft directly down. If the dracoplague hits the ground it takes no damage.
Actions
Multiattack. The dracoplague makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) fire damage.
Claw. Melee Weapon Attack +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Fire Breath (Recharge 5-6). The dracoplague exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dracoplague can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Detect. The dracoplague makes a Wisdom (Perception) check.
Tail Attack. The dracoplague makes a tail attack.
Wing Attack. (Costs 2 Actions). The dracoplague beats its wings. Each creature within 10 feet of the dracoplague must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracoplague can then fly up to half its flying speed.
Reactions
Frightful Display. When the Dragon reduces a creature to 0 hit points it can use its reaction to force each creature of the dracoplague's choice that is within 120 feet of the dracoplague to make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Display for the next 24 hours.


Young Dracoplague
large Dragon, Unaligned
- Armor Class 15 (natural armour)
- Hit Points 127 (15d10 + 45)
- Speed 40 ft., Fly 80 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 17 (+3) 5 (-3) 11 (+0) 6 (-2)
- Saving Throws Dex +5, Con +6, Wis +3, Cha +3
- Skills Perception +3, Stealth +3
- Damage Immunities Fire, Bludgeoning, Piercing, and Slashing From Magical Attacks
- Senses Darkvision 120 ft., Passive Perception 16
- Languages -
- Challenge 6 (2,300 XP) Proficiency Bonus +3
- Role Skirmisher
Flyby. The dracoplague doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Magic Resistance. The dracoplague has advantage on saving throws against spells and other magical effects.
Relentless. The first time the dracoplague takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Unstable Wings. When the dracoplague takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the dracoplague drops 30ft directly down. If the dracoplague hits the ground it takes no damage.
Actions
Multiattack. The dracoplague makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) fire damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5-6). The dracoplague exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Dracoplague Wyrmling
Medium Dragon, Unaligned
- Armor Class 15 (natural armour)
- Hit Points 32 (5d8 + 10)
- Speed 30 ft., Fly 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 5 (-3) 10 (+0) 5 (-3)
- Saving Throws Dex +2, Con +4, Wis +2, Cha -1
- Skills Perception +4, Stealth +2
- Damage Immunities Fire, Bludgeoning, Piercing, and Slashing from Magical Attacks
- Senses Darkvision 60 ft., Passive Perception 14
- Languages -
- Challenge 2 (450 XP) Proficiency Bonus +2
- Role Skirmisher
Magic Resistance. The monster has advantage on saving throws against spells and other magical effects.
Relentless. The first time the monster takes damage that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Unstable Wings. When the dragon takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the dragon drops 30ft directly down. If the dragon hits the ground it takes no damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) fire damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.



Draugirs
Draugirs are wraiths of war, possessing the bodies and armour of those who have fallen on the battlefield. Draugirs only arise on the site of exceptionally vicious and bloody battlefields. The wraiths are bloodlust and hatred concentrated into an undead twisted metal form. The draugirs are protected by thick twisted platemail armour and oversized shields, they are no doubt formidable undead foes.
Perfect Warriors Draugirs can both form naturally and be called into existence by a draug to serve as its soldiers. The Draugirs unwaveringly serve their commander or seek to reenact the batters that killed their mortal bodies. Draugirs are the perfect soldiers; they take on the minds and skills of the bodies of the knights and soldiers they possess so take on their martial proficiency Added to this, the draugirs are incapable of experiencing fear, pain, or exhaustion, they need not rest nor feed, they will not retreat and have no mercy in the execution of their orders.
Draugir
Large Undead, Typically Lawful Evil
- Armor Class 21 (heavy plate + shield)
- Hit Points 85(10d10 + 30)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 6 (-2) 14 (+2) 6 (-2) 8 (-1) 5 (-3)
- Damage Immunities Poison
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 9
- Languages Understands All Languages It Spoke In Life But Can't Speak
- Challenge 5 (1,800 XP) Proficiency Bonus +3
- Role Soldier
Actions
Multiattack. The draugir makes two greatsword attacks and uses challenge.
Challenge (Recharge 5-6) One creature of the Draugir's choice it can see within 60 feet must make a DC 15 Wisdom Saving Throw. On a failure it has disadvantage on attack rolls against creatures other than the Draugir and cannot move further away from it. If the target fails its save by 5 or more it must use its movement to move towards the Draugir by the fast possible route. An affected creature can repeat its save at the end of each of its turns.
Oversized Greatsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 13 (3d6 + 3) slashing damage.
Credit: Anna Podedworna


Draug
Draugs are
commanders of
undead and draugirs,
its visaged is horrific
to behold, a mass of twisted
metal, bones, and flame. Draugs
are the leaders of armies destroyed,
broken, and killed on the field of battle
reborn as vengeful waiths repossessing
their corpses and augmenting them with
steel and flame. Draugs themselves retain all their martial and strategic skills. Their new undead strength renders draugs more powerful in death than they were in life.
Cursed to Remain. It is truly difficult to defeat a draug in combat, and it is prudent to take a diffrent tact to prevent the draug and its draugirs reforming. As with any wraith there is some tragic, usually violent and bloody, event that ties the draug and its draugirs to a battlefield and keeps them on the plane of the living. Resolving the tragic events or absolving the draug from some purported offence will allow the draug and draugirs to end their fight and leave this plane.
Credit: Nemanja Stankovic
Draug
Huge Undead, Typically Lawful Evil
- Armor Class 23 (thick plate + heavy shield)
- Hit Points 161(10d12 + 51)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 6 (-2) 16 (+3) 6 (-2) 8 (-1) 5 (-3)
- Damage Immunities Poison
- Condition Immunities Exhaustion, Fear, Poisoned
- Senses Darkvision 60 ft., Passive Perception 9
- Languages Understands All Languages It Spoke In Life But Can't Speak
- Challenge 11 (7,200 XP) Proficiency Bonus +4
- Role Leader and Support
Marshal Undead. Unless the draug is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Actions
Multiattack. The draug makes two greatsword attacks, and uses Challenge.
Challenge. One creature of the Draug's choice it can see within 60 feet must make a DC 15 Wisdom Saving Throw. On a failure it has disadvantage on attack rolls against creatures other than the Draug and cannot move further away from it. If the target fails its save by 5 or more it must use its movement to move towards the Draug by the fast possible route. An affected creature can repeat its save at the end of each of its turns.
Oversized Greatsword. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (3d6 + 4) slashing damage and 7 (2d6) fire damage.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 15 (2d10 + 4) bludgeoning damage.
Fire Tornado (Recharge 5-6). The draug become a twirling mass of flame and steel moving in 10ft., wide 40ft., straight line. Each creature in that area must make a DC 26 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) slashing damage on a failed save, or half as much damage on a successful one.
Reactions
Command from the Front. When an ally of the draug is hit with but a weapon attack the draug can use a reaction to move 20 feet toward the creature that hit its ally without provoking attacks of opportunity. If the draug reaches the attacker it can make a single shield bash attack


Forktail
Forktails are related to dragons, but smaller and much less intelligent. The forktail can be recognised by two features. Firstly the males possess large horns upon their head, and secondly the forked tail that the creatures are named after, which carries a potent venom. Despite their large size, forktails are nimble in air, and while on the ground they become significantly less mobile but are still highly dangerous.
More Deadly than Dragons. Forktails though small and weaker than true dragons kill far more humanoids than true dragons. The forktails have a vicious and predatory nature to them. Typically, the creature will feed on livestock carrying away whole sheep, or biting cattle in two to feast on half before flying off with the remainder of the carcass. When the forktail becomes hungry it is willing to attack creatures twice its size and even humanoids. Forktails prefer to isolate a single creature, diving down on them before moving out of rangel. On the ground the forktail is less nuanced, lashing out with teeth, claw, and tail.
Toxic Tails. Forktails' namesake, that being their forked tail are their greatest assets. Their tails are deeply forked near their end and possess large spines, that in of itself would be enough to kill most creatures. To make the forktails more dangerous, the spines on their tails carry a highly toxic venom that inflicts great pain and can even cause death in weaker creatures. The toxin is highly valued by alchemists and poisoners as it can be concentrated into a even more deadly and dangerous toxin.
Prone to Conflict. Forktails are typically found in mountainous and forested areas, and nest in high places; mountain peaks or great trees. Forktails become even more dangerous during their mating seasons and as they care for their young. During mating seasons the normally isolated creatures come together, and do so violently. Males fight each other and become highly aggressive to other creatures in the region. Once the mating is over living near forktails in the region become even more dangerous. The pairs of male and female will attack any creature foolish or unlucky enough to venture near their nests. When their eggs hatch the parents venture out to make sure they are fed, which typically leads the forktails into conflict
with humanoid races.
Credit: Diego de Almeida



Forktail
Large Dragon, Unaligned
- Armor Class 13 (natural armour)
- Hit Points 123 (19d10 + 19)
- Speed 20ft., Flying 40ft.
STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
- Skills Perception +2
- Senses Passive Perception 12
- Languages -
- Challenge 4 (1,100 XP) Proficiency Bonus +2
- Role Skirmisher
Flyby. The Forktail doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Unbridled Aggression The Forktail has advantage on the first attack of its turn.
Unstable Wings When the forktail takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the forktail drops 30ft directly down. If the forktail hits the ground it takes no damage.
Actions
Multiattack. The forktail makes two attacks, one forked tail and one bite.
Forked tail. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 6 (1d6 + 3) piercing and the target must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save or half as much on a successful one.
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d8 + 3) piercing damage.
Greater Forktail
Huge Dragon, Unaligned
- Armor Class 15 (natural armour)
- Hit Points 180 (19d12 + 57)
- Speed 30ft., 60ft flying
STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 15 (+3) 8 (-1) 10 (+0) 8 (-1)
- Skills Perception +3
- Senses Passive Perception 13
- Languages -
- Challenge 8 (3,900 XP) Proficiency Bonus +3
- Role Skirmisher
Flyby. The Forktail doesn't provoke opportunity attacks when it flies out of an enemy's reach
Unbridled Aggression The Forktail has advantage on the first attack of its turn.
Unstable Wings When the forktail takes damage during flight it must make a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher. On a failure, the forktail drops 30ft directly down. If the forktail hits the ground it takes no damage.
Actions
Multiattack. The forktail makes three attacks. One bite, one claw, and one forked tail.
Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) slashing damage.
Forked tail. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 6 (1d6 + 3) piercing and the target must make a DC 16 Constitution saving throw, taking 21 (6d6) poison damage on a failed save or half as much on a successful one.
Legendary Actions
The forktail can take 1 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Claw. The forktail makes a claw attack.


Frightener
Frighteners look like gigantic praying mantises, that is when you can see them, with an exoskeleton as thick and hard as armour. It has powerful raptorial limbs which it uses to climb and strike at its prey. Finally, frighteners possess powerful wings capable of flying short distances.
Magical Monstrosities. Frighteners do not occur naturally. The first of the frighteners was created by a renegade mage who experimented on strains of insects performing magical rituals to creature giant insectoid creatures. Their results were successful, and when the mage saw what he had created simple he proclaimed ‘What have I done?’. He later claimed he had intended, to destroy the creature but before he had the chance the frightener escaped captivity killing a number of assistants in the process. To make matters worse research notes were also stolen, which has allowed mages with few scruples to create their own monstrosities. All frighteners are the offspring of the original creation or creations of more mad mages.
Silent Hunters. Frighteners are primarily ambush hunters. These specimens known to wait concealed in one location for weeks at a time waiting for some unlucky creature to venture to near. When the frighteners do attack a target they strike fast and with great power behind every strike. Even when a frightener fails to gain the element of surprise they are powerful monstrosities that should be fought with caution.
Credit: Marta Dettlaff
Weapon or Weakness. A frightener’s hearing is so precise that according to popular belief a frightener can hear the heartbeat of a mouse a mile away. This is no doubt an exaggeration, but their hearing is truly exceptional. So keen is a frighteners hearing that when it is in the presence of loud or high pitched noise it becomes incapacitated, screaming out in pain.
Frightener
Huge Monstrosity, Unaligned
- Armor Class 16
- Hit Points 221 (26d12 + 52)
- Speed 40ft., Climbing 40ft., Flying 15ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 15 (+2) 10 (+0) 13 (+1) 8 (-1)
- Skills Perception +4, Stealth +7
- Senses Darkvision 60ft., Passive Perception 14
- Languages -
- Challenge 11 (7,200 XP) Proficiency Bonus +4
- Role Ambusher
Ambush Hunter the frightener has advantage against creatures it has rendered surprised for the first round of combat.
False Appearance. While the frightener remains motionless, it is indistinguishable from large tree or wall it stays attacked to.
Keen Hearing. The frightener has advantage on Wisdom (Perception) checks that rely on hearing.
Sound Sensitivity. When the frightener takes thunder damage, or is subject to loud high frequency sounds, the frightener must make a Constitution saving throw with a DC of half the thunder damage taken rounded down, or be stunned until the end of its next turn.
Actions
Multiattack. The frightener makes three attacks. one lash out and two raptorial strikes.
Lash Out. all creatures of the frightener's choice within 15 feet of it must make a DC 17 Dexterity saving throw. On a failure the targets are knocked prone and take 15 (2d10 +4) bludgeoning damage
Raptorial Strike. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 22 (4d8 + 4) bludgeoning damage
Fungal Giant
A Massive humanoid creatures that seem like they are made of fungi. Each creature varies, but found on all is a dense fungus covering their bodies, while some creatures possess forestent fungus, others possess massive mushrooms sprouting from their backs.
Parasitic Fungi. Fungal giants are not truly made of fungus. They are giants who have been infected by a strange fungus known as grakan fungus. The grakan fungus is a rather mundane under normal condition, however, when it comes into contact with a giant race it becomes high parasitic. Fungal growth grows over the giant’s body, its final stage sees fungal roots growing into the giant’s brain and takes full control over the unfortunate creature’s body.
Hunter Gatherers. Fungal giants are not hostile to most creatures. They do require flesh to sustain themselves but like fungus they favour corpses, however, fungal giants need to feed more than themselves. They serve to bring food to sustain the rest of the grakan fungal colonies. Fungal giants effectively serve as gatherers helping to maintain and grow colonises of grakan. In desperate times when grakan do not have access to nutrients, fungal giants also take on the role of hunters killing animals that pose little risk to them.
Credit: World of Warcraft concept art
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Defenders of the Collective. Fungal giants do become hostile on two conditions. Firstly, when they are attacked they will fight back. Secondly, when creatures venture to near to colonies of grakan fungi fungal giants approach and woe behold a creature that stands on or damages grakan for fungal giants will hammer that poor creature into paste on the ground. In general though fungal giants largely remain peaceful, more so than most other races of giants.
Fungal Giant
Huge plant, lawful neutral
- Armor Class 16 (natural armour)
- Hit Points 172(15d12 + 75)
- Speed 40ft.
STR DEX CON INT WIS CHA 21 (+5) 8 (-1) 20 (+5) 14 (+2) 9 (-1) 6 (-2)
- Damage Vulnerabilities Fire
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision 120ft., Passive Perception 9
- Languages understands undercommon but can't speak
- Challenge 9 (5,000 XP) Proficiency Bonus +4
- Role Brute
Fungal Regrowth. The giant regains 10 hit points at the start of its turn. If the giant takes fire damage, this trait doesn't function at the start of the giant’s next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.
Actions
Multiattack. The giant makes four attacks, two slam and two spore.
Slam. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (1d12 + 5) bludgeoning damage.
Spore. The giant shoots out poisonous spores in a 15ft sphere centered on itself. Each creature in that area must make a DC 16 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.



Gernichora
Large Monstrosity, Typically Neutral Evil
- Armor Class 17 (natural armour)
- Hit Points 241(23d12 + 92)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 18 (+4) 14 (+2) 16 (+3) 8 (-1)
- Saving Throws Str +8, Con +9, Wis +8
- Skills Investigation +7 Perception+8
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses, Passive Perception 18
- Languages None
- Challenge 13 (10,000 XP) Proficiency Bonus +5
- Role Leader and Support
Allies in the Swamp. All creatures that consume the Fruits of Gernichora become enthralled by gernichora and are mentally commanded by her. Gernichora can command her thalls as a bonus action, otherwise acting to defend themselves and gernichora, even fighting to protect her to their death.
Eyes in the Dark. Gernichora has a mental connection to all of here children, fruit, and thralls. gernichora possess all the information that her thralls are awake of and knows the location of any creatures that they can see.
Stench. Any creature that gernichora chooses that starts its turn within 5 feet of gernichora must succeed on a DC 15 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
Actions
Multiattack. Gernichora makes three attacks, one bite, one claw, and one tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) and 9 (2d8) poison damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one target . Hit 7 (1d8 + 3) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.
Legendary Actions
Gernichora can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Birth young. Gernichora forces 4 fruit of gernichora or two children of gernichora to detach from her. The creatures act as allies to gernichora and appear in an unoccupied space within 15ft. of gernichora.
Claw. Gernichora makes a claw attack.
Spay of filth (Costs 2 Actions). Gernichora expels filth from her mouth in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 13 (2d12) poison damage and 13 (2d12) acid damage on a failed save, or half as much damage on a successful one.
Thronebreaker: The Witcher Tales concept art

Gernichora
“Frescoes on the tomb walls depicted swamps and the beasts that prowled them. Two words were inscribed over the largest of the horrors: Gvaern Ichaer - the Bloody Mistress”
Horrid Uniqueness. Gernichora stands apart among all creatures, large and small, beautiful and horrible: she is unique, not alike any other being, a sole creature representing whatever foul species she is.
The Bloody Mistress. Gernichora, also known as Gvaern Ichaer (Bloody Mistress), is a centuries-old monster that nests within the swamps. The ancient elves thought she was a fallen goddess, while the local human-folk believed her to the spirit of a cursed princess, whose entire retinue had drowned in the bog en-route to her wedding. Gernichora had managed to grab a root before the quagmire swallowed her whole. She screamed for hours, but there wasn't a soul to hear her. Leeches, hundreds of them, covered her from head to toe as she lay helpless. They settled in for a royal feast, and sucked her dry, draining her to the very last drop. Fear and revulsion so completely overwhelmed her spirit, that she couldn't pass into the afterlife. So she came back, revived by old magics.
Ichor and Muk. In reality, Gernichora is a repulsive, muck-covered monster who uses leeches and ticks - her "fruit" - filled to the brim with her own blood, as offerings to the other monsters. Her blood is so irresistible that it allowed her to mind control any monster that dranks of it.
Queen of the Swamp. Gernichora takes over any swamp she makes her home, bending the native creatures there to her will. She uses them to extend her eyes to every part of the swamp and lays traps ahead of any intruders. She possess some kind of deeper intelligence, and prefers to avoid combat herself until absolutely necessary, instead allowing her children and thralls to fight for her.
Children of Gernichora. Gernichora is capable of birthing foul leech-like tentacled creatures, her children, that she utilizes to attack her enemies. They lie in wait and pounce out of the murky waters attacking and draining the blood of intruders into their mother’s swamp.
Fruits of Gernichora. The fruits of Gernichora as they ar dubbed are little more than overgrown leeches that feed upon the tainted blood of Gernichora. Their uniqueness come in the blood they consume and the ability that it grants them. The leeches become irresistible to beasts and monstrosities and when a creature consumes the fruits it becomes little more than a thrall of Gernichora
Credit: Anna Podedworna



Children of Gernichora
Small Monstrosities, Typically Lawful Evil
- Armor Class 13 (natural armour)
- Hit Points 44(8d6 + 16)
- Speed 20ft.
STR DEX CON INT WIS CHA 12 (+1) 8 (-1) 14 (+2) 6 (-2) 8 (-1) 2 (-4)
- Damage Resistances Poison
- Condition Immunities Poisoned
- Senses Blindsight 60ft.(blind beyond this radius), Passive Perception 9
- Languages None
- Challenge 2 (450 XP) Proficiency Bonus +2
- Role Brute
Actions
Multiattack. the childern makes two attacks, one bite and one toothed tentacle.
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d10 + 1) piercing damage. The target's hit point maximum is reduced by an amount equal to the damage taken.
Toothed Tentacle. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 10 (2d8 + 1)
Credit: Dmitriy_Hardcore
Fruits of Gernichora
Tiny Monstrosities, Typically Lawful Evil
- Armor Class 9
- Hit Points 1
- Speed 39ft.
STR DEX CON INT WIS CHA 6 (-2) 8 (-1) 8 (-1) 2 (-4) 6 (-2) 2 (-4)
- Senses Blindsight 30ft, Passive Perception 9
- Languages None
- Challenge 0 (10 XP) Proficiency Bonus +2
- Role Minion
Sweet Scent. The fruits of Gernichora smell potently of sweet fresh blood enticing creatures to consume it.
Gernichora’s Call. A creature that consumes the fruits of Gernichora or hits it with a bite or similar attack must make a DC 18 Wisdom saving throw. On a failure the creature becomes dominated and enthralled by Gernichora. A creature enthralled acts as an ally of Gernichora and will fight to the death to defend her, Gernichora can also issue commands to thralls on the same plane of existence.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit 1 piercing damage.
Credit: Grafit Studio
Glustyworp
Glustyworps are bumpy and rough-skinned monsters, four yards in length resembling a stump overgrown with algae and with ten paws and jaws like cut-saws.
Foul Resurgence. The glustyworp were once thought to have gone extinct generations ago as their habitats were destroyed by encroaching humanoid races. They have since faced a resurgence, the humanoids that destroyed their original habitats have since polluted the world’s rivers and waterways creating a layer of liquid manure at their bottom, the perfect habitat for glustyworps.
Scourge of the Waterways. Glustyworps are opportunistic hunters, they consume carcussess of dead creatures, fish and other aquatic animals, but also livestock and humanoids that venture to close to the waters, or those who sail waterways. It is not unfair to say that the glustyworps lack finesse in their hunts, glustyworps swim as close to their prey as possible before pulling their prey into the waters with their pincers and savaging them with their powerful jaws.
Credit: Anna Podedworna

Glustyworp
Large Beast, Unaligned
- Armor Class 15 (natural armour)
- Hit Points 76 (8d10+32)
- Speed 20ft., swim 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 18 (+4) 6 (-2) 10 (+0) 4 (-3)
- Skills Stealth +4
- Condition Immunities Blind, Defended
- Damage Immunities Poison
- Senses Blindsight 20 ft., Passive Perception 10
- Languages None
- Challenge 6 (2,300 XP) Proficiency Bonus +2
- Role Ambusher
Amphibious. The glustyworp can breathe air and water.
Swamp Stealth. While the glustyworp remains in murky or otherwise obscured water it is indistinguishable from the murky water.
Actions
Multiattack. The glustyworp makes three attacks, one pincer attack, then one bite and tail attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the glustyworp, incapacitated or restrained. Hit: 8 (1d8 + 4) piercing damage plus 9 (2d8) Poison damage. The target must make a Constitution saving throw DC 13 or become poisoned for 1 hour.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage. On a hit the target is grappled (escape DC 15)
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.


Hellfire Ironclad
Large Fiend (Devil), Typically Lawful Evil
- Armor Class 20 (plate + shield)
- Hit Points 237(25d10 + 100)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 18 (+4) 12 (+1) 10 (+0) 10 (+0)
- Saving Throws Str +10, Con +5, Cha +7
- Skills Athletics +10, Perception +5
- Damage Immunities Fire, Poison
- Damage Resistance Cold; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered
- Condition Immunities Poisoned
- Senses Passive Perception 15
- Languages Infernal, Telepathy 120 Ft.
- Challenge 16 (15,000 XP) Proficiency Bonus +5
- Role Brute
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Infernal Furnace. Whenever a creature enters into a 15ft. radius of the hellfire ironclad they must make a DC 18 Constitution saving throw or take 9 (2d8) fire damage.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The ironclad makes two attacks, one mace and heart blast.
Heavy Mace. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) piercing damage
Heart Blast. A blast of heat energy is sent out of the breastplate of the ironclad in a 5 by 30ft. Line. Each creature in that area must make a DC 18 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.
Reactions
Fiery Defense. A wall of flames is created around the ironclad. The ironclad adds 2 to its AC against one melee Attack that would hit it. To do so, the ironclad must see the attacker and be wielding a melee weapon, and all creatures within a 5-foot radius must make a DC 18 Dexterity saving throw taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Hellfire Ironclad
Vanguard of the Nine Hells. This fiend is fiery hatred caged in a prison of thick full plate armour. The hellfire ironclad are primarily found on the layers of Avernus and Dis. They serve to discourage travellers to the Nine Hells from illegalities, and fight as the vanguard in the Blood War.
Imprisoned Flame. The hellfire ironclad appears very much like a humanoid in plate armour, however, at closer inspection the creature is over 10-foot tall and a blight red-white light shines out every crack and openning in its armour. The ironclad uses its mace arm to crush its enemies into pulp, and funnels the heat energy that forms the fiend into a beam weapon.
Hierarchy of the Hells. The hellfire ironclad is a lesser fiend, and when a fiend transforms into an ironclad its entire body is burnt away into fire itself before being encased in a prison of metal.
Credit: Pillars of Eternity II: Deadfire concept art



Kayran
Gargantuan Monstrosity, Unaligned
- Armor Class 20 natural armour)
- Hit Points 341(22d20 + 110)
- Speed 30ft., Swim 60ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+2) 20 (+5) 10 (+0) 14 (+2) 6 (-2)
- Saving Throws Str +11, Con +11, Wis +8
- Skills Athletics +12 Perception+8
- Damage Immunities Acid, Poison
- Condition Immunities Poisoned, Prone
- Senses Passive Perception 18
- Languages None
- Challenge 21 (33,000 XP) Proficiency Bonus +7
- Role Solo
Amphibious. The kayran can breathe air and water.
Legendary Resistance (3/Day). If the kayran fails a saving throw, it can choose to succeed instead. Whenever the kayran uses its Legendary Resistance feature its AC is reduced by 1.
Reactive Tentacles. The kayran has six tentacles. For each tentacle the kayran has beyond one, it gets an extra Reaction that can be used only for Opportunity Attacks. Whenever the kayran takes 60 or more damage in a single turn, one of its tentacles is destroyed. After 30 days the kayran can regenerate its destroyed tentacles.
Toxic mucus. The entire body of the kayran is coated in a thick and highly poisonous mucus. Any creature that makes a melee attack against the kayran must make a DC 15 Dexterity saving throw or take 6 (1d12) poison damage.
Actions
Multiattack. The kayran makes three attacks. One mucus spay, one bite, and one tentacle slam attack.
Tentacle Slam. Melee Weapon Attack: +13 to hit, reach 20ft., one target. Hit 17 (2d10 + 6) bludgeoning damage. Instead of dealing damage, the kayran can grapple the target (escape DC 20), the kayran can grapple up to six target.
Mucus spray. The kayran exhales toxic mucus in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit 15 (2d8 + 6) bludgeoning damage.
Legendary Actions
The kayran can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Detect. The kayran makes a Wisdom (Perception) check.
Tentacle Slam. The kayran makes a tentacle slam attack.
Grappled Tentacle. The kayran lifts up a target that it has grappled and slams them into another target. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit 17 (2d10 + 6) bludgeoning damage to the grappled creature and the target.
Tentacle Sweep (Costs 2 Actions). The kayran sends its tentacles sweeping the ground in a 30-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 17 (2d10 +6) bludgeoning damage and are kncoked prone on a failed save, or half as much damage on a successful one.


Kayran
Kayran are enormous creatures visually similar a gigatitan octopus, with five enormous tentacles, a gaping maw full of sharp teeth, venom glands, and four large crab-like legs used to walk on dry land.
Ship Shatterer. The kayran are indigenous to the Elemental Plane of Water where their only competitor and natural predator is the fearsome kraken. It is theorised that all kayran on this material plane derive from a single kayran that made its way here from the Plane of Water. Kayran have been known to appear in large rivers and deltas where they grow and hunt unabated. These kayran devour the other inhabitants of the water, and livestock grazing near the waters kayran inhabit. The size of kayran allows them to prey upon even humanoids, they shatters ships, shreds nets, snatch people from the river banks and pulls them beneath the water
Defeating the Beast. To defeat the kayran, one first needs to pull it onto dry land or drain the river where the monster lies in wait. If that trick works, it will be possible to approach the monstrosity. The creature defends itself with long, heavy tentacles - and ordinary man would die from a single blow, for these appendages weigh as much as a trebuchet arm and are covered in poisonous mucus. The monster spits its vile toxins from glands in its throat which is as potent as any living creature's, beware it as all coasts.
Credit: Bartłomiej Gaweł



Koshchey
Huge Monstrosity, Unaligned
- Armor Class 20 (natural armor)
- Hit Points 241(23d12+92)
- Speed 40ft.
STR DEX CON INT WIS CHA 22 (+6) 15 (+2) 19 (+4) 7 (-1) 12 (+1) 7 (-2)
- Skills. Perception +5, Stealth +6
- Damage Vulnerabilities Fire
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Weapons that aren't Silvered
- Senses Passive Perception 15
- Languages None
- Challenge 12 (8,400 XP) Proficiency Bonus +4
- Role Brute
Rampage. When koshchey creature reduces a target to 0 hit points with a melee attack on its turn, the creature can take a bonus action to move up to half its speed and make a weapon attack.
Actions
Multiattack. The koshchey makes three attacks only one of which can be a crush attack.
Pincer. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 11 (1d10 + 6) piercing damage. The target is grappled (escape DC 16) Until this grapple ends, the creature is restrained, and the koshchey can't grapple another target.
Crush. Melee Weapon Attack: +4 to hit, reach 5ft., one creature that is grappled by the koshchey. Hit 22 (3d10 + 6) piercing damage.
Raptorial Strike. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit 12 (1d12 + 6) piercing damage.
Legendary Actions
The koshchey can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Detect. The koshchey makes a Wisdom (Perception) check.
Raptorial Strike Attack. The koshchey makes a raptorial strike attack.
Crush (Costs 2 Actions). The koshchey makes a crush attack.
Koshchey
Koshcheies are giant insect monstrosities, six powerful spider-like legs hold up a torso thick with natural armour. On its back are two raptorial limbs used to impale its prey and bring them to the pincers in its jaw.
Destruction Embodied. Koshcheies are a wholly unnatural creation, they can be created through two spells known to few magic users, Triangle Within a Triangle or Alzur's Double Cross. It is a member of that infamous group of gigantic beasts that can cause destruction on a massive scale while killing droves of people. Neither a crab nor a spider, it is tough as nails. It is not believed that koshcheies are capable of naturally reproducing, the unnatural abominations that they are, though observations of this creature are scant.
Unnatural Resilience. Koshcheies are capable of surviving in virtually any environment, they are resilient, have little care for heat or lack thereof, and will consume anything including humanoids. In battle koshcheies are ruthless, consuming creatures even as they wreak destruction.
Credit: Gwent art: Lorenzo Mastroianni

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Profane
Large elemental, Neutral Evil
- Armor Class 21
- Hit Points 105(10d10+50)
- Speed 30t.
STR DEX CON INT WIS CHA 22(+6) 8 (-1) 20 (+5) 6 (-2) 12 (+1) 6 (-2)
- Vulnerabilities Thunder
- Damage Resistance Bludgeoning, Piercing, And Slashing from nonmagical attacks
- Damage Immunities Poison
- Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious
- Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 11
- Languages Terran
- Challenge 10 (5,900 XP) Proficiency Bonus +4
- Role Solo
False Appearance. While the profane remains motionless, it is indistinguishable from rubble
Legendary Resistance (3/Day). If the profane fails a saving throw, it can choose to succeed instead. Whenever the profane uses its Legendary Resistance feature its AC is reduced by 1.
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The rock wraith makes two slam attacks and one impale attack.
Impale . Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 22 (3d10+6) piercing damage.
Slam . Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 10 (1d8+6) bludgeoning damage.
Detonate (recharge 5-6). The rock wraith expels a bludgeoning wave damaging all creatures within a 30 ft radius of the rock wraith. Each creatures within range must make a DC 16 Constitution saving throw, taking 44 (8d10) bludgeoning damage.
Legendary Actions
The Profane can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Create Rock Waith (Costs 2 actions). The Profane creates 1d6+1 Rock Waiths. The Rock Waiths created appear in an unoccupied space within 60 feet of the Profane and act as its allies.
Detect. The koshchey makes a Wisdom (Perception) check.
Slam. the Profane makes one Slam attack.
Profane
Planar Intruders. Dwarven legends tell of dwarves so corrupt that even the afterlife expels them. Doomed to wander subterranean caverns and take their vengeance against the living.
Credit: Dragon Age II Guide




While the folktale is certainly compelling it is almost certainly false. Rock waiths and their large forms the profane are creatures native to the Elemental Plane of Earth, leaving the claim that they are dwarven souls significantly lacking. Where the tales are accurate is where the creatures dwell, caverns, subterranean pathways, and the underdark, wherever planar portals exist.
Motionless Ambushers. Profane and rock wraiths lay in wait appearing as nothing more than debris in caverns, until the living rock assembles itself into a twisted shape shifting parody of a humanoid creature, and of baleful eyes glowing in the dark. Both the profane and rock wraiths bludgeon those unfortunate enough to come across them, the profane are able to emit massive sound waves blasting all creatures within range.
Evolution with Age. If a rock wraith lives for an exceptionally long time, it grows in size and power to become a profane. Though most rock wraiths wander in a roughly dwarven shape, the profane have more control over their forms. Likewise, the mindless, raw emotion of a normal rock wraith turns into a sinister intelligence.
Nightmares of the Dwarves. These creatures are often mentioned in dwarven children's stories, where they abduct lost miners and cause cave-ins, scaring young dwarves into good behavior.
Profane’s Lair
A profane lair is found within the destroyed subterranean halls of the dwarves and gnomes, the remote cave systems of the world, and the alien environment of the Underdark. These locations are filled with geological and unnatural forces that the Profane are either drawn to or innately create.
The profane spends virtually all its time within its lair, as it does not need to drink or eat. The profane sits as leader of an army of rock wraiths who reave for bodies, magic items, and gold; the first to create more wraiths and the latter two to fulfil some innate desire within the creature.
Throughout the lair complex, wraiths erect monuments to the profane’s power and as a warning to those who trespass.
Lair Actions
On initiative count 20 (losing initiative ties), the profane takes a lair action to cause one of the following effects; the profane can’t use the same effect two rounds in a row:
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A 60-foot square area of ground within 120 feet of the profane erupts into broken ground; that area is difficult terrain until initiative count 20 on the next round.
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The lair trembles violently for a moment. Each creature on the floor within 60 feet of the profane must succeed on a DC 19 Constitution saving throw or be knocked prone.
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The profane causes a stalagmite to crash down from the ceiling one creature within 60 feet of the profane must make a DC 19 Dexterity Saving Throw or take 10 (1d8+6) bludgeoning damage.
Regional Effects
The region containing a profane’s lair is warped by the profane’s magic, which creates one or more of the following effects:
Small earthquakes are common within 6 miles of the profane’s lair.
Corpses within 1 mile of the profane’s lair have a ten percent chance of transforming into a rock wraith after 24 hours of death.
Within 1 mile of the profane’s lair some rock formations float unnaturally above the ground.
If the profane dies, these effects fade over the course of 1d10 days.
Rock Waith
Medium elemental, neutral
- Armor Class 15
- Hit Points 4
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 6 (-2) 16 (+3) 2 (-4) 10 (+0) 4 (-3)
- Vulnerabilities Thunder
- Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
- Damage Immunities Poison
- Condition Immunities Exhaustion, Paralyzed, Petrified, Poisoned
- Senses Darkvision 60 Ft., Tremorsense 60 Ft., passive Perception 11
- Languages Terran
- Challenge 1 (40 XP) Proficiency Bonus +2
- Role Solo
False Appearance. While the rock waith remains motionless, it is indistinguishable from rubble
Siege Monster. The elemental deals double damage to objects and structures.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 1
Credit: Concept art Bioware


Rock Troll
Large Giant, Typically Chaotic Neutral
- Armor Class 19 (natural armour)
- Hit Points 103(9d10 + 54)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 22 (+6) 8 (-1) 7 (-2) 8 (-1)
- Damage Resistance Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
- Senses Passive Perception 8
- Languages Common, Giant (but not very well)
- Challenge 6 (2,300 XP) Proficiency Bonus +3
- Role Brute
Heavy-Footed. The troll has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Rocky behind. The troll is immune to all nonmagical damage dealt to it from its rear.
Siege Monster. The troll deals double damage to objects and structures.
Actions
Multiattack. The troll makes three melee attacks, two headbutt and one slam, or two rock toss attacks.
Headbutt. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) bludgeoning damage.
Rock Toss. ranged Weapon Attack: +8 to hit, range 60ft., one target. Hit 16 (2d10 + 5) bludgeoning damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) bludgeoning damage.
Credit: Nemanja Stankovic
Rock Troll
Rock trolls are unlike many of their troll kin, they are fatter, and larger in general, they have a layer of rock formed into the core of their back, making them immune to damage from their rear.
Walking Rocks. If while hiking high in the mountains you come across a walking stone, do not think your eyes deceive you. Instead, draw your sword – for before you stands a rock troll. True, not every encounter with these creatures ends in a fight - while not particularly intelligent, trolls are capable of reason – but it is better to prepare for the worst. Otherwise, your hike might end not on the summit, but in their stew.
Monstrous Conscriptions. Rock trolls and even ice trolls are capable of using tools and fire, these trolls have even mastered the basics of the common tongue. Though linguistic nuances such as conjugations and declinations escape them, they are extremely fond of riddles, rhymes and all sorts of wordplay, in fact wit or word play may even save one's life. A fight with a rock troll is not predetermined, they can be reasoned with, and a fight can be avoided . Their ability to be reasoned with has meant various groups have enlisted on occasion, usually in the form of guarding over something due to their brute strength.
Strenght and Natural Defence. If a fight proves inevitable, one must watch out for the stones these trolls throw with great strength and shocking precision. Their powerful, heavy fists also present a danger, for they can buckle even the sturdiest breastplate or cuirass. Since their backs are covered in a layer of rocky growth, blows delivered from behind will not do them much damage. They must thus be fought directly, standing face to face – and preferably armed with a sword



Ice Troll
Large Giant, Typically Chaotic Evil
- Armor Class 19 (natural armour)
- Hit Points 126(11d10 + 66)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 8 (-1) 22 (+6) 8 (-1) 7 (-2) 8 (-1)
- Damage Resistance Cold, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
- Senses Passive Perception 8
- Languages Common, Giant (but not very well)
- Challenge 8 (3,900 XP) Proficiency Bonus +3
- Role Brute
Heavy-Footed. The troll has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell.
Rocky behind. The troll is immune to all nonmagical damage dealt to it from its rear.
Siege Monster. The troll deals double damage to objects and structures.
Actions
Multiattack. The troll makes three melee attacks, two headbutt and one slam attack, or two rock toss attacks.
Headbutt. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) bludgeoning damage.
Ice Toss. ranged Weapon Attack: +8 to hit, range 60ft., one target. Hit 16 (2d10 + 5) bludgeoning damage and 4(1d8) cold damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) bludgeoning damage and 6 (1d12) cold damage.
Credit: Devos Florian

Fouler Kin. Ice trolls are very much akin to rock trolls, some much so that they are virtually the same creature. Their differences are skin deep, ice trolls have a kind of living ice upon their back not rock, and are far more aggressive than rock trolls.





Scoiaʼtael
Scoiaʼtael are non-human guerillas also known as the Squirrels, due to the squirrel tails they wear on themselves.
The Cycle of Hatred. The Scoia’tael formed as a reaction to racism, deep-seated discrimination, and discriminatory laws against non-humans. Their protests against racism quickly turned to violence to achieve their ends. Scoiaʼtael rob merchant caravans, plunder and burn villages, and kill. Instead of finding a peaceful solution, humans send troops to fight them, only perpetuating the cycle of violence and hatred that continues to this day.
Secluded Cells. The Scoiaʼtael are freedom fighters and terrorists in equal measures. They defend non-humans from oppressive humans, and massacre villages of humans to take their supplies to aid their cause. The Scoiaʼtael. Most of the Squirrels are elves, however, it isn't not uncommon to find halflings, gnome and dwarves among them. Scoiaʼtael are divided into commandos, comprised of a two dozen to over one hundred fighters, and are led by commanders. Scoiaʼtael commandos can vary wildly in terms of tactics, some are loathed to attack the innocent while others take pleasure in it. Commandos rarely come into contact with one another, with their commanders only meeting up in time of war to plan their guerilla offensives.
Guerilla Warfare. There have been some cases where the Scoiaʼtael have fought in regular armies and even the vanguard, but ambush and guerilla tactics are were they excel. The Scoiaʼtael harras rearguards and field hospitals, attack convoys, fire on open flanks, and pillage behind enemy lines. The Scoiaʼtael exist in a state of perpetual war with humanity, but when pitch battles are not being waged they attack traveling humans in woods or remote areas, subvert and attempt to begin non-human uprisings in human cities, defend non-humans during pogroms, and ebb out an existance.
Steel and Bread. The Scoiaʼtael are persistently under-equipped and under-provisioned, and face the persistent problem of replenishing their supplies. Trading with them has been widely outlawed with the punishment ranging from death to losing a hand. This forces the Scoiaʼtael to deal with Havekar (hawkers), smugglers who provide them with supplies and arms at high prices.


Scoiaʼtael Archer
Medium Humanoid (Elf), Typically Chaotic Neutral
- Armor Class 16 (studded leather armour)
- Hit Points 104(19d8 + 19)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 12 (+1)
- Saving Throws Dex +5, Wis +4
- Skills. Animal Handling +4, Perception +4, Stealth +6
- Senses darkvision, Passive Perception 14
- Languages Elven, Common
- Challenge 4 (1,100 XP) Proficiency Bonus +2
- Role Artillery
Fey Ancestry. The archer has advantage on Saving Throws against being Charmed, and magic can’t put it to sleep.
Actions
Multiattack. The archer makes three shortsword attacks or three ranged attacks, two longbow and then one Longbow, Shatter-head Arrow.
Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 8 (1d8+4) piercing damage.
Longbow, Shatter-head Arrow. Ranged Weapon Attack: +6 to hit, range 150/600 ft, one target. Hit: 13 (2d8+4) piercing damage and the target must make a DC 13 Constitution saving throwor fall prone.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d6 + 4) piercing damage.
Bonus Actions
Nimble Escape. The archer can take the Disengage or Hide action as a bonus action on each of its turns
Credit: Ilker Serdar Yildiz
Shatter-head Arrow
A nasty devil of an arrow, the arrow head itself shatters into pieces when it enters the body of a creature; causing severe damage to internal organs and making removal damn near. The victims who do not die of blood lose tend to suffer days to weeks of agony until they die of septic shock or similar infections. Due to its effects on humanoids many kingdoms choose to outlaw the possession and use of shatter-head arrows which has driven up their cost on the black market.
Shatter-head Arrow. Increase the number of damage dice by 1, and if the target is a creature it must make a DC 13 Constitution saving throw or fall prone. 1 Shatter-head arrow costs 1gp.




Scoiaʼtael Axe Wielder
Medium Humanoid (Dwarf), Typically Chaotic Neutral
- Armor Class 14 (chain shirt)
- Hit Points 78(12d8+24)
- Speed 25ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 12 (+1) 10 (+0) 8 (-1)
- Skills. Athletics +5
- Damage Resistance Poison
- Senses Darvision 60ft., Passive Perception 7
- Languages Common, Dwarven
- Challenge 4 (1,100 XP) Proficiency Bonus +2
- Role Brute
Dwarven Resilience. the axe wielder has advantage on saving throws against poison damage.
Actions
Multiattack. The axe wielder makes three attacks, two battleaxe and one Armored Headbutt.
Armored Headbutt. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) bludgeoning damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) slashing damage.
Reaction
Put Ya Back Into It! When the axe wielder misses or hits with a melee weapon attack, the axe wielder can add 1d10 to its attack or damage roll.
Credit: Grafit Studio


Scoiaʼtael Wardancer
Medium Humanoid (Elf), Typically Chaotic Neutral
- Armor Class 16 (studded leather armor)
- Hit Points 78(12d8 + 24)
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
- Skills. Animal Handling +4, Perception +4, Stealth +4
- Senses darkvision, passive Perception 16
- Languages elven, common
- Challenge 4 (1,100 XP) Proficiency Bonus +2
- Role Brute
Fey Ancestry. The wardancer has advantage on Saving Throws against being Charmed, and magic can’t put it to sleep.
Actions
Multiattack. The wardancer makes two shortbow attacks or three melee attacks, two elven blade and one dagger.
Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d4 +4) piercing damage.
Elven Blade. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10+4) slashing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft, one target. Hit: 7 (1d6+4) piercing damage.
Reactions
Parry and Stab. The wardancer adds 2 to its AC until the start of its turn. To do so, the wardancer must see the attacker and be wielding a melee weapon, and then makes a single dagger attack agains the target that triggered this reaction.
Credit: Bryan Sola


Scoiaʼtael Commander
Medium Humanoid (Elf), Chaotic Neutral
- Armor Class 16 (studded leather armor)
- Hit Points 187(25d8+75)
- Speed 35ft.
STR DEX CON INT WIS CHA 15 (+2) 21 (+5) 16 (+3) 14 (+2) 17 (+3) 16 (+3)
- Skills. Animal Handling +7, Perception +7, Persuasion + 7, Stealth +9
- Senses Darkvision 60 ft.,, Passive Perception 17
- Languages Common, Dwarven, Elven, Gnomish
- Challenge 8 (3,900 XP) Proficiency Bonus +4
- Role Leader and Support
Committed to the Cause. The commander cannot be charmed, or be forced to harm another member of the Scoiaʼtael even by magic
Elven Eye. long range does not impose disadvantage on the commander’s ranged weapon attacks, and its ranged weapon attacks ignore half and three-quarters cover. Additional once per turn the commander can add 5 (1d10) damage to its longbow attack
Fey Ancestry. The commander cannot be put to sleep by magic
Actions
Multiattack. The commander makes four attack elven blade attacks or three longbow and one Longbow, Shatter-head Arrow.
Dagger. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 7 (1d4+5) piercing damage.
Elven Blade. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d8+5) slashing damage.
Longbow. Ranged Weapon Attack: +8 to hit, range 150/600 ft, one target. Hit: 9 (1d8+5) piercing damage.
Longbow, Shatter-head Arrow. Ranged Weapon Attack: +7 to hit, range 150/600 ft, one target. Hit: 14 (2d8+5) piercing damage and the target must make a DC 13 Constitution saving throwor fall prone.
Bonus Actions
Fight to the end. As a bonus action the commander sounds the attack. Up to three of the commander’s allies can make one melee or ranged attack each as a reaction.
Live to fight another day. As a bonus action the commander shouts out a command to flee. Up to five of the commander’s allies can use their reaction immediately move 30ft. In a direction of the commander’s choice without provoking attacks of opportunity.
Rallying call. As a bonus action the commander begins a rallying call its allies. All creature of the commander’s choice with 30ft. Become immune to being charmed or fighterned until the end of the commander’s next turn and gain 4 (1d8) temporary hit points.
Reactions
Parry and Stab. The Commander adds 4 to its AC against one melee Attack that would hit it. To do so, the commander must see the attacker and be wielding a melee weapon, and then makes a single dagger attack agains the target that triggered this reaction.


Spiritual Barghests
Spiritual barghests shares similar features to
a common hound, however, the barghests
has an exposed upper skull, large fangs and pointed ears similar to that of an elf or gnome. Barghests are only somewhat incorporeal, their bodies are translucent with a green tint to them, but importantly they poss a physical body. A barghest has a physical effect on the world, leaving footprints as it walks, and importantly a barghest can be hit with a sword.
Hounds of Ill-Fortune. Folk of simple or superstitious minds claim committing particularly rotten acts will bring down the wrath of the gods in the form of "spiritual barghests," phantom dogs which stalk the roads at night. Even if this were their origin, saints and sinners alike would need fear barghests, for they attack both with equal ferocity. In reality barghests exist and are always connected with some sequence of tragic events that happened in the past. Their explanation, however, holds that barghests result from a curse or a concentration of ill will.
Undead Pack. Barghests, like wolves, are stronger in packs. Together they surround their prey, leaping at it and tearing it apart with their teeth. Barghests are no doubt fouler than wolves, for wolves hunt for survival, barghests hunt out of a strange compulsion and pleasure. Barghests on their own and in a pack tend to avoid larger settlements, choosing instead to roam around smaller villages stalking the night and savaging villagers as they make their way home.
Credit: Anna Podedworna
Spiritual Barghest
Medium Undead, Typically Neutral Evil
- Armor Class 10
- Hit Points 33(6d8 + 6)
- Speed 40ft.
STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 12 (+1) 8 (-1) 12 (+1) 6 (-2)
- Damage Resistance. Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Weapons That Aren't Silvered
- Damage Immunities Cold, Necrotic, Poison
- Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 30ft., Passive Perception 11
- Languages None
- Challenge 1 (200 XP) Proficiency Bonus +2
- Role Brute
Ethereal Sight. The barghest can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.
Incorporeal Movement. The barghest 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.
Keen Smell. The barghest has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The barghest has advantage on an attack roll against a creature if at least one of the barghest's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage, and 3 (1d6) necrotic damage


The Beast
Medium Undead, Typically Neutral Evil
- Armor Class 15 (natural armour)
- Hit Points 71(11d8+22)
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Damage Resistance. Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Weapons That Aren't Silvered
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses darkvision 30ft., passive Perception 11
Languages -
Challenge 5 (1,800 XP) Proficiency Bonus +3
Role Leader and Support
Charge. If the panther moves at least 20 ft. straight toward a creature and then hits it with a bite Attack on the same turn, that target must succeed on a DC 13 or be knocked prone.
Ethereal Sight. The ghost can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.
Keen Smell. The beast has advantage on Wisdom (Perception) checks that rely on smell.
Actions
Multiattack. The beast makes two bite attacks, or one bite attack and either a flame attack or howl
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage, and 3 (1d6) necrotic damage
Flame Breath. The beast exhales a blast of flame in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.
Howl. The beast magically summons a one spiritual barghest, and has a 50 percent chance of summoning another one spiritual barghest. The summoned spiritual barghest appear in an unoccupied space within 60 feet of the beast, acts as an ally of the beast.
The Beast
Shun sin! Renounce foul deeds! And if evil threatens to overwhelm your will, ponder the fate of the Outskirts of Vizima! Remember the hideous barghests which scourged them and repent! – "Sermons for Feasts and Funerals," by the Reverend Yomen of Tretogor
Corporeal Beast. The beast resembles a larger more powerful spiritual barghest, however, the beast is fully corporeal.
Blood and Pain. The list of misfortunes that can befall the inhabitants of a village includes plague, war, and taxes. The worst misfortune, however, entails the appearance of a ghostly hellhound known simply as The Beast. Many bad things can be said about this creature, but they all come down to two things: blood and pain.
Leader of the Pack. The beast is a leader of spiritual barghests, the beast like its barghest lessers forms from curses, ill will, or a foully murdered hound. When the beast forms the problem of barghest becomes an epidemic. The beast and its barghest begin to stalk day and night, attack groups of humanoids, and lay siege to the bastions that villagers barricade themselves in. The beast brings only blood, fear, and pain.
Credit: Anna Podedworna




Striga
Large Monstrosity, Typically Chaotic Evil
- Armor Class 19 (Natural Armour)
- Hit Points 195(23d10 + 69)
- Speed 50ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+3) 16 (+3) 6 (-2) 10 (+0) 4 (-3)
- Skills Perception +5, Stealth +8
- Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons That Aren't Silvered
- Condition Immunities Charmed, Frightened, Stunned
- Senses Darkvision 60ft., Passive Perception 15
- Languages Understands All Languages It Spoke In Life But Can't Speak
- Challenge 13 (10,000 XP) Proficiency Bonus +5
- Role Solo
Beastial Aggression. The striga has advantage on the first attack it makes against humanoids every turn.
Magic Weapons. The striga's weapon attacks are magical.
Actions
Multiattack. The Striga makes three attacks, one bite and two claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (2d10 + 4) piercing damage and 7 (2d6) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.
Legendary Actions
The striga can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Feast. Melee Weapon Attack: +9 to hit, reach 5ft., one creature that is prone. Hit 11 (2d6 +4) piercing damage. If the target is killed the striga regains 30 Hit Points. Alternatively feast can be used on a corpse no role is required and the striga regains 30 Hit Points.
Headbut. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 13 (2d8+4) bludgeoning damage.
Savage (Costs 2 Actions). The Striga leaps rapidly between all targets within a 10 foot radius of its location. Each creature within range must make make a DC 18 Dexterity saving throw, taking 13 (2d8+4) slashing damage.


A Striga Lair
A striga often haunts areas that are connected to its unlife, abandoned keeps, ruins, and most often now disused tombs, catacombs, and mausoleums. These lairs can sometimes be made within populated areas, such as towns and cities; when they are humanoids and animals learn quickly to avoid the general area or become prey.
The striga’s lair is reflective of the creature itself bestial. The remains of the humanoids and animals the striga has feasted upon litter the lair whilst less undead feast upon the vile scraps.
Lair Actions
On initiative count 20 (losing initiative ties), the striga takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
-
The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 18 Dexterity saving throw or be knocked prone.
-
Magical darkness spreads from a point the striga chooses within 60 feet of it, filling a 15-foot-radius sphere until the monster dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
-
The striga calls forth the negative energy that suffices its lair. The energy is focused on one creature the striga can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Striga
The striga is a foul, well-muscled monster, which runs about on all fours. Its jaw extends from ear to ear and is full of long sharp fangs adapt at tearing flesh, its fingers end in claws capable of tearing a man to shreds. The striga’s breasts and hair are the sole reminders of the most horrific aspect of the striga is, in fact, a young girl possessed by an evil curse
Cursed Creations. A striga is a woman transformed into a monster by a curse. Strigas are creatures filled with uncompromising anger and hatred towards all living beings, devouring them without a second thought. Strigas make their home in the coffin they were buried or intombed in, typically coming out on a full moon to hunt the living. Left to their own devices a striga will terrorise the night killing multiple humanoids. Then feasting on them in the streets or carrying them off to feast on them at its leisure. To stem this threat one King is known to have tied criminals up to stakes in the ground, who would serve as a meal for the beast.
Brute. In combat the striga is truly a brute. The Striga possess great strength and agility and fully utilizes them, attacking with tooth and claw, and leaps around lashing out and all creatures that dare approach. The Striga stalks rooftops searching for prey, when the striga discovers an unfortunate humanoid it leaps at the creature savaging them.
Curse of Hatred. The curse that transforms a female into a striga is not well understood. All cases of the curse have been poorly documented and a striga is not inclined to have a civil discussion to discuss the the curse. What is known is that only females are susceptible, and only women of at most their mid-to-late-twenties, though the striga itself can live on much longer than that. The curse itself is a curse of hatred, words alone seem enough for the curse to take hold. There are two examples we can look at. The first, a babe cursed prior to her birth, then born a striga. She and her mother, who did not survive the birth, were laid to rest in a single tomb. For seven years she grew inside the sarcophagus, only to emerge a creature of predatory instinct with the size and skill to carry it out. The second, a girl of 8 accused of murdering and disposing of one of her friends, the girl was hung by mob justice, and cursed, only for the friend to be discovered lost in the woods days later. The girl grew cold in the ground for four years until it emerged murdering and feasting on her murders and any others she discovered.
Lifting the Curse. The task of lifting the curse is not easy. There are few records of the curse being successful lifted, with most who attempt it being torn asunder and consumed the the the Striga.
Credit: Bartłomiej Gaweł

In order to lift the curse on a striga, someone must prevent the striga from returning to her coffin or grave by morning. Then she would be cured, turning into an ordinary girl, however, in the sparse cases where the curse has been successfully lifted the girls remained intellectually and socially impaired. As such, in many cases it has proved more practical to simply kill the monstrosities, though it is doubtful the task can be called simple.
Life After the Striga. After a person has been cured from the striga-curse, there is the chance that the person will not fully recover mentally, keeping part of the vicious and somewhat dull-witted nature of her previous striga-form. However, there are examples where the girls may recover their intellect and even charm in their living life much like a normal girl. Though these accounts may be from girls cursed before birth, with no exposure to humanity and thus had to learn speech, and proper behavior at a much older age than normal. There is also the chance of a relapse, turning back into a striga. To prevent this, "cured" strigas wear amulets and participate in rituals designed to ward off the curse.



Toad Prince
Huge Monstrosity, Typically Chaotic Neutral
- Armor Class 18 (natural armour)
- Hit Points 333(29d12+145)
- Speed 60ft., Burrow 15 ft., Swim 90ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 20 (+5) 6 (-2) 12 (+1) 4 (-3)
- Saving Throws Dex +8, Con +10
- Skills Acrobatics +9 Perception +7
- Damage Resistances Acid
- Damage Immunities Poison
- Condition Immunities Charmed, Frightened, Poison, Stunned
- Senses Darkvision 60ft., Passive Perception 17
- Languages -
- Challenge 18 (20,000 XP) Proficiency Bonus +6
- Role Solo
Stench. Any creature other than a undead that starts its turn within 5 feet of toad prince must succeed on a DC 19 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench for 1 hour.
Actions
Multiattack. The toad makes three attacks, one bite, one poison spay, and one tongue lash.
Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) bludgeoning damage and 3 (1d6) poison damage.
Poison Spay. The toad vomits bile in a 30-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 13 (3d8) acid damage, 13 (3d8) poison damage and are poisoned until the end of their next turn on a failed save, or half as much damage on a successful one.
Tongue Lash . Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 7 (1d8 + 3) bludgeoning damage and 3 (1d6) poison damage and the target is grappled. The toad cannot use tounge lash again while it grapples a target.
Legendary Actions
The toad can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Boil burst . all creatures within 5ft., of the toad must make a DC 19 Dexterity saving throw, taking 14 (4d6) poison damage on a failed save, or half as much on a successful one.
Tongue Lash. The toad makes a tongue lash attack.
Swallow (Costs 2 Actions). The toad makes one bite Attack against a Medium or smaller target it is Grappling. If the Attack hits, the target is swallowed, and the grapple ends. The swallowed target is Blinded and Restrained, it has total cover against attacks and other Effects outside the toad, and it takes 27 (6d8) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of Movement, exiting prone.

Toad Prince
The girl walked up to the edge of the pond. There, squatting amidst the fragrant lilies and broad lily-pads, she saw a most unusual sight: a small green frog with a golden crown perched on its warty head. Charmed by this curious little creature, the girl picked it up and gave it a kiss. Immediately the little frog transformed into a handsome prince. Overcome with gratitude, he asked the girl to be his wife. – folk tale, author unknown
Devourer of the Naive. Timeless tales always carry within them a grain of truth. The legend of the frog prince is no exception, or at least that's what the folk wish to believe when they found out a monstrous toad. The women who hunted it in search of romance and a better life, however, found their tales had a most unhappy ending. The creature they encountered was no small, sweet frog but a bloodthirsty beast, who not only did not let them in for a kiss, but instead greedily devoured them and anything else that strayed into its slime-covered lair.
Repulsive Contamination. The beast colloquially called the "toad prince" is a result of a powerful magical curse. The beast looks very much like a giant toad, with acidic, pussfiled warts, sharp protruding teeth, and a foul stench emanating from it. If the toad makes its home near the source of a river or near a towns water supply where its venom seeps into the water, gradually making all those who drink it sick.
Amphibious Powerhouse. Fighting the toad prince is a difficult ordeal, the monstrosity's stench it the first trial, it can make a man heave at ten paces. Another defence is its horrid warts, which the toad is able to burst at will and spray out toxic filth, poisonous to most creatures. Physically the toad is a powerhouse, its tongue and bite are both to be avoided at all costs, the toad is even capable of swallowing a man whole. The monstrosity’s final trick is its poisonous and acidic spay that it is capable of vomiting forth from its mouth.
Cursed Creature. The curse that creatues creature this monstrosity is virtually undocumented, and has no known cure short of killing it. Should a creature prove luckly enough to kill the monstoritiy instead of the vile of corpse of the toad, you are greeted with the poor fellow who was the subject of the curse that you have just murdered.
Credit: Marek Madej


Varterral
“Spirit born of wood and stone and air, you were created to protect those now dead. You have failed in your duty.” - Felassan
Of Elven Legend. According to the elven legend the varterrals were created in ancient times. As dragons ruled sky and land it is said that the first varterral was created to protect the elven peoples. Elves recount folktales when dragons attacked their cities it was it was these deadly guardians that drove back the winged serpents. The folktale of varterrals as the defenders of the elves is just that, a folktale. there may be a grain of truth somewhere in the tales, the elves though have as much to fear as any creature if they venture near a varterral.
Guardians of Rubble. Varterrals seem to be supernaturally bound to areas, guarding locations that no longer exist, though these areas seem miles wide;
Varterrals are wholly incapable of passing beyond
the boundaries of the areas they ‘protect’.
Secluded Hunters. The areas that varterrals inhabit tend to be secluded places or deep forests where they hunt the beasts of the surrounding areas. They have a rocky carapace, attack with fast strikes and spit caustic poison. Though most possess functional vision, at least some varterrals are blind, however, their sense of smell, hearing, and ability to sense vibrations through the ground more than make up for their eyesight.
Credit: Dragon age II concept art



Varterral
Huge Monstrosity, Typically Chaotic Neutral
- Armor Class 20
- Hit Points 262(25d12 +100)
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 3 (-4)
- Saving Throws Str +9 Dex +11, Con +10
- Skills Investigation +7, Perception +9, Stealth +11
- Damage Resistance Poison
- Condition Immunities Poisoned
- Senses Tremorsense 90ft., Passive Perception 19
- Languages Understands Elven but cannot speak
- Challenge 18 (20,000 XP) Proficiency Bonus +6
- Role Ambusher
Ambusher. In the first round of combat, the varterral has advantage on attack rolls against any creature it has surprised.
Evasion. If the varterral is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Keen Senses. The varterral has advantage on Wisdom (Perception) checks that rely on either one or a combination of sound.
Actions
Multiattack. The varterral makes uses its frightful presence, makes three attacks, one bite and two raptorial strike, or three acid spit attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 14 (2d8 +5 ) piercing damage and 9 (2d8) poison damage.
Acid Spit. ranged Weapon Attack: +11 to hit, range 60ft., one target. Hit 18 (3d8 + 5) acid damage.
Raptorial Strike. Melee Weapon Attack: +11 to hit, reach 15ft., one target. Hit 18 (2d12 + 5)bludgeoning damage.
Frightful Presence. Each creature of the varterral's choice that is within 120 ft. of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the varterral's Frightful Presence for the next 24 hours.
Reactions
Withdraw. the varterral jumps back to an unoccupied space within 20 feet, this movement does not provoke attacks of opportunity.
Legendary Actions
The varterral can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Acid Spit. The varterral makes an acid spit attack.
Raptorial Strike Attack. The varterral makes a raptorial strike Attack.
Scream (Costs 2 Actions). The varterral unleashes an ear shattering scream. All creatures within 30ft. of the varterral must succeed on a DC 19 Constitution saving throw or take 18 (4d8) thunder damage and become deafened for 1 minute.


Warped Ones
Warped Ones are nightmarish abominations born from the malevolent influence of Corestone, a mysterious substance that emerged during the cataclysmic events of the Crystalline Convergence. These twisted creatures, once ordinary beings, have been irreversibly corrupted by the dark energies of Corestone, transforming into grotesque and monstrous forms driven solely by destruction and chaos.
The Crystalline Convergence marked the emergence of Corestone, a semi-organic material infused with potent magic and corruption. Those unfortunate enough to come into contact with Corestone are subjected to a harrowing transformation, their bodies and minds twisted beyond recognition. While the exact process of transformation remains shrouded in mystery, the effects are undeniable—a gradual decay of one's mortal form into a grotesque mockery of life.
The spread of Corestone's corruption knows no bounds, its tendrils reaching far and wide to taint and warp all that it touches. From the depths of the darkest forests to the bustling streets of once-thriving cities, the presence of Warped Ones serves as a grim reminder of the vestiges of the Convergence.
Origins and Transformation
Warped ones, as their name might suggest, are not a natural species but instead warped members of other races. Warped ones are a dreadful consequence of contact with Corestone, a mysterious and semi-organic material that emerged during the Crystalline Convergence. When living creatures come into contact with Corestone, they are subjected to a nightmarish transformation. This transformation begins with the release of a poisonous miasma, which has devastating effects on mortals.
The process of mutation is not currently well understood, some creatures under rapid transformation of mind and body in minutes, whilst other can linger with ‘minor’ mutations for extended periods of time; there is however, no known cure to the corruption of corestone and if mutation takes hold transformation into a warped one is certain.
Destructive nature
Warped ones are creatures of violence and destruction, they pillage and raid mortal settlements for both food - which they consider mortals - and weapons; this violence and destruction is born of both instinct and cruelty. Warped ones cannot be reasoned with and in most cases fight to death like the most privative of undead. Most warped ones have a kind of lower cunning, they are able to ambush and may not attack if targets are more numerous and armed. There are truly intelligent warped ones capable of bringing order to chaos and making them a true threat.
Arcane and Magic
Warped ones seem to have an innate connection to the arcane, likely a result of contact with the magically and corruptive corestone. This connection grants the warped ones resistant to some forms of magic, and the ability to make use of some spellcraft.
Warped ones also seem to have the innate ability to at least sense the changes that drive Arcane Tempests and Weave Winds, whilst others speculate that they have the ability to influence or drive the supernatural phenomena. These speculations result from warped ones attacks and raids often coinciding with the arrival of these phenomena.
Warbands
Warped ones often band together in loose-knit tribes, driven by their shared experiences and a dark, primal instinct for survival. They engage in raids, pillaging, murder, and capturing unfortunate victims to transform into more of their kind. These bands can be a constant threat to nearby settlements, and their presence is a harbinger of chaos and destruction. However, they are forced into warband more powerful and intelligent warped ones, chiefly arm mutants, eye mutants, and coretouched warped ones.
Endless Forms of Corruption
Warped ones are mutated and corrupted creatures, these mutations and corruptions know no bounds, however, through chance and their effectiveness several variations of warped ones have become the most common.
Warped One
Warped Ones are twisted abominations born from Corestone’s corruption. They appear barely humanoid, their flesh melting away yet clinging to their forms. Sickly hues of purple, blue, and flesh dominate their skin, and their faces contort in pain or pleasure. Their arms end in jagged claws, while barb-like protrusions and veins of Corestone grow from their twisted bodies.
Warped Ones are primal and driven by their twisted instincts and destructive urges. Warped Ones charge towards the nearest targets with little regard for their own safety, seeking to rend flesh and incapacitate foes with their jagged claws. Warped ones have no regard for strategy when they use theirUnstable Magic feature, and always use it at the first possible opportunity each round. Warped ones attack a creature until it is unable to fight back, then they focus on the nearest conscious target.
Warped Ones are vulnerable to weapons made from or coated in lead.
Warped ones lack strategy and are unable to adjust their lack of tactics on the fly.
Warped ones fight to the death.
Warped One, Unstable
Unstable Warped Ones' flesh seems to crawl and wriggle, exposing twisted bone and chunks of Corestone glowing with arcane power. The area around them bathes in a sickly violet light, presenting a horrific sight similar to normal Warped Ones.
Unstable Warped ones are similarly driven violent instinct and follow the same tactics as warped ones.
Warped One, Arm Mutant
Arm Mutant Warped Ones bear additional arms, thin spider-like appendages ending in gnarled claws. These arms tend to grow from their backs or stomachs, distinguishing them from other Warped Ones.
Arm mutant warped ones are more intelligent than, warped ones, unstable warped ones, and bile mutants, as such arm mutants employ some amount of tactics. Arm mutants tend to act as leaders of warped ones' warbands and command other warped ones in combat to force into more strategic battles. Arm Mutants lead from the front, ordering about other warped ones. Arm mutants try to target spellcasters and those that used ranged weapons, if possible they place themselves in between multiple targets to try and make use of their additional reaction. Arm mutants also lead other warped ones in ambushes against enemies or prey.
Otherwise they act like and have the same weaknesses of other warped ones.
Warped One, Bile Mutant
Bile Mutant Warped Ones are bloated, twisted creatures with flesh melting away and bloated beyond belief. Their skin ranges in hues of greens and yellows, covered in pustules carrying acid bile, giving them a grotesque appearance.
Bile mutants are brutish and unintelligent, they behave much like warped ones, and unstable warped ones. These warped ones do make one strategic decision, they attempt to get into the centre of the fight to hit as many enemies as possible with their Popping Pustules, even if they harm other warped ones in their efforts.
Warped One, Eye Mutant
Eye Mutant Warped Ones feature countless eyes, some partially formed, across their whole bodies, with one large eye dominating the stomach area. Their appearance is similar to other Warped Ones but with additional eyes covering their form.
Eye mutants are truly intelligent creatures and leaders of warped ones warbands, they do not rush into combat, instead they survey and hold back other warped ones to better plan their assaults. In combat they lead from the rear, making use of their Eye Beam attack, and forgoing their additional claw attack. If a creature does make it within melee range the eye mutant fights unless it is hit by piercing damage, in which it disengages and moves off, unless it is the last warped one in which case it fights to the death.
Otherwise they share the same weaknesses as other warped ones
Warped One, Coretouched
Coretouched Warped Ones appear almost akin to their pre-corrupted race, except for a large glowing formation of Corestone horrifically twisting their face and head. They are more humanoid and mortal, capable of speaking and out-thinking many enemies.
Coretouched are similar to eye mutants, they are leaders but lead collations of warbands and also fight from the rear; from the rear coretouched use their telepathy to command other warped ones. The coretouched uses Warpball whenever it can get two enemies within the radius, otherwise it uses Warped Blast preferable on the highest damage dealer. After the first round the coretouched uses its reaction to use Chaos Bolt on the spellcast that dealt the most damage to it last round, if no creature dealt damage it uses it at the first opportunity. Whenever a creature moves into melee with the coretouched it uses misty step to escape before attacking, when it has used misty steep as much as it can, it disengages and moves away.
Coretouched are resistant to damage from magical sources, and will misty step or disengage away from creatures which use mundane or lead weapons.
Warped One
Medium Monstrosity, Typically Chaotic Evil
- Armor Class 13
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2)
- Skills Arcana +0
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Force
- Condition Immunities Charmed, Frightened
- Senses Passive Perception 9
- Languages Understands all languages it knew before transformation but can't speak coherently
- Challenge 1/2 (100 XP) Proficiency Bonus +2
- Role Brute
Twisted Form. The warped one’s body is distorted and unpredictable. It has advantage on saving throws against spells and effects that would alter its form.
Unstable Magic. When the warped one is hit by magic it can release bursts of chaotic magic. When it is hit by a spell attack or fails a Saving Throw against a spell, it can cast Chaos Bolt (using its Intelligence modifier for the spell attack) as a reaction. When the warped one cast Chaos Bolt in this way it only deals 1d6 damage.
Warped Mind. The warped one’s mind is warped and chaotic. When a creature attempts to read its mind they receive incoherent horror and must make a DC 13 Charisma Saving Throw or suffer 2d6 psychic damage on a failure or half as much on a successful one.
Action
Claws. Melee Weapon Attack: +4 hit, Reach 5ft., one target. Hit: 5 (1d6+2) slashing damage.
Warped One, Unstable
Medium Monstrosity, Typically Chaotic Evil
- Armor Class 13 (natural armour)
- Hit Points 44 (9d8 + 8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 12 (+1) 6 (-2) 8 (-1) 6 (-2)
- Skills Arcana +0
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Force
- Condition Immunities Charmed, Frightened
- Senses Passive Perception 9
- Languages Understands all languages it knew before transformation but can't speak coherently
- Challenge 1 (200 XP) Proficiency Bonus +2
- Role Brute
Flesh Stitching. When the cursed warped one takes damage, its flesh momentarily unravels, revealing raw magical energy. Any creature within 5 feet of it must succeed on a DC 13 Dexterity saving throw or take 1d4 force damage.
Illumination. The warped one sheds bright light in a 5-foot radius and dim light in an additional 5 feet.
Twisted Form. The warped one’s body is distorted and unpredictable. It has advantage on saving throws against spells and effects that would alter its form.
Unstable Magic. When the warped one is hit by magic it can release bursts of chaotic magic. When it is hit by a spell attack or fails a Saving Throw against a spell, it can cast Chaos Bolt (using its Intelligence modifier for the spell attack) as a reaction. When the warped one cast Chaos Bolt in this way it only deals 1d6 damage.
Warped Mind. The warped one’s mind is warped and chaotic. When a creature attempts to read its mind they receive incoherent horror and must make a DC 13 Charisma Saving Throw or suffer 2d6 psychic damage on a failure or half as much on a successful one.
Action
Claws. Melee Weapon Attack: +4 hit, Reach 5ft., one target. Hit: 5 (1d6+2) slashing damage.
Unstable Burst (Recharge 5-6) The Warped One releases a burst of chaotic energy. Each creature within 10 feet of it must make a DC 12 Dexterity saving throw or take 13 (3d8) force damage.
Warped One, Arm Mutant
Medium Monstrosity, Typically Chaotic Evil
- Armor Class 13 (natural armour)
- Hit Points 66 (12d8 + 12)
- Speed 30 ft., Climb 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 9 (-1) 8 (-1) 6 (-2)
- Skills Arcana +0, Athletics +4
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Force
- Condition Immunities Charmed, Frightened
- Senses Passive Perception 9
- Languages Understands all languages it knew before transformation but can't speak coherently
- Challenge 2 (450 XP) Proficiency Bonus +2
- Role Brute
Grappler. The warped one has advantage on attack rolls against any creature grappled by it.
Three Armed. The warped one can take two reactions until the start of its next turn.
Twisted Form. The warped one’s body is distorted and unpredictable. It has advantage on saving throws against spells and effects that would alter its form.
Unstable Magic. When the warped one is hit by magic it can release bursts of chaotic magic. When it is hit by a spell attack or fails a Saving Throw against a spell, it can cast Chaos Bolt (using its Intelligence modifier for the spell attack) as a reaction. When the warped one cast Chaos Bolt in this way it only deals 1d6 damage.
Warped Mind. The Warped One’s mind is warped and chaotic. When a creature attempts to read its mind they receive incoherent horror and must make a DC 13 Charisma Saving Throw or suffer 2d6 psychic damage on a failure or half as much on a successful one.
Action
Multiattack. The Warped One makes 1 claw attack and 1 elongated claw attack.
Claws. Melee Weapon Attack: +5 hit, Reach 5ft., one target. Hit: 6 (1d6+3) slashing damage.
Elongated Claws. Melee Weapon Attack: +5 hit, Reach 5ft., one target. Hit: 12 (2d8+3) slashing damage.
Warped One, Bile Mutant
Medium Monstrosity, Typically Chaotic Evil
- Armor Class 14 (natural armour)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 6 (-2) 8 (-1) 6 (-2)
- Skills Arcana +0
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Force
- Condition Immunities Charmed, Frightened
- Senses Passive Perception 9
- Languages Understands all languages it knew before transformation but can't speak coherently
- Challenge 4 (1,100 XP) Proficiency Bonus +2
- Role Brute
Cauterisation. If the warped one takes fire damage, it cannot use its popping pustules attack until at the end of the warped one's next turn.
Flesh Stitching. When the warped one takes damage, its flesh momentarily unravels, revealing raw magical energy. Any creature within 5 feet of it must succeed on a DC 14 Dexterity saving throw or take 1d4 force damage and 1d6 acid damage.
Twisted Form. The warped one’s body is distorted and unpredictable. It has advantage on saving throws against spells and effects that would alter its form.
Unstable Magic. When the warped one is hit by magic it can release bursts of chaotic magic. When it is hit by a spell attack or fails a Saving Throw against a spell, it can cast Chaos Bolt (using its Intelligence modifier for the spell attack) as a reaction. When the warped one cast Chaos Bolt in this way it only deals 1d6 damage.
Warped Mind. The Warped One’s mind is warped and chaotic. When a creature attempts to read its mind they receive incoherent horror and must make a DC 13 Charisma Saving Throw or suffer 2d6 psychic damage on a failure or half as much on a successful one.
Action
Multiattack. The Warped One makes three attacks, two claws and one popping pustules attack.
Claws. Melee Weapon Attack: +5 hit, Reach 5ft., one target. Hit: 6 (1d6+3) slashing damage.
Popping Pustules. The Warped one bursts pustules across its body in a 10 foot radius of itself. Each creature in that area must make a DC 14 Constitution saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. Additionally, a creature receives the Acid condition on a failed saving throw.
Warped One, Eye Mutant
Medium Monstrosity, Typically Chaotic Evil
- Armor Class 14 (natural armour)
- Hit Points 143 (22d8 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 12 (+3) 8 (-1) 6 (-2)
- Skills Arcana +3
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Force
- Condition Immunities Charmed, Frightened
- Senses Passive Perception 9
- Languages Understands all languages it knew before transformation
- Challenge 6 (2,300 XP) Proficiency Bonus +3
- Role Artillery
Eye Weakness. If the warped one takes piercing damage, it must make a DC 13 Constitution Saving Throw, on a failure it cannot use its eye beam attack until at the end of the warped ones's next turn.
Twisted Form. The warped one’s body is distorted and unpredictable. It has advantage on saving throws against spells and effects that would alter its form.
Unstable Magic. When the warped one is hit by magic it can release bursts of chaotic magic. When it is hit by a spell attack or fails a Saving Throw against a spell, it can cast Chaos Bolt (using its Intelligence modifier for the spell attack) as a reaction. When the warped one cast Chaos Bolt in this way it only deals 1d6 damage.
Warped Mind. The warped one’s mind is warped and chaotic. When a creature attempts to read its mind they receive incoherent horror and must make a DC 13 Charisma Saving Throw or suffer 2d6 psychic damage on a failure or half as much on a successful one.
Action
Multiattack. The Warped One makes one claw attack and uses its eye beam, or makes four claw attacks
Claws. Melee Weapon Attack: +6 hit, Reach 5ft., one target. Hit: 7 (1d8+3) slashing damage.
Eye Beam. The warped one uses two random magical eye ray, choosing a target that it can see within 60 feet of it. The warped one cannot use the same ray more than once per turn.
Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 22 (5d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.
Warped One, Innate
Medium Monstrosity, Typically Chaotic Evil
- Armor Class 15 (natural armour)
- Hit Points 97 (15d8 + 30)
- Speed 30 ft., fly 20ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 16 (+3)
- Skills Arcana +6, Athletics +4
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Force, Damage from all Magical Sources
- Senses Darkvision 60 ft., Truesight 15 ft., Passive Perception 12
- Languages Understands All Languages It Spoke but can only speak, read, and write Common, Telepathy 120 ft.
- Challenge 8 (2,300 XP) Proficiency Bonus +3
- Role Artillery
Innate Spellcasting. The warped one's innate spellcasting ability is Charisma (spell save DC 16 +6 to hit). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: arcane eye, arcane lock, detect magic, eilhart's technique, feather fall, knock, modify memory, spider climb, 3/day each: misty step
Magical Focus. When a creature within 5 ft. of the Warped One begins to cast a spell the Warped One can use a reaction to make a Claws attack before the creature casts their spell.
Twisted Form. The Warped One’s body is distorted and unpredictable. It has advantage on saving throws against spells and effects that would alter its form.
Unstable Magic. When the Warped One is hit by magic it can release bursts of chaotic magic. When it is hit by a spell attack or fails a Saving Throw against a spell, it can cast Chaos Bolt (using its Charisma modifier for the spell attack) as a reaction.
Warped Mind. The Warped One’s mind is warped and chaotic. When a creature attempts to read its mind they receive incoherent horror and must make a DC 13 Charisma Saving Throw or suffer 2d6 psychic damage on a failure or half as much on a successful one.
Action
Multiattack. The Warped One makes 1 Warpball attack or makes 4 Warped Blast or Claw attacks and casts 1 spell.
Claws. Melee Weapon Attack: +6 hit, Reach 5ft., one target. Hit: 7 (1d8+3) slashing damage.
Warped Blast (Cantrip). Ranged Attack: +6 hit, Reach 120ft., one target. Hit: 8 (1d10+3) force damage.
Warpball (3rd level). Range 150ft., Each creature in a 20-foot radius sphere centered on that point must make a Constitution saving throw. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
Weave Aberrations
The weave aberrations are creatures that are native to the Weave, a plane of existence which is an echo of Runetalras and the Prime Material Plane. The Weave is the fundamental plane of magic, and weave aberrations are a physical embodiment of magic and the Weave itself, just elementals are the embodiment of the Elemental Planes. Weave aberrations as the Weave made manifest, their every essence is magical from their touch to their attacks.
Weave aberrations are not truly born, instead they can be spontaneously created when a creature draws on the Weave to cast a spell, they embody the school of magic called upon and the person who called upon it. Sometimes a weave aberration can become obsessed with the individual that inadvertently created it. This is not the only way weave aberrations are created, the powerful winds of magic in the Weave are able to coalesce into weave aberrations and they are likewise able to form in areas of great arcane power.
Weave aberrations are intelligent and cruel creatures, they are perfectly capable of higher thinking and communicating with mortals albeit through telepathy. They are capable of manipulating and tempting mortals as well as overcoming them in combat with their magical potency. The weave aberrations seem to have an insatiable desire to escape the Weave, some have proposed that existence within the Weave is physically painful for them, that they yearn to possess physical form, or they simply desire to destroy; weave aberrations have not proved willing to answer these questions honestly. Weave aberrations do not have names as such, but powerful or ambitious ones take monikers to be known throughout the Weave and Runetalras.
Weave aberrations do not truly have a society of their own, they do not build settlements or form cooperative groups; instead their social structure is built upon force and coercion, where the strong subjugate the weak into their service. In this way powerful weave aberrations war eternally with one another seeking dominance and a way out of the Weave, leaving the Weave an even more desolate wasteland.
Weave aberrations possess the innate ability to sense magic users, or at the very least the ability to sense when someone manipulates the Weave. Further, they seem to be drawn towards practitioners of both hemomancy and necromancy perhaps because of the increase in potency or violence of the magic, or maybe because practitioners of those arts are usually more desperate. Weave Aberrations hunt and target spellcasters, more so hemomancers and necromancers, and either possess them, destroy them, or kill and reanimate their corpse.
Weave aberrations are most commonly encountered by mortals on Runetalras as abominations, and manifested weave aberrations. Abominations are creatures, or their corpses, that become possessed by aberrations; though this process the bodies they possess become twisted and powerful mockeries of their former selves. They are capable of possessing animals, corpses, and mortals, it seems that the aberrations greatly favour possessing mortals and spellcasters even more so, while they disdain possessing animals and corpses.
Only the powerful, cunning, or simply lucky aberrations are capable of physically manifesting themselves in the Prime Material Plane, more often than not a weave aberration is spontaneously manifested by the manipulation the Weave by spellcasting, arcane items, or strange forces of nature - like Arcane Tempest and Weaveite, or for aberrations to be summoned by spellcasters, either by mistake or intentionally.
Combat with Weave Aberrations
Weave aberrations have broadly simulairy Ability Score trends, generally above average Dexterity, most are range attackers. Their Intelligence ranges from average to exceptionally high, they know which enemies are able to cast spells. Their Wisdom is average, they have self preservation instincts. Their Charisma are high to exceptionally high, they are inclined to talking with their prey, and often seek to achieve their goals through deception and persuasion ; these goals often involve possessing humanoids and general destruction with the result of an interaction with heroes likely being combat.
Are intelligent creatures all weave aberrations, save for fading weave aberrations, are able to adjust their tactics on the fly if they are not working.
Weave Aberration Customisation
Ambush Attacker. The Aberration has advantage on weapon and spell attacks against surprised creatures.
Enraged (3/Day). The Aberration can throw aside all concern for defense to attack with fierce desperation. When it does it can choose to attack recklessly. Doing so gives it advantage on melee weapon attack rolls this turn, but attack rolls against it have advantage until its next turn.
Hunter. The Aberration is adept at hunting its prey. The Aberration can use the locate creature, locate object, and hunter's mark spells at will.
Illusive. The aberration can take the hide action as a bonus action.
Weave Jump (3/Day). As a bonus action, the Aberration takes the disengage action and teleports itself to a unoccupied space it can see within 30 feet.
Weave Aberration
The creature manifests as a being of pure force energy, the Weave Aberration twists and flickers with the raw power of the arcane. Its form is vaguely humanoid, lacking legs as its body tapers into flickering magical energy. With eyes ablaze with white energy and malevolence.
Driven by a simple yet insatiable desire to possess mortal form and annihilate any who oppose it, the Weave Aberration is a relentless force of destruction. It lacks the complexity of its more powerful counterparts, instead favouring brute force.
Combat
Weave aberrations are simple brutes who close to melee and attack, with one exception, their Magic Missile feature. The aberration uses magic missile whenever it can, focusing missiles on spellcasters and the creature that deals the most damage to it. Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave aberrations are intelligent creatures; they only attempt to attack creatures they believe they have a reasonable chance of defeating. They are, however, arrogant and don’t consider fleeing until they reach 9 hit points, or more than 70 percent of their allies are dead or fleeing. Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more.
Image Source: Spellbound Elemental by Cristian Chihaia
Weave Aberration
Medium Aberration, Typically Chaotic Evil
- Armor Class 11 (natural armour)
- Hit Points 36 (8d8)
- Speed 30 feet
STR DEX CON INT WIS CHA 6(-2) 12 (+1) 10 (+0) 10 (+0) 10(+0) 12(+1)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 10
- Languages All, Telepathy 120 ft.
- Challenge CR 1/2 (100 XP) Proficiency Bonus +2
- Role Brute
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 13, +3 to hit with spell attacks). The aberration can innately cast the following spells, requiring no material components: Magic Missile
Magic Weapons. The Aberration's weapon attacks are magical.
Actions
Arcane Burst. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 5 (1d8 + 1) force damage.
Magic Missile (Recharge 5-6). (1st Level) You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Weave Aberration, Fading
The creature manifests as a being of fading force energy, the Weave Aberration twists and flickers with the raw power of the arcane. Its form is vaguely humanoid, lacking legs as its body tapers into flickering magical energy. With eyes ablaze with white energy and malevolence.
Fading weave aberrations are aberrations that have not fully or successfully manifested themselves upon the Prime Material Plane of existence, or have exhausted their energy. With their fading much of their wits and intelligence leaves them, and they are easily subjected by stronger weave aberrations.
Combat
Fading weave aberrations act much like Weave Aberrations, they are unintelligent brutes who move to melee and attack until they or their targets are dead. They lack the intelligence to flee from combat.
Weave Aberration, Fading
Medium Aberration, Typically Chaotic Evil
- Armor Class 11 (natural armour)
- Hit Points 3
- Speed 30 feet
STR DEX CON INT WIS CHA 6(-2) 12 (+1) 10 (+0) 8 (-1) 8 (-1) 12(+1)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 9
- Languages All, Telepathy 60 ft.
- Challenge CR 1/4 (10 XP) Proficiency Bonus +2 Role Minion*
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Magic Weapons. The aberration's weapon attacks are magical.
Actions
Arcane Slash. Melee Weapon Attack: +3 to hit, reach 5 ft. one target. Hit: 1 force damage.
Weave Abjuration
The Creature radiates with the pulsating energy of the Weave, the Weave Abjuration’s form twists and flickers with arcane power. Though vaguely humanoid in appearance, it lacks legs, its body dissipating into swirling magical energy. Its face, devoid of mouth or nose, is dominated by eyes that gleam with white energy and an unsettling aura of malevolence. Its body is surrounded by intricate arcane wards that dance and shimmer around its form.
The Weave Abjuration embodies a paradoxical nature. Distant and aloof, it often isolates itself from others, yet it is highly protective and even controlling of those they subjugate. Through manipulation and deceit, it convinces mortals to willingly offer themselves as vessels, masking its true intentions behind promises of protection. theWeave Abjuration draws upon these mystical barriers both to assail its enemies and shield its allies from harm. Each ward serves as both a weapon and a bastion of protection, a testament to the creature's mastery over the arcane arts.
Combat
Weave abjuration position themselves carefully in combat, they attempt to keep as many allies as possible within their Warding Aura whilst avoiding melee combat. They only enter or remain in melee combat if they can keep at least 3 allies in their Aura. They always use their Arcane Burst attack over their Arcane Slash unless they are in melee. The Abjuration avoids making attacks of opportunity, unless they are in combat with creatures that are unable to cast spells, instead saving its reactions for Magic Misdirection which it uses at every possible opportunity.
Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave aberrations intelligent creatures, they only attempt to attack creatures they believe they have a reasonable chance of defeating. They are, however, arrogant and don’t consider fleeing until they reach 30 hit points; they do, however, flee if more than 50 percent of their allies are dead or fleeing as these aberrations focus primarily on supporting others. Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more.
Weave Abjuration
Medium Aberration, Typically Chaotic Evil
- Armor Class 16 (natural armour)
- Hit Points 130 (29d8)
- Speed 30 feet, 30ft Flying
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 10 (+0) 16 (+3) 16 (+3) 17 (+3)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical attacks
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 13
- Languages All, Telepathy 120 ft.
- Challenge CR 9 (5,000 XP) Proficiency Bonus +3
- Role Support/Artillery
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 17, +7 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: pass without a trace, counterspell, dispel magic.
Magic Weapons. The Aberration's weapon attacks are magical.
Warding Aura. All allied creatures within 30 feet of the Aberration gain a +2 to their AC. This creature does not gain the benefits of this effect.
Actions
Multiattack. The aberration makes three Arcane Burst or three Arcane Slash attacks, the aberration can replace one attack with a spell.
Arcane Burst. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 18 (4d6 + 4) force damage.
Arcane Slash. Melee Weapon Attack: +7 to hit, reach 5 ft. one target. Hit: 13(2d8 +4) force damage.
Reactions
Magic Misdirection. When a spell attack misses the aberration or the aberration succeeds on a saving throw caused by a spell, the Aberration redirects the spell to another creature within 30 feet of it. Use the aberrations Spell Save DC or Spell Attack bonus for the reflected spell.
Image Source: Kirin Tor Elemental for Hearthstone
Weave Conjuration
The weave conjuration is a creature of pure force energy, its form twists and flickers with arcane energy. It appears vaguely humanoid, a pair of arms, its head and face disappear into supernatural darkness with two beads of light for pointed eyes. Surrounded by a swirling maelstrom of arcane energy, the Weave Conjuration conjures forth spontaneous apparitions that blink in and out of existence, creating a sense of disorientation around it.
These aberrations are cruel creatures harbour a particular animosity towards spellcasters adept at summoning and conjuring creatures. Consumed by jealousy at the thought of others mastering conjuration magic to a degree greater than its own, it lashes out with unrestrained fury at those it perceives as rivals.
Weave Conjuration
Medium Aberration, Typically Chaotic Evil
- Armor Class 13 (natural armour)
- Hit Points 85 (19d8)
- Speed 30 feet
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 16 (+3) 14 (+2) 16 (+3)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 12
- Languages All, Telepathy 120 ft.
- Challenge CR 4 (1,100 XP) Proficiency Bonus +2
- Role Artillery
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: mage hand, entangle.
Magic Weapons. The aberration's weapon attacks are magical.
Actions
Multiattack. The aberration makes two Arcane Burst attacks or one Arcane Slash attack, the aberration can replace one Arcane Burst attack with the casting of a spell.
Arcane Burst. Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: 6 (1d6 + 3) force damage.
Arcane Slash. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 6 (1d6 +3) force damage.
Cloud of Daggers (Level 2). Range 60ft. The aberration fills the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level
Unseen Allies (Level 2). The aberration calls upon invisible and barely tangible allies within a 15-foot-radius sphere centred on a point within 90 feet of the aberration. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 4d6 force damage and is grappled until the end of its next turn. On a successful save, a creature takes half as much damage and is not grappled.
Combat
Weave conjurations position themselves towards the rear of combat, approximately 50 feet away from battle, so that it can make use of Cloud of Daggers, Unseen Allies, and Arcane Burst attacks. The aberration first uses Cloud of Daggers and maintains concentration on it, and then uses Unseen Allies on each of it turn when it can get two enemies in its radius; if it cannot get more than two targets in Unseen Allies it repositions Cloud of Daggers is useful or uses Arcane Burst.
Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave aberrations are intelligent creatures, they only attempt to attack creatures they believe they have a reasonable chance of defeating. They are, however, arrogant and don’t consider fleeing until they reach 25 hit points; they do, however, flee if more than 70 percent of their allies are dead or fleeing.
Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more.
When they flee they make use of Entangle to slow any attempting to chase them
Image Source: Arcane Wraith for Hearthstone

Weave Divination
Weave Divinations possess an ethereal beauty that often leads observers to mistake them for celestial beings. Their forms are composed of radiant light, shimmering with an otherworldly brilliance. Though vaguely humanoid in shape, their features are indistinct, with no mouth or nose adorning their luminous visage. Their body extends downward, dissolving into wisps of radiant energy that seem to dance and sway with the slightest movement. Throughout their form, strange symbols float and shift.
Weave Divinations are the living embodiment of divination magic, their very essence suffused with the power to peer into the threads of fate and unravel the mysteries of the cosmos. Unlike their more aggressive counterparts, Weave Divinations are patient and methodical creatures, waiting patiently until the odds are firmly in their favour before striking. They understand that knowledge is power, and they wield their mastery over divination magic with a precision that borders on preternatural.
These creatures are capable of manipulating the very fabric of destiny, bending the odds to their will and ensuring that fortune smiles upon them in times of need. Their attacks are not driven by brute force or aggression but by a keen understanding of the ebb and flow of probability, allowing them to strike with deadly accuracy when the moment is right.
Image Source: Air elemental by Mik-robobobo https://www.deviantart.com/mik-robobobo/art/Air-elemental-254192034

Weave Divination
Huge Aberration, Typically Chaotic Evil
- Armor Class 13 (natural armour)
- Hit Points 81 (18d8)
- Speed 30 feet
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 10 (+0) 14 (+2) 16 (+3) 14 (+2)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical attacks
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 13
- Languages All, Telepathy 120 ft.
- Challenge CR 4 (1,100 XP) Proficiency Bonus +2
- Role Brute
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: detect magic, see invisibility.
Magic Weapons. The aberration's weapon attacks are magical.
Actions
Multiattack. The aberration makes two Arcane Burst attacks, the aberration can replace one Arcane Burst attack with the casting of a spell.
Arcane Burst. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) force damage.
Mind Spike (2nd Level). Ranged Spell Attack: +5 to hit, range 60 ft., one target. You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
Reactions
Fateweaver. As a reaction when the aberration or a creature it can see makes an attack roll, a saving throw, or an ability check, the Aberration can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.
Combat
Weave divinations seek to get into the thick of combat so they can strike with a combination of their Arcane Burst and Mind Spike attacks. This weave aberration seeks out the physically strongest foe and attacks them, but also splits its Mind Spike attack to use on any troublesome spellcasters. The aberration uses its Fateweaver on itself or allies that are as strong or stronger than itself.
Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave aberrations are intelligent creatures, they only attempt to attack creatures they believe they have a reasonable chance of defeating. They are, however, arrogant and don’t consider fleeing until they reach 25 hit points; they do, however, flee if more than 70 percent of their allies are dead or fleeing. Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more.
Weave Eldritch
Weave Eldritch are colossal beings that seem to transcend the very fabric of reality, its form is obscured by supernatural shadow and distortions that warps existence. What little can be discerned of their immense bodies reveals a massive head adorned with horns of waving shadow pulsating with an otherworldly energy that seems to defy comprehension. Gems embedded within their form glow with an eerie light, casting flickering shadows across their twisted visage. Their eyes, deep pools of purple arcane, pulse with malevolent intent, their gaze piercing through the darkness with unnerving intensity. Massive claws burst forth from swirling mist, their movements fluid and deliberate as they manipulate the very essence of the Weave itself.
Weave Eldritch are the embodiment of otherworldly arcane power, their immense forms dwarfing even the mightiest of mortal creatures. Possessing strong personalities and goals that transcend those of most other Weave aberrations, they are creatures of malevolence and terror, delighting in the fear they sow among their victims. Unlike their lesser kin, Weave Eldritch rarely resort to possessing mortal beings for extended periods, if at all, as their sheer power and aberrant nature have a tendency to break down bodies and corpses on a fundamental level.
Encounters with Weave Eldritch are exceedingly rare and often heralded by cataclysmic events and disturbances in the fabric of reality itself. Those who face them are confronted with the raw, unbridled power of the arcane, their very existence a testament to the dangers posed by those who seek to harness forces beyond mortal comprehension. To encounter a Weave Eldritch is to come face to face with the true depths of terror and madness that lurk within the shadows of the
Combat
The weave eldritch is a brute fighter, but one able to deal effective damage at range even whilst in melee combat. The aberration starts combat in one of two ways depending on the positioning of its foe. If its enemies start grouped up it uses Dark Corona Burst followed by an Arcane Burst attack against a ranged spellcaster or other ranged character (the aberrations knows this as it has exceptional intelligence). Alternatively, if its foes start out dispersed the aberrations begins with Figure of Death and follows up with an Arcane Burst attack against a ranged spellcaster or other ranged character. If the aberration is distant from its foes it then moves within 40 feet of its targets, to remain just outside of normal movement ranges - this is in an effort to trick its foes into thinking it is weak in melee.
The aberration quickly follows up on its turn with the Psychic Whisper legendary action against a character class typified by low Wisdom (the knows this through its exceptional intelligence). Then when the foes have positioned themselves and attack the aberration it uses its Incorporeal Form to move past any melee attack and to towards any troublesome spellcaster or ranged foes, it follows this up with either a Eldritch Whip against that target or a Move that’s impossible.
On following turns the aberration favours using Dark Corona Burst if it can hit two or more creatures and it favours including itself in the radius as it is immune to necrotic damage, and can heal itself through the force damage. It then uses its Arcane Slash over its Arcane Burst if possible. It uses Psychic Whisper to target pesky ranged characters, and Eldritch Whip to bring them towards or keep characters in melee.
The aberration is arrogant and uses its Legendary Resistance whenever it would fail a save against a spell, as it cannot conceive of another creature being able to hold its own against it for all but a short amount of time.
The aberration values its continued existence above all else so when it is overwhelmingly clear it is losing the fight, when it reaches 50-60 hit points whilst most enemies survive, it flees. It uses the darkness spell so it can leave combat without taking attacks of opportunity and moves away, using legendary actions to keep moving whenever possible.
Weave Eldritch
Gargantuan Aberration, Typically Chaotic Evil
- Armor Class 20 (natural armour)
- Hit Points 287 (23d20 + 46 )
- Speed 40 feet, 40ft flying
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 20 (+5) 18 (+4) 19 (+4)
- Skills Arcana +11, History +11, Deception +10
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Cold, Bludgeoning, Piercing, and Slashing from Nonmagical attacks
- Damage Immunities Force, Necrotic
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Truesight 30ft., Passive Perception 14
- Languages All, Telepathy 120 ft.
- Challenge CR 20 (25,000) Proficiency Bonus +6
- Role Brute
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 20, +10 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: darkness, hunger of hadar, vampiric touch.
Legendary Resistance (3/Day). If the aberration fails a saving throw, it can choose to succeed instead. Whenever the Aberration uses its Legendary Resistance feature its AC is reduced by 1.
Magic Weapons. The aberration's weapon attacks are magical.
Actions
Multiattack. The aberration makes two Arcane Burst attacks, the Aberration can replace one Arcane Burst attack with a spell.
Arcane Burst. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 90 ft., one target. Hit: 6 (2d10 +6) force damage.
Arcane Slash. Melee Weapon Attack: +10 to hit, reach 15 ft. one target. Hit: 11 (1d10 + 6) force damage plus 9 (2d8) necrotic damage.
Dark Corona Burst. (7th Level). The aberration calls upon foul powers to unleash the energy of a black sun in a 20-foot-radius sphere centred on a point within 90 feet of the Aberration. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 6d6 force damage, 6d6 necrotic damage, and becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and is not frightened.
Finger of Death. Ranged Spell Attack: +12 to hit, range 60 ft., one target. (7th Level)
You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.
Reactions
Incorporeal Form. Immediately after taking damage, the Aberration, along with any equipment it is wearing or carrying, magically teleports up to 30 feet to an unoccupied space it can see.
Legendary Actions
The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aberration regains spent legendary actions at the start of their turn.
Eldritch Whip. Melee +10 to hit, reach 60 ft. one target. Hit: 13 (2d6 + 6) necrotic damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pulled 30 towards the aberration.
Move. The aberration moves up to its movement speed.
Psychic Whisper. (Costs 2 Actions). The aberration targets one creature it can see within 120 feet of itself. The target must succeed on a DC 20 Wisdom saving throw or take 20 (4d6 + 6) psychic damage and be stunned until the end of the aberration’s next turn as incomprehensible whispers fill the target’s mind.
A Weave Aberration’s Lair
A weave aberration is drawn to places of magical power, be they on ley lines, areas where the veil between the Weave and Prime Material Plane are weak, or where arcane practitioners are common. A weave aberration may make its lair near a portal to the Weave or within a laboratory of a mage they have enthralled or killed.
When fought within its lair the Weave aberration, Eldritch is CR 18
Lair Actions
On initiative count 20 (losing initiative ties), the aberration takes a lair action to cause one of the following effects; the aberration can’t use the same effect two rounds in a row:
Mind Warp. The aberration casts confusion, which the aberration does not have to maintain concentration on. The spell ends the next time a lair action is used.
Corrupting Burst. Necrotic energies burst forth from a point on the ground the aberration can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius burst. Each creature in the burst’s area must make a DC 15 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Darkness of the Void. The aberration casts darkness, which the aberration does not have to maintain concentration on. The spell ends the next time a lair action is used.
Regional Effects
The region surrounding a powerful aberration’s lair is corrupted by the influence of the Weave, creating one or more of the following effects:
Sense the Flow. The aberration is aware of the location of all spells cast within 1 mile of of the aberration’s lair, and is aware of the creature that cast it.
Thinning of the Veil. Weave aberrations and other creatures of the Weave manifest in increasing numbers within 6 miles of the aberration’s lair.
Weavite Formation. Weavite begins to form in mines or around minerals within 1 mile of of the aberration’s lair.
If the aberrations dies, these effects fade over the course of 1d10 days.
Weave Enchanter
In its natural form, the Weave Enchanter presents a mesmerising sight, its mostly humanoid figure adorned with an opulent display of arcane energy. Its body extends downward, culminating in sinuous wisps of energy that undulate and coalesce to appear like a serpent-like tail. Every inch of its form is adorned with coalesced arcane energy, giving it the appearance of being bejewelled and gilded in otherworldly radiance. Wings of wispy shadow energy extend from its back, their ethereal tendrils weaving through the air with an almost hypnotic grace. Its face bears a smiling maw, lined with glistening teeth of pure energy, while bejewelled horns crown its head, framing void-like eyes that seem to draw in all light around them.
Image Source: generated by DALL·E 3
The Weave Enchanter is a master of deception and manipulation, its very existence a testament to the seductive allure of the arcane. Capable of assuming various forms through its innate shapechanging abilities, it often cloaks its true appearance to tempt and deceive unsuspecting victims. Its ultimate goal is to amass powerful allies and secure a willing host for possession, a task it accomplishes through a combination of seduction, deception, and misdirection.
Encounters with the Weave Enchanter are fraught with peril, as its charms are as potent as they are deceptive. It uses its shapechanging abilities to assume the guise of those its victims desire most, weaving intricate illusions to ensnare their minds and cloud their judgement. Once ensnared, it employs a combination of flattery and manipulation to coax its victims into willingly offering themselves as hosts for possession, their desires twisted and warped by the enchanter's malevolent influence.
To face a Weave Enchanter is to confront the darker aspects of the arcane, a creature whose very existence is steeped in deceit and treachery. Its seductive charms and beguiling enchantment make it a formidable adversary, capable of turning friend against friend and sowing discord among even the most stalwart of allies. Only those with the strength of will and clarity of mind can hope to resist its insidious influence and emerge unscathed from its tangled web of deception.
Combat
In combat the weave enchanter is a skirmisher it seeks to cast its spells, attack its target and leave combat. One the first round of combat the aberration uses Crown of Madness and stays clear of combat. Following this the aberration takes one of two tactics. Preferable it attacks foes which are avoiding melee combat. Secondly, if it can’t it casts Tasha's Mind Whip on a target, moves in to use Arcane Slash, and then moves out of combat, hoping that Tasha's Mind Whip prevents the creature from using its reaction. On subsequent turns, the aberration tries to melee combat with creatures who are proficient in it by using Tasha's Mind Whip and retreating out of melee, then repositioning to attack physically weaker targets.
Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave aberrations are intelligent creatures, they only attempt to attack creatures they believe they have a reasonable chance of defeating. They are, however, arrogant and don’t consider fleeing until they reach 25 hit points; they do, however, flee if more than 70 percent of their allies are dead or fleeing. Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more.
Image Source: generated by DALL·E 3
Weave Enchanter
Medium Aberration, Typically Chaotic Evil
- Armor Class 13 (natural armour)
- Hit Points 81 (18d8)
- Speed 40 feet, 10ft Flying
STR DEX CON INT WIS CHA 10(+0) 16 (+3) 10 (+0) 16 (+3) 14(+2) 15(+2)
- Skills Deception +5, Insight +5
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical attacks
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 12
- Languages All, Telepathy 120 ft.
- Challenge CR 5 (1,800) Proficiency Bonus +3
- Role Skirmisher
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: bane.
Magic Weapons. The aberration's weapon attacks are magical.
Shapechanger. The aberration can use its action to polymorph into a Small, Medium, or Large humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Multiattack. The aberration makes two Arcane Slash attacks, the Aberration can replace one Arcane Burst attack a spell.
Arcane Slash. Melee Weapon Attack: +5 to hit, reach 5 ft. one target. Hit: 13 (2d10 + 2) force damage.
Crown of Madness (2nd Level). Range 120ft. One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Tasha's Mind Whip (2nd Level). Range 90ft. You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Weave Evocation Conflux
A Weave Evocation Conflux is a sight to behold, a monstrous entity born from the volatile union of elemental and arcane forces. Its gargantuan form crackles and pulses with raw energy, each element vying for dominance within its tumultuous form. Lightning arcs and dances across its body, while tongues of flame flicker and rage, and ice crystals form and shatter in rapid succession. Earth and stone meld with sheer arcane energy, creating a chaotic maelstrom of power barely contained in a semblance of form. The creature's massive frame seems to be in constant conflict with itself, its very existence a testament to the struggle for dominance raging within.
A Weave Evocation Conflux is among the most formidable threats within the Weave, its immense power matched only by its sheer unpredictability. Born from the chaotic fusion of elemental and arcane energies, it is a creature of pure destruction, its very presence wreaking havoc on the fabric of reality itself. Much of its intelligence has been consumed by the struggle to contain the warring forces within, leaving behind only a primal instinct for survival and domination.
Encounters with a Weave Evocation Conflux are fraught with danger, as its unpredictable nature makes it a volatile and unstable adversary. Lightning, fire, ice, and arcane energy burst forth from its body with devastating force, laying waste to everything in its path. Unleashed it is a cataclysmic storm of destruction.
Combat
In combat the weave evocation conflux is brute who wades into combat raining blows indiscriminately. The aberration always chooses to replace an arcane slash with an evocation storm, if possible the aberration includes itself in the radius to regain hit points from the force damage. In the first round of combat the aberration uses Force Rain the creature that has dealt it the most damage, on subsequent rounds it focuses on the spellcaster ranged damage deal that is causing the most trouble, alternatively it uses it to break concentration on spells; the aberration uses Evocation Blast in the same way.
The aberration can change the damage type of some its attacks, the aberration knows the resistances and immunities creature obtain via their race or subrace, so avoid using that type of damage against creatures it knows will be immune to and reist the damage. The aberration leads dealing lightning damage, and only changes if a creature resists, then moving to cold, then fire.
The aberration values its continued existence above all else so when it is overwhelmingly clear it is losing the fight, when it reaches 70-90 hit points whilst most enemies survive, it flees. It uses the darkness spell so it can leave combat without taking attacks of opportunity and moves away, using legendary actions to keep moving whenever possible.
Image Source: fusion elemental by michael komarck
Weave Evocation Conflux
Gargantuan Aberration, Typically Chaotic Evil
- Armor Class 19 (natural armour)
- Hit Points 527 (34d20 + 170)
- Speed 50 feet, 50ft flying
STR DEX CON INT WIS CHA 25 (+7) 16 (+3) 20 (+5) 15 (+2) 22 (+6) 19 (+4)
- Saving Throws Dex +11, Cha +12
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Cold, Fire, Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical attacks
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Truesight 30ft., Passive Perception 16
- Languages All, Telepathy 120 ft.
- Challenge CR 26 (90,000) Proficiency Bonus +8
- Role Brute
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Frightful Presence. Each creature of the aberration's choice that is within 120 feet of the aberration and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the aberration's Frightful Presence for the next 24 hours.
Legendary Resistance (3/Day). If the aberration fails a saving throw, it can choose to succeed instead. Whenever the Aberration uses its Legendary Resistance feature its Spell Save DC and Spell Attack Bonus are reduced by 1.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 22, +12 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: all, ice storm, storm sphere, wall of fire, cone of cold, wall of stone.
Magic Weapons. The aberration's weapon attacks are magical.
Siege Monster. The aberration deals double damage to objects and structures.
Actions
Multiattack. The aberration uses its Frightful Presence and then makes three Arcane Slash attacks, the Aberration can replace one Arcane Slash attack with a spell.
Arcane Slash. Melee Weapon Attack: +12 to hit, reach 15 ft. or range 150 ft., one target. Hit: 32 (4d10 + 10) force damage.
Evocation Storm (9th Level). The Aberration manifests a storm of chaotic energy within the 40-foot-radius sphere centred on a point within 1 mile of the Aberration. Each creature in that area must make a DC 20 Constitution saving throw, taking 31 (7d6) force damage and 31 (7d6) damage of a type of the creature choice of bludgeoning, cold, fire, or lightning on a failed save, or half as much damage on a successful one.
Reactions
Magic reflection. When a spell attack misses the aberration or the aberration succeeds on a saving throw caused by a spell, that spell is reflected back to whoever missed the spell attack or forced the aberration to make a saving throw. Use the aberrations Spell Save DC or Spell Attack bonus for the reflected spell.
Legendary Actions
The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aberration regains spent legendary actions at the start of their turn.
Detect. The aberration makes a Wisdom (Perception) check.
Evocation Blast. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 150 ft., one target. Hit: 19 (3d12) damage of a type of the creature choice of bludgeoning, cold, fire, or lightning.
Move. The aberration moves up to its movement speed.
Force Rain. (Costs 2 Actions). The aberration targets one creature it can see within 120 feet of itself. The target must succeed on a DC 21 Dexterity saving throw or take 16 (3d10) force damage and be stunned until the end of the Aberration’s next turn as incomprehensible whispers fill the target’s mind.
A Weave Aberration’s Lair
A weave aberration is drawn to places of magical power, be they on ley lines, areas where the veil between the Weave and Prime Material Plane are weak, or where arcane practitioners are common. A weave aberration may make its lair near a portal to the Weave or within a laboratory of a mage they have enthralled or killed.
When fought within its lair the Weave Aberration, Elemental Conflux is CR 25
Lair Actions
On initiative count 20 (losing initiative ties), the Aberration takes a lair action to cause one of the following effects; the Aberration can’t use the same effect two rounds in a row:
Weave Warp. The aberration influences the flow of the weave itself, all creatures within 60 feet of the aberration must make a DC 15 spellcasting ability check when they cast a spell. On a failure a Weave Aberration, Transmutation is summoned within 30 feet of the creature. Weave Warp lasts until initiative count 20 on the next round, however the Aberration remains until it is reduced to 0 hit points or flees.
Chaotic Burst. Chaotic energies burst forth from a point on the ground in a 20-foot-radius sphere centred on a point the Aberration can see within 120 feet of it. Each creature in the burst’s area must make a DC 15 Constitution saving throw, taking 7 (2d6) cold damage, 7 (2d6) fire damage, plus 7 (2d6) lighting damage on a failed save, or half as much damage on a successful one.
Force Mist. Weave mists form a cloud in a 20-foot-radius sphere centered on a point the aberration can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region surrounding a powerful Aberration’s lair is corrupted by the influence of the Weave, creating one or more of the following effects:
Sense the Flow. The aberration is aware of the location of all spells cast within 1 mile of of the aberration’s lair, and is aware of the creature that cast it.
Thinning of the Veil. Weave aberrations and other creatures of the Weave manifest in increasing numbers within 6 miles of the Aberration’s lair.
Weavite Formation. Weavite begins to form in mines or around minerals within 1 mile of of the Aberration’s lair.
If the Aberrations dies, these effects fade over the course of 1d10 days.
Weave Evoker
The Weave Evoker blazes with an intense rage, its form wreathed in bright flame and crackling arcane energy. Though vaguely humanoid in shape, it lacks legs, its body tapering off into flickering magical energy that seems to dance and writhe with primal fury. Its face is devoid of mouth or nose, replaced instead by eyes that burn with fiery intensity and malevolence. Every movement is accompanied by a flicker of flame and a burst of arcane energy, marking its presence with an aura of raw power and aggression.
Weave Evokers are the embodiment of evocation magic unleashed, their very existence a testament to the volatile and dangerous nature of the arcane arts. Consumed by an unbridled rage that burns in both body and mind, they strike out against all who cross their path with a ferocity that borders on madness. Unlike their more cunning counterparts, Weave Evokers eschew subtlety and calculation in favour of open and violent confrontation, their attacks fueled by an insatiable desire to unleash destruction upon the world.
Weave evokers have mastery over evocation; magic allows them to unleash torrents of flame and bursts of arcane energy with devastating force, laying waste to everything in their path.
Combat
The weave evoker is an artillery attacker with a twist. In combat the aberration stays toward the rear of combat, casting Scorching Ray and using its Arcane Burst attack. The aberration attempts to position itself to target two or more creatures with its Aganazzar’s Scorcher spell. The twist with the aberration comes from its Fire Form and Raging Caster abilities, which make it competent at dealing damage in close quarters, and gains advantage on its Aganazzar’s Scorcher spell attack whilst a foe is within 5 feet of the aberration.
Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave evokers are arrogant and violent by nature and as such they may attack creatures obviously more powerful than themselves. They don’t consider fleeing until they reach 20 hit points; they do, however, flee if more than 90 percent of their allies are dead or fleeing. Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more. When the aberration flees it uses Thunderwave to blast away enemies and moves away.
Image Source: Rage Demon Concept Art - Dragon Age
Weave Evoker
Medium Aberration, Typically Chaotic Evil
- Armor Class 15 (natural armour)
- Hit Points 105 (14d8 + 42)
- Speed 30 feet, 15ft Flying
STR DEX CON INT WIS CHA 14(+2) 10(+0) 17(+3) 10 (+0) 14(+2) 17(+3)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 10
- Languages All, Telepathy 120 ft.
- Challenge CR 6 (2,300 XP) Proficiency Bonus +3
- Role Artillery
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Fire Form. The aberration can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the Aberration or hits it with a melee attack while within 5 ft. of it takes 3 (1d6) fire damage. In addition, the Aberration can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d6) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 3 (1d6) fire damage at the start of each of its turns.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Illumination. The aberration sheds bright light in a 30-foot radius and dim light in an additional 30 ft.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: Darkness, Gust of Wind
Magic Weapons. The aberration's weapon attacks are magical.
Raging Caster. When a hostile creature is within 5 feet of the aberration, the aberration has advantage on ranged spell attacks against creatures more than 10 feet away from the aberration.
Actions
Multiattack. The aberration makes two Arcane Burst attacks, the Aberration can replace one Arcane Burst attack with a spell.
Arcane Burst. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 19 (3d10 + 3) force damage.
Flame Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) fire damage.
Aganazzar’s Scorcher (2nd Level). A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Scorching Ray (2nd Level) . Range 120 ft. You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Thunderwave (1st Level) A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Weave Devotion
Weave Devotions radiate with a divine aura, their forms a harmonious blend of faith and arcane energy. They appear as celestial beings bathed in radiant light, with a vaguely humanoid shape adorned with a pair of arms, a torso, and a head. However, their faces lack mouths and noses, replaced instead by glowing symbols of divine significance. Wisps of radiant energy extend downward from their bodies, casting an ethereal glow that illuminates their surroundings. Strange symbols float and dance throughout their form of both divine and the arcane.
Weave Devotions are the embodiment of both faith and arcane energy, manifesting in areas suffused with the divine and the arcane alike. They are born from the fervent beliefs of devout or zealous spellcasters who manipulate the Weave inadvertently breathing life into these creatures. These creatures are vindictive and relentless in their pursuit of those who manipulate the weave with religious fervour, and unleash all manner of tactics to attack and eliminate them.
Weave Devotion
Huge Aberration, Typically Chaotic Evil
- Armor Class 16 (natural armour)
- Hit Points 123 (19d8)
- Speed 30 feet, 15ft Flying
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 10 (+0) 14 (+2) 16 (+3) 18 (+4)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Radiant, Bludgeoning, Piercing, and Slashing From Nonmagical attacks
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 10
- Languages All, Telepathy 120 ft.
- Challenge CR 8 (3,900 XP) Proficiency Bonus +3
- Role Brute/Support
Concentration Master. The aberration is able to concentrate on two spells at the same time. When the aberration does it make one Concentration check for both spells.
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 17, +7 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: bless, command, hold person, mass healing word.
Magic Weapons. The aberration's weapon attacks are magical.
Actions
Multiattack. The aberration makes two Arcane Burst attacks and uses Spiritual Weapon, the Aberration can replace one Arcane Burst attack with a spell.
Radiant Slash. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 90 ft., one target. Hit: 14 (2d10 + 3) Radiant damage.
Spirit Guardians (Necrotic) (3rd Level). You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
Spiritual Weapon (2nd Level). Range 60ft. You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
Reactions
Guided Strike. When the aberration or a creature the aberration can see misses an attack role, the aberration can use its reaction add +5 to the result.
Magic Misdirection. When a spell attack misses the aberration or the aberration succeeds on a saving throw caused by a spell, the aberration redirects the spell to another creature within 30 feet of it. Use the aberrations Spell Save DC or Spell Attack bonus for the reflected spell.
combat
Weave deviations are brutes who use their spells to maximise its use of action economy, and use their reactions to support its allies. When combat starts the aberration casts Spiritual Weapon to make use of its bonus actions, either uses its movement to reach melee range and make Radiant Slash attacks or if it cannot reach any foe, it casts the Command spell. On the aberrations next turn it casts Spirit Guardians, makes a Radiant Slash attack, and its bonus action Spiritual Weapon attack. On subsequent turns the aberration either makes all its Radiant Slash attacks, or recasts its concentration spells in the above order.
The aberration’s reactions are more complex and dependent upon what allies are present in combat, as unlike many creatures it has two reaction abilities which compete with one another for use. Both are impactful, with Guided Strike allowing attacks that would miss to hit, and Magic Misdirection allows a spell from an enemy to be redirected at another enemy. The aberration saves its reaction if it has powerful allies in which case it uses Guided Strike to support them or Magic Misdirection if the opportunity arises. If the aberration is the most powerful creature it uses Guided Strike and Magic Misdirection to support itself.
Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave aberrations are intelligent creatures, they only attempt to attack creatures they believe they have a reasonable chance of defeating. They are, however, arrogant and don’t consider fleeing until they reach 35 hit points; they do, however, flee if more than 70 percent of their allies are dead or fleeing. Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more.
Weave Illusion
Weave Illusions are shadow and arcane energy incarnate, their forms twisted and distorted into a nightmarish semblance of a humanoid figure. Wisping shadows intertwine with sickly pulsating arcane energy in a macabre visage. Their arms terminate in razor-sharp black claws, ready to rend and tear at their prey, while their bodies flow and undulate like tattered and torn cloth, giving them an otherworldly and unsettling appearance.
Weave illusions are first and foremost ambush predators that rely upon surprise and the distractions provided by its Silent Image spell, Shadow Stealth, Subtle Caster, and Throw Voice features, to create illusions and distractions that lure their victims into their grasp. If possible the aberration would only attack those it has deceived and who are highly vulnerable, however, subjugation but other weave aberrations and mages, and desperation can drive it to more open aggression.
combat
Weave illusions ideally start combat either hidden in darkness or with its enemies surprised, making use of its Silent Image spell, and Shadow Stealth, Subtle Caster, and Throw Voice features.
Image Source: Air elemental by Mik-robobobo https://www.deviantart.com/mik-robobobo/art/Air-elemental-254192034
When it does so it attacks a creature which has not yet taken its turn with both of its Psychic Slash attacks, and then moves out of combat into an area it can take the Hide action in (this avoids reaction attacks as the creature is still surprised).
If the cannot do the above it instead targets a creature which has already taken its turn with a Psychic Slash attack, and then its Mind Warp ability, then moving out of combat; On subsequent turns the aberration follows this pattern. If the aberration cannot Hide, it instead attacks as outlined above and moves flies into the air hopefully out of reach of other creatures.
The aberration rarely makes use of its flying speed, as it makes it a clear target and most likely prevents it from taking the Hide action. The aberration will however, make use of its flying speed if it is in a dark cave or ruin where it can take the Hide action in the darkness above.
A weave illusion is a particularly vulnerable aberration, with low hit points and even lower AC, as such if it is hit by a lead weapon, which it is vulnerable to, or by dispel magic, it flees combat, hoping to either live to fight another day or vindictively target its enemies at a later date. Weave aberrations only attempt to attack creatures they believe they have a reasonable chance of defeating. The weave illusion is conscious of its own weakness, and also flees when it reaches 20 hit points, 50 percent of its allies are dead or fleeing, or when it is clear the battle has turned against it. When the aberration flees, dash if in combat with one creature, or disengage when surrounded by more, and tries to Hide and flee whilst hidden.
Weave Illusion
Medium Aberration, Typically Chaotic Evil
- Armor Class 9 (natural armour)
- Hit Points 54 (12d8)
- Speed 30 feet, 15ft Flying
STR DEX CON INT WIS CHA 6(-2) 16 (+3) 10 (+0) 14 (+2) 14(+2) 13(+1)
- Skills Stealth +5
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Necrotic
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 10
- Languages All, Telepathy 120 ft.
- Challenge CR 1 (200 XP) Proficiency Bonus +2
- Role Skirmisher
Amorphous. The aberration can move through a space as narrow as 1 inch wide without squeezing.
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 13, +3 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: Color Spray, Silent Image
Magic Weapons. The aberration's weapon attacks are magical.
Shadow Stealth. While in dim light or darkness, the aberration can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
Subtle Caster. When the aberration casts a spell it can choose to cast it without any somatic or verbal components.
Throw Voice. The aberration can throw its voice to make it appear that its voice is coming from another location within 60 feet.
Actions
Psychic Slash. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) Psychic damage.
Mind Warp (1st level) (recharge 4-6) The Aberration warps the minds of creatures in a 10-foot-radius sphere centred on itself. Each creature in that area must make a DC 13 Wisdom saving throw. On a failed save, a creature becomes charmed until the end of its next turn. The charmed target must use its movement and action on each of its turns to make attacks against a creature of the Aberration’s choice.
Image Source: Shadow Elemental Allip by Jacobugoth https://www.deviantart.com/jacobugoth/art/Shadow-Elemental-Allip-978881918
Weave Nature
Weave Natures are the amalgamation of natural elements and the raw energy of the Weave itself. Their forms shift and undulate, ever-changing and unpredictable. It is made up of Swelling water, broken driftwood, and dead vegetation intertwined with the pulsating energy of the Weave at their core. At times, they take on a vaguely humanoid shape, with wooden arms that smash down upon their foes, but it also transforms into a crashing wave, battering their enemies with the relentless force of nature itself.
Weave Natures are the embodiment of the symbiotic relationship between natural forces and the arcane. They manifest in areas where wildlife and magic converge, drawn forth by the potent energies that permeate the land. Born from the spells of druids, rangers, wild witches, and those attuned to the primal forces of the natural world, they are creatures of immense power and untamed wilderness.
Combat
Weave natures start combat with Spike Growth, to deal passive damage to enemies and make it difficult for them to position themselves. As the aberration can melee attacks and is immune to the effects of Spike Growth it moves towards its enemies and attacks them with Arcane Bludgeoning if possible. On subsequent turns the aberration maintains Spike Growth only if it is still causing problems for its enemies (as it likely stops the aberrations allies from effectively engaging enemies as well) if so, the aberration casts Heat Metal if martial enemy if more problematic or moonbeam if a ranged enemy is dealing more damage to it.
Weave aberrations are vulnerable to lead weapons and susceptible to dispel magic, when they are targeted by either weave aberrations leave combat with that creature and attack others instead, other aberrations avoid combat with creatures that show these abilities.
Weave aberrations are intelligent creatures, they only attempt to attack creatures they believe they have a reasonable chance of defeating. They are, however, arrogant and don’t consider fleeing until they reach 25 hit points; they do, however, flee if more than 70 percent of their allies are dead or fleeing. Weave aberrations fear death, when they flee they dash if in combat with one creature, or disengage when surrounded by more. When the aberration flees it uses Spike Growth, or entangle if Spike Growth would only affect one creature, and moves away.
Image Source: Muldrotha, the Gravetide by Jason Rainville
Weave Nature
Medium Aberration, Typically Chaotic Evil
- Armor Class 13 (natural armour)
- Hit Points 72 (16d8)
- Speed 30 feet, 15ft Flying
STR DEX CON INT WIS CHA 10(+0) 12 (+1) 10 (+0) 14 (+2) 16 (+3) 14 (+2)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical attacks
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Tremorsense 15 Ft., Passive Perception 10
- Languages All, Telepathy 120 ft.
- Challenge CR 3 (700 XP) Proficiency Bonus +2
- Role Brute
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 14, +4 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: entangle, thunderwave, pass without trace.
Magic Weapons. The aberration's weapon attacks are magical.
One with Nature. Difficult terrain composed of earth, plants, sand, or water doesn’t cost it extra movement. Additionally, any area affected by the Spike Growth spell does not damage the aberration.
Actions
Multiattack. The aberration makes two Arcane Burst attacks or casts one spell.
Arcane Bludgeoning. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10 + 2) force damage.
Heat Metal (2nd level) . range 60 ft., one target. >Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Moonbeam (2nd Level). Range 120 ft. A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
Spike Growth (2nd Level). Range 150 ft.
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Weave Necromancers
Weave Necromancers exude an aura of malevolent power, their twisted forms bathed in sickly purple negative and arcane energy. Their bodies are contorted and unnatural, with four arms that bend and move in unsettling ways. Their head is a grotesque mockery of horns and contorting energy, with a gaping maw that exudes an air of dread and decay.
Weave Necromancers are the embodiment of death and decay, their very presence a testament to the dark powers of necromancy and the arcane. They manifest in areas where large numbers of people have met their demise, drawn forth by the residual energies of death and despair. Born from the casting of necromantic magic, they are creatures of cold calculation and malevolent intent, lingering in the shadows and observing their prey before springing their ambush.
Encounters with a Weave Necromancer are chilling experiences, as they wield the powers of death and undeath with a mastery that borders on the unnatural. They are drawn to spellcasters and blood magic like moths to a flame, their obsession driving them to seek out and attempt to possess those who wield such forbidden arts.
Image Source: dota2 Bane Elemental by biggreenpepper
https://www.deviantart.com/biggreenpepper/art/dota2-Bane-Elemental-470110908
Combat
The aberration is a mixed melee and ranged fighter, however, its low AC means it doesn’t stay in melee for long. It starts combat by using Blight and a Necrotic Burst attack, allowing its allies to take the bulk of damage from melee in the first round. The following round it uses Blight before closing on a target, preferably a ranged foe and then casts Vampiric Touch. Following this the aberrations continues its Blight (now at disadvantage as it is in melee) and Vampiric Touch combination, unless a melee enemy joins the fray, in which case the aberration makes a Vampiric Touch attack, moves away (incurring attacks of opportunity) hopefully out of range and then casts Blight. On its next turn the aberration tries to pick out isolated enemies using its normal combination on them. The aberration moves around combat trying to pick out these isolated targets and avoids getting bogged down in a melee fight it cannot win. When it is clear it is losing the fight it flees taking the skies and attacking as it flees.
A weave necromancers is a particularly valuable aberration, with low hit points and even lower AC, as such if it is hit by a lead weapon, which it is vulnerable to, or by dispel magic, it flees combat, hoping to either live to fight another day or vindictively target its enemies at a later date. Weave aberrations only attempt to attack creatures they believe they have a reasonable chance of defeating. The weave necromancer is conscious of its own weakness, and also flees when it reaches 45 hit points, 50 percent of its allies are dead or fleeing, or when it is clear the battle has turned against it. When the aberration flees, dash if in combat with one creature, or disengage when surrounded by more, and tries to use its flying speed to avoid damage.
Weave Necromancer
Medium Aberration, Typically Chaotic Evil
- Armor Class 13
- Hit Points 110 (20d8+20)
- Speed 40 feet, 15ft Flying
STR DEX CON INT WIS CHA 10(+0) 16 (+3) 12 (+1) 16 (+3) 14(+2) 15(+2)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Resistances Necrotic
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 10
- Languages All, Telepathy 120 ft.
- Challenge CR 7 (2,900) Proficiency Bonus +4
- Role Skirmisher
Chilling Presence. Creatures within 15 feet of the aberration can't regain hit points.
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 15, +5 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: cause fear, blindness/deafness, ray of enfeeblement, animate dead, bestow curse
Magic Weapons. The aberration's weapon attacks are magical.
Presence of Dread. When a creature ends its turn within 15 feet of the aberration, the aberration can force that creature to make a DC 15 Constitution Saving Throw. On a failure its AC is reduced by 2. An affected creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
Actions
Multiattack. The aberration makes casts Blight and Vampiric Touch, the Aberration can replace either spell with an Arcane Burst attack or another spell.
Necrotic Burst. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 13 (2d10 + 2) necrotic damage.
Vampiric Touch (3rd Level). Melee Spell Attack +5 to hit: The touch of your shadow-wreathed hand can syphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.
Blight (4th Level). Ranged Soell Attack +5 Range 30 ft. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.


Weave Transmutator
Weave Transmutators are the stuff of nightmares, their forms twisted and grotesque, bearing little resemblance to anything found in the natural world. Their lower bodies are a writhing mass of tentacles and arcane energy, undulating with an otherworldly grace. Clawed arms sprout from their torsos in a chaotic array, each limb capable of manipulating the very fabric of reality itself. Their faces are twisted abominations of eyes and maw, exuding an aura of primal terror and alien malevolence.
Weave Transmutators are among the most enigmatic and terrifying of all weave aberrations, their very existence a testament to the boundless horrors of the arcane. Obsessed with constantly changing and manipulating matter around them, they possess a mastery over transmutation magic that borders on the incomprehensible. From turning lead into gold to transforming stone into weaveite, and they revel in the chaos and destruction they sow.
Weave Transmutator wield their powers with a fervour and passion that borders on madness. They harbour a deep-seated hatred for mortals, viewing their forms as permanent and unchanging in contrast to their own ever-shifting nature. Unlike other weave aberrations, they do not seek to possess mortals, instead preferring to unleash their transmutative powers upon them with reckless abandon.
Combat
In combat transmutators attempt to avoid melee combat totally, as their low AC and lack of melee attacks make them ineffective at best and inept at worse in melee. Instead they remain 30 feet away from enemies attacking from range. The aberration uses its first turn to cast Heat Metal, so that it can keep using a bonus action to deal damage, and then an Arcane Burst attack. Subsequently the aberration recasts Heat Metal if concentration was broken, otherwise it uses Warp Time followed by an Arcane Burst if it can target two enemies with Warp Time, otherwise it makes two Arcane Burst attacks. If an enemy moves into melee with the Aberration uses its next turn to disengage and fly 15 feet into the air.
This aberration is particularly vulnerable, with low hit points and even lower AC, as such if it is hit by a lead weapon, which it is vulnerable to, or by dispel magic, it flees combat, hoping to either live to fight another day or vindictively target its enemies at a later date. Weave aberrations only attempt to attack creatures they believe they have a reasonable chance of defeating. The weave transmutator is conscious of its own weakness, and also flees when it reaches 25 hit points, 50 percent of its allies are dead or fleeing, or when it is clear the battle has turned against it. When the aberration flees, dash if in combat with one creature, or disengage when surrounded by more.
Image Source: Warp creature concept by Edouard Boccard
Weave Transmutator
Medium Aberration, Typically Chaotic Evil
- Armor Class 11 (natural armour)
- Hit Points 63 (14d8)
- Speed 30 feet, 15ft Flying
STR DEX CON INT WIS CHA 10(+0) 12 (+1) 10 (+0) 16 (+3) 12(+1) 13(+1)
- Damage Vulnerabilities Weapons made from or coated in lead.
- Damage Immunities Force
- Condition Immunities Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
- Senses Darkvision 60 Ft., Passive Perception 10
- Languages All, Telepathy 120 ft.
- Challenge CR 2 (450 XP) Proficiency Bonus +2
- Role Artillery
Connection to the Weave. The aberration knows the distance and direction where spell are cast within 2000 feet of it.
Dispel Magic Susceptibility. When the aberration is targeted by the dispel magic spell it takes 6d6 psychic damage.
Force Absorption. Whenever the aberration is subjected to force damage, it takes no damage and instead regains a number of Hit Points equal to the force damage dealt.
Innate Spellcasting. The aberration's innate spellcasting ability is Charisma (spell save DC 13, +3 to hit with spell attacks). It can innately cast the following utility spells in addition to other spells in this stat block, requiring no material components: alterself, expeditious retreat, enlarge/reduce, slow, polymorph (enemies only).
Immutable Form. The aberration is immune to any spell or effect that would alter its form.
Magic Weapons. The aberration's weapon attacks are magical.
Actions
Multiattack. The aberration makes two Arcane Burst attacks, the Aberration can replace one Arcane Burst with a spell.
Arcane Burst. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 7 (2d6 + 1) force damage.
Warp Time (1st Level). The aberration magnifies gravity within reality in a 15-foot-radius sphere centred on a point within 60 feet of the aberration. Each creature in that area must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 1d8 force damage and its speed is halved until the end of its next turn. The sphere remains until the Aberration uses Warp Gravity again or is reduced to 0 hit points.
Heat Metal (2nd Level). Range 60 ft., one target. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.



Appendix A: Miscellaneous Creatures
Credit: Kevin Catalan
Lizard-lions
Large Beast, Unaligned
- Armor Class 13 (natural armour)
- Hit Points 111(13d10 + 70)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 16 (+3) 4 (-3) 12 (+1) 4 (-3)
- Senses Darkvision 30ft., Passive Perception 6
- Languages None
- Challenge 3 (700) Proficiency Bonus +3
- Role Brute
Hold Breath. The lizard-lion can hold its breath for 1 hour.
Actions
Multiattack. The lizard-lion makes two attacks, one bite and one tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (2d10 + 4) piercing damage, and the target is Grappled (escape DC 13). Until this grapple ends, the target is Restrained, and the Crocodile can't bite another target.
Tail. Melee Weapon Attack: +6 to hit, reach 10ft., one target not Grappled by the Crocodile. Hit 8 (1d8 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Credit: Kevin Catalan
Shadowcat
Large Beast, Unaligned
- Armor Class 14 (natural armour)
- Hit Points 65(10d10 + 10)
- Speed 40ft.
STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 12 (+1) 5 (-2) 14 (+2) 8 (-1)
- Skills Stealth + 5
- Senses Darkvision 60ft., Passive Perception 12
- Languages None
- Challenge 3 (700 XP) Proficiency Bonus +3
- Role Ambusher
Keen Sight and Smell. The Shadowcat has advantage on Wisdom (Perception) checks that rely on sight or smell.
Night Camouflage. The Shadowcat has advantage on Dexterity (Stealth) checks made to hide in dim-light or darkness
Pounce If the shadowcat moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the shadowcat can make one bite Attack against it as a Bonus Action.
Actions
Multiattack. The shadowcat makes two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) piercing damage
Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (2d6 + 3) slashing damage
Scorpion, Manticore
Tiny Beast, unaligned
- Armor Class 12
- Hit Points 2 (4d4 - 8)
- Speed 1ft.
STR DEX CON INT WIS CHA 4 (-3) 14 (+2) 6 (-2) 3 (-3) 2 (-4) 19 (+5)
- Senses passive Perception 12
- Languages --
- Challenge 4 (1,100 XP) Proficiency Bonus +2
- Role Ambusher
Fast Moving. The scorpion has advantage on initiative rolls
Actions
Stinger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) , and the target must make a DC 13 Constitution saving throw, taking 28 (8d6) poison damage and falls incapacitated and prone on a failed save, or half as much damage on a successful one. A creature that failed its save may repeat its saving throw at the end of its turn to end the incapacitated condition.
Credit: max Berman
Appendix B: Heroes of the Free States
Faena, The Unlucky
Medium Humanoid, Chaotic Neutral
- Armor Class 18 (see magic items)
- Hit Points 243 (23d8+115)
- Speed 30ft
STR DEX CON INT WIS CHA 8 (-1) 18 (+4) 20 (+5) 10 (+0) 10 (+0) 22 (+6)
- Saving Throws Dex +10, Cha +12
- Skills Acrobatics +10, Deception +12, Intimidation +12, Perception +6, Performance +12, Persuasion +12
- Senses Darkvision 60ft, Passive Perception 16
- Challenge 12 (8,400 XP) Proficiency Bonus +6
- Role Leader and Support
Chaotic Combat. If Faena attacks targets randomly she gains +2 to her attacks, or +2 to her spell save DC.
Fey Ancestry. Faena has advantage on saving throws against being charmed, and magic can't put here to sleep.
Spellcasting. Faena's spellcasting ability is Charisma (spell save DC 20, +10 to hit with spell attacks). She can cast the following utility spells in addition to other spells in this stat block:
Light, Mage Hand, Prestidigitation, Vicious Mockery, Charm Person, Detect Magic, Cure Wounds, crown of madness, detect thoughts, enthrall, suggestion, zone of truth, Fear, leomund's tiny hut, Charm Monster, dimension door, Confusion, Freedom of Movement, Dominate Person, Programmed Illusion, True Seeing, Teleport, feeblemind.
Actions
Multiattack. Faena makes four Dragonbone Longsword or four Pepperbox Attacks and casts one spell.
Crown of Madness. (2nd level) Range 120 feet. One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.
Dragonbone Longsword. Melee Weapon Attack: +12 to hit, Reach 5ft, one target. Hit 10 (1d8) +6 slashing damage.
Mass Suggestion 1/day. (6th level) Range 60 feet. You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable.Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability.
Pepperbox. ranged Weapon Attack: +10 to hit, range 80/320, one target. Hit 9 (1d10) +4 piercing damage plus 7 (2d6) fire damage.
True polymorph, Adult Black Dragon. Faena transforms into an Adult Black Dragon. She assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
Bonus Actions
Mantle of Inspiration. Up to 3 creatures of Faena can see within 60 feet 10 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Bardic Inspiration. Faena inspires others through stirring words or music. One creature other than Faena within 60 feet who can hear her gains one Bardic Inspiration die, a d6. The creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
Reactions
Counterspell (3rd Level). Range 60 ft. If a creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Charisma ability check . The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Faena's Magic Items
Glamoured Studded Leather
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.
Ring Of Protection
You gain a +1 bonus to AC and saving throws while wearing this ring.
Efreeti Kigonki
While attuned to the Efreeti Circlet you are resistant to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground. Also while attuned to this kigonki, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells. As an action, you can play the drum to cast mass suggestion without material components. This property of the drum can't be used again until the next dawn.
Songbird’s Cage (Exalted)
Your Charisma score is 22 while you wear this necklace. They have no effect on you if your Charisma is already 22 or higher without them.
As a bonus action, your very voice becomes a weapon and can unleash a powerful scream. Each creature within a 15-foot cone from you. Each creature in that area must make a DC 17 Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. You can use this ability twice before the next dawn.
The Cage has 4 Charges. While wearing the necklace you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it without material components, the spell save DC is 17: charm (2 charges), command (2 charges), glamour (4 charges).
The Cage regains 4 expended Charges daily at dawn.
True Polymorph Counterspell
Faena is in effect a two stage fight, as she uses true polymorph to transform into an Adult Black Dragon and then fights as herself. As this is a key part of her combat strategy faena uses a 8th level counterspell if her true polymorph spell is counterspelled.
Appendix C: Miscellaneous NPCs
Brightsword
Medium Humanoid, Typically Lawful Neutral
- Armor Class 20 (plate +shield)
- Hit Points 117 (18d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 12 (+1) 10 (+2) 14 (+2)
- Skills Arcana +3, Religion +3
- Senses Passive Perception 12
- Languages Common (and two other languages)
- Challenge 3 (700 XP) Proficiency Bonus +2
- Role Brute
Spellcasting. The brightsword's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).
Magic Resistance The brightsowrd has advantage on saving throws against spells and other magical effects.
Magic Intuition The brightsword can see a faint aura around creatures able to cast magic.
Actions
Multiattack The brightsword makes two longsword attacks, and casts a spell.
Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10 + 2) slashing damage, or 8 (1d12 +2) slashing damage is used in two hands.
Dispell Magic (3rd Level). Range 120ft. Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Silence (2nd Level). Range 120ft. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Reactions
Counterspell (3rd Level). Range 60 ft. If a creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Charisma ability check . The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Brightsword Bright-Knight
Medium Humanoid, Typically Lawful Neutral
- Armor Class 20 (plate +shield)
- Hit Points 117 (18d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 15 (+2) 12 (+1) 10 (+2) 16 (+3)
- Skills Arcana +4, Religion +4
- Senses Passive Perception 12
- Languages Common (and two other languages)
- Challenge 5 (1,800 XP) Proficiency Bonus +3
- Role Brute
Spellcasting. The brightsowrd's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).
Magic Resistance The brightsowrd has advantage on saving throws against spells and other magical effects.
Magic Intuition The brightsowrd can see a faint aura around creatures able to cast magic.
Actions
Multiattack The brightsowrd makes three longsword attacks, it can replace one longsword attack with a spell.
Longsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d10 + 3) slashing damage plus 4 (1d8) radiant damage, or 9 (1d12 +3) slashing damage plus 4 (1d8) radiant damage is used in two hands.
Dispell Magic (4th Level). Range 120ft. Choose any creature, object, or magical effect within range. Any spell of 4th level or lower on the target ends. For each spell of or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Silence (2nd Level). Range 120ft. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Reactions
Counterspell (4th Level). Range 60 ft. If a creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Charisma ability check . The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Dishonourable Fighter
Medium Humanoid, Typically Chaotic Neutral
- Armor Class 16 (Studded Leather + Blade Defence)
- Hit Points 80 (12d8 + 27)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 9 (-1) 14 (+2) 14 (+2)
- Saving Throws Dex +5
- Skills Athletics +4, Deception +4, Insight+4, Perception + 4, Sleight of Hand +4
- Senses Passive Perception 14
- Languages two of your choice
- Challenge 3 (700 XP) Proficiency Bonus +2
- Role Brute
Blade Defence. While the fighter is wielding a longsword in two hands the fighter has +1 AC (included in AC) .
Actions
Multiattack. The fighter makes three attacjsm one dishonourable kick, and then two longsword attacks.
Dishonourable Kick. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 3 (1d4+1) bludgeoning damage, and on a hit the next attack roll made against the target before the fighter's next turn is made at advantage.
Longsword Melee Weapon attack +5 to hit, reach 5ft, one target. Hit 8 (1d10 + 3) slashing damage.
dagger Melee Weapon attack +5 to hit, reach 5ft, one target. Hit 5 (1d4 + 3) piercing damage.
Reactions
Suprise Hit. When the fighter is hit by a melee weapon attack, it deals deals 3 (1d4 +1) points of bludgeoning damage to the attacker. Additionally, the damage the fighter takes from the attack that triggered this reaction is reduced by 1d8.
Red Wizard Initiate
medium Humanoid, Typically Lawful Netural
- Armor Class 12 (15 with mage armour)
- Hit Points 126 (28d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 10 (+0) 18 (+4) 12 (+1) 12 (+1)
- Skills Arcana +7, History, +7
- Senses Passive Perception 11
- Languages Crowntounge, Common, Draconic, Elven, Infernal
- Challenge 6 (2,300 XP) Proficiency Bonus +3
- Role Artillery
Empowered Spells. When the red wizard initiate cast rolls damage resulting from a spell, it can reroll the die and must use the new roll.
Spellcasting. The wizard is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can cast the following utility spells in addition to other spells in this stat block: mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, detect thoughts, mirror image, scorching ray, dispel magic, fly, dimension door
Actions
Blight. (4th level) Range 30 ft. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
Cone of Cold. (1/day) (5th Level) Range Self. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Dagger. melee weapon attack, +5 to hit, reach 5ft,. one target. hit 4 (1d4 +2)
Fireball (3rd Level). Range 150. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Reactions
Counterspell (3rd Level). Range 60 ft. If a creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Charisma ability check . The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Shield (1st Level). Range self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Red Wizard Warmaster
Medium Humanoid, Typically Lawful Netural
- Armor Class 12 (15 with mage armour)
- Hit Points 180 (40d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 10 (+0) 20 (+5) 12 (+1) 12 (+1)
- Skills Arcana +8, History, +8
- Senses Passive perception 11
- Languages Crowntounge, Common, Draconic, Elven, Infernal
- Challenge 9 (5,000 XP) Proficiency Bonus +3
- Role Artillery
Empowered Spells. When the Red Wizard initiate cast rolls damage resulting from a spell, it can reroll the die and must use the new roll.
Spellcasting. The wizard is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can cast the following utility spells in addition to other spells in this stat block: mage hand, prestidigitation, ray of frost, detect magic, mage armor, magic missile, detect thoughts, mirror image, scorching ray, dispel magic, fly, dimension door
Actions
Blight (4th level). Range 30 ft. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one.
This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.
Cloudkill (1/Day) (5th Level). Range 120 ft. You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Disintegrate (1/Day) (6th Level). Range 60 ft. A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6+40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
Dagger. melee weapon attack, +5 to hit, reach 5ft,. one target. hit 4 (1d4 +2)
Fireball (3rd Level). Range 150. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Reactions
Counterspell (3rd Level). Range 60 ft. If a creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Charisma ability check . The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Shield (1st Level). Range self. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Practice
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