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About

Background
This compendium was originally supposed to be made and
released around Halloween 2020. But due to me being lazy,
procrastinating, and school work getting in the way, I have
decided to release this compendium today. I hope it was
worth the wait all of you who waited so patiently for this.

Why?
Now. I know what you are thinking. Why did you make
specifically horror if we have Curse of Strahd? You see, I see
the Curse of Strahd module as more gothic. Don't get me
wrong, the Curse of Strahd adventure is my favorite out of the
entire Dungeons and Dragons 5e line up. But I personally see
it as more gothic rather than downright horror. Now, my work
may not be considered horror to an extent, but I still tried to
theme everything here on what would make your skin crawl
at certain points.

Inspiration
My base for this is, of course Curse of Strahd, but also thinks
like horror video games, creepy internet trends, and old time
slasher film like Friday the 13th. I was inspired to make this
when I was in a group who were playing through Curse of
Strahd and thought "This could use more horror aspects." So
I spent moths coming up with this compendium, what races
would work best, what the subclasses were, and other
considerations.

One last thing


I just wanted to say that every image used of official art from
Wizards of the Coast, as they own the rights to the images
and Dungeons and Dragons series. And one image in this is
by a great artist named Rushelle Kucala. The Executioner
image is made by InstantCereal on Deviantart.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Nightmarescape

T
he Nightmarescape is a land where people's Nightmarescape, they will try to make a deal with the mortal.
minds are occasionally transported to when They will allow passage to the Dreamscape if they bear their
they close their eyes and fall asleep instead of young in the material plane. A deal is not always struck up, as
the Dreamscape. This is where nightmares of the reputation they possess. But when it happens, the
originate from much like how the Dreamscape mortal will be on their way to the Dreamscape and wake up
is the origin of sweet and happy dreams. impregnated with the Terror Beast's young. This young will
be born resembling the parent's race, but will rapidly grow
Origins into a creature known as the Terrorspawn.
Then there are the other inhabitant, known as the Vorsons.
The Nightmarescape was created by the gods Alobal Lorfiril,
They are the true threat in the Nightmarescape. They are
Amaunator, and Angharradh as a prison for beasts not even
tribal beings who set up small stations all over the realm.
the strongest god can defeat. It was never meant to be
Vorsons are ruthless and do not care about the cares of
connected to any plane nor even any mortal, as it would bring
mortals. They have been known to create various locations
great terror to them. But the god Keptolo tricked the gods
around a mortal so that they can trap them in without any
into unleashing the horrors of this realm onto the mortals of
escape. They do this so that they can stalk and hunt their
the various planes.
prey without having to worry about them getting away. While
most Vorsons choose to slaughter the victim mercilessly,
Description others prefer to play mind games. They will let the mortal
The Nightmarescape is a baron wasteland, more resembling think they got away, only to appear when they turn a corner.
a desert without the heat. It is actually freezing cold here. For the most part, they are trapped in the Nightmarescape,
Everything here has a temperature equivalent to the arctic, as it is like they are bonded here. But recently, the gods have
with not many options for heat sources other than what one been noticing that the Vorsons have been leaking through to
is wearing or the uncommon trees that natively grow here. the other planes. But the Vorsons are seemingly entering the
The ground seems comprised of only sand, pebbles, and material plane more often than the others. As all the other
occasionally twigs, meaning something can grow here planes are too vicious for them, this would make sense.
despite the conditions. Though, how they are getting through are the horrifying
In this land, there is no sun. There is no moon nor stars parts. There have been reports of Vorsons latching onto
either. The sky here is completely empty except for the bone mortals as they are waking up, causing them to cross over
chilling sounds of its inhabitants that occasionally sound off. into the material plane as well. Though, the gods are
The sky is also eternal night. Time stands still here and suggesting that there are also a select few that are tearing
compasses are useless here as they will shatter into holes into the fabric of the Nightmarescape's reality to cross
thousands of pieces upon entering this realm. through through either magical means or just through sheer
willpower.
Inhabitants
Unlike its happy counterpart, barely anything lives here.
Terrorspawn
There are occasionally trees, but they look twisted, When a Terror Beast has a mortal make a deal with them, the
malformed, and lack life. Though, druids who have entered mortal will go through their species usual gestation period
this land say that, despite how the trees look, they are very for pregnancy. But when they give birth, they will feel a wave
much alive and are surprisingly thriving in this hellish of dread and fear come over them before relaxing a few
landscape. seconds later. This is normal for the process of giving birth to
There are only two known inhabitants of the the Terrorspawn, which is the result of a Terror Beast
Nightmarescape. The first one are called Terror Beasts. They impregnating a being from the material plane. Nearly every
are often called the Tarrasques of the Nightmarescape. race in the material plane is compatible to breed with the
Though, this description is only half correct. While Terror Nightmare, as it is insemination through magical means.
Beasts do have the same traits of the Tarrasque, if not being This child looks like the birth parent's race up until they
slightly stronger, they are actually very docile beings who will reach adolescence of that race. There, they will begin to
not attack unless someone attacks them first. Terror Beasts, morph into an hybrid of a Terror Beast and the birthing
despite being the most powerful thing in the parent's race, incorporating multiple aspects of both as they
Nightmarescape, are actually being hunted down by the other mutate. This process does hurt the Terrorspawn, as it is
known creature, the Vorson. reorganizing and adding onto the genetic makeup, but it is a
The only real safe place where Terror Beasts can raise quick transformation so they do not have to suffer for too
their young is the material plane. But there is a problem with long.
this. If a Terror Beast were to cross into the material plane,
the sudden change in temperature will cause them to die
within 30 minutes of entering the plane unless they have
been magically summoned there.
But the Terror Beasts have come up with a solution.
Whenever they come across a mortal who has entered the

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The Terrorspawn will also go through a growth spurt,
becoming a lot taller than those of the same age and race as
the Terrorspawn originally was. When the entire
transformation is complete, they will often be shunned and
even attacked by members of the race they once were. So
they quickly learn to either travel in the shadows or travel
only at night. It is a sad life for them, but it does aid them for
when they fully grow up.
Terrorspawns live far longer than any other race in the
Forgotten Realms, living up to almost several centuries.
During that time, they will suffer many losses, emotions, and
onslaughts from those around them. But they will also use
this time to learn of their Terror Beast heritage. And when
they reach their final years, they will get a message to return
to the Nightmarescape and join their Terror Beast parent.
And they will spend the rest of their life trying to return to
their ancestral home of the Nightmarescape.

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Classes
Aggressive Healing
Cleric Starting at 6th level, whenever you use a healing spell on
Divine Domain: Eldritch Domain someone, your next damage roll will deal an extra 2d4 of that
The Elder Gods -including Zargon, Moander, Dendar, Hadar, weapon's damage type. In addition, whenever you land a
and Tyranthraxus-are the most insane of the pantheons. All critical hit against a creature, you regain a number of hit
the beings of this domain seem to come from a single points equal to 1d6 + your Wisdom modifier.
pantheon, one even older than the Great Old Ones The damage will increase to 2d6 at 8th level and 2d10 at
themselves. There are rumors that these monstrous deities 15th level.
have been around far longer than the other gods and
goddesses of other pantheons, and rumors that these beings Divine Strike
even shaped the fabric of reality itself have recently started to
You gain the ability to infuse your weapon strikes with divine
be spread around the world. There are a surprising amount of
energy. Once on each of your turns when you hit a creature
followers of these deities, who many of which are members
with a weapon attack, you can cause the attack to deal an
because they were driven to insanity because of them.
extra 1d8 psychic damage to the target. When you reach 14th
Followers of these gods are mistaken as cultists, and there is
level, the extra damage increases to 2d8.
some truth to this misconception. It is rare, but followers of
the Elder Gods might go further and start a cult based
around them. Some of the nicer deities of the Elder Gods
Shield of the Elder Gods
pantheon may give but a vast inkling of their knowledge to a At 17th level, the Elder Gods have finally found a weakness in
worthy follower, driving them deeper into the insanity that your feeble, broken, mortal mind. And they have decided to do
festers in their brain. something about it. You now have immunity to Psychic
damage.
Eldritch Domain Spells When a creature attempts to deal psychic damage to you,
Cleric level Spell you can choose to have the creature take psychic damage
equal to the amount you would have taken. You must finish a
1st Dissonant Whispers, Arms of Hadar
short or long rest before regaining use of this ability.
3rd Tasha's Mind Whip, Shadow Blade
5th Summon Shadowspawn, Hunger of Hadar
7th Compulsion, Arcane Eye
9th Contact Other Plane, Dominate Person

Bonus Proficiency
When you choose this domain at 1st level, you gain
proficiency with martial weapons.

Gift of Insanity
At 1st level, you learn the language of Abyssal. You also gain
proficiency with the Intimidation skill and one choice of the
following skills: Insight, Religion, History, or Persuasion.
Your proficiency bonus is doubled for any ability check you
make that uses either of those skills.

Channel Divinity: Elder Blessing


At 2nd level, you can use your Channel Divinity to give the
same blessing that the Elder Gods have given you to your
enemies.
As an action, you present your holy symbol to one creature
that you can see, who must make a Wisdom saving throw
against your spell save DC. On a failed save, they are
Frightened of you for one minute and must use its action to
Dash away from you. They can repeat this save at the
beginning of their turn. If they have been hit before their turn
they will gain advantage on this save. Those who are immune
to fear effects are immune to this ability.

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Cultist
Cultist
Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Cult Magic, Occult Study, Hellish Hex 4 3 — — — — — — — —
2nd +2 Cult Callings, Occult Recognition 4 4 — — — — — — — —
3rd +2 Occult Study 4 5 2 — — — — — — —
4th +2 Ability Score Improvement 5 5 3 — — — — — — —
5th +3 Mind of Worship 5 5 3 2 — — — — — —
6th +3 Ability Score Improvement, Unholy Aggression 5 5 3 3 — — — — — —
7th +3 Occult Study Feature 5 5 3 3 2 — — — — —
8th +3 Ability Score Improvement, Deity's Protection 5 5 3 3 3 ─ ─ — — —
9th +4 Ritual Expert 5 5 3 3 3 1 — — — —
10th +4 — 6 5 3 3 3 1 — — — —
11th +4 Sacrificial Offering 6 5 3 3 3 2 1 — — —
12th +4 Ability Score Improvement, Exploitative Hex 6 5 3 3 3 2 1 — — —
13th +5 Deity's Protection (30 feet) 6 5 3 3 3 3 1 1 — —
Ability Score Improvement, Occult Study
14th +5 6 5 3 3 3 3 1 1 — —
Feature
15th +5 Occult Initiation 6 5 3 3 3 3 1 1 1 —
16th +5 Ability Score Improvement 7 5 3 3 3 3 1 1 1 —
17th +6 — 7 5 3 3 3 3 1 1 1 1
18th +6 — 7 5 3 3 3 4 1 1 1 1
19th +6 Ability Score Improvement ─ 7 5 3 3 3 4 2 1 1
20th +6 Occult Study Feature 7 5 3 3 3 4 2 2 1 1

Cultists are known for their activity in the dark arts. They are Creating a Cultist
often shunned, prosecuted, and even killed on sight for how
they go about their rituals. Though, sometimes these cultists When creating a Cultist character, think of who your cult
use their arts to better people and the world. But most of the worships, how did they become a member of the cult, and if
time they use these powers to better themselves or to try to he or her wishes to achieve the cult's goals or if they want to
end the world. Cultists are known to also be selfish, though break free of the bond.
some have compassion. People believe that cultists are
actually trying to help the world, and will actively join cults. Quick Build
Until they learn the truth of them that is. You can make a cultist quickly by following these suggestions.
First, your highest ability score should be Wisdom, followed
by Charisma and Intelligence or Dexterity.

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Optional Rule: Multiclassing Spell Slots
If your group uses the optional rule on multiclassing in the The Cultist table shows how many spell slots you have to cast
Player's Handbook, Here's what you need to know if you your cultist spells of 1st through 5th level. The table also
choose the Cultist as one of the classes. shows what the level of those slots is; all of your spell slots
Ability Score Minimum. As a multiclass character, you are the same level. To cast one of your cultist spells of 1st
must have at least 13 Wisdom to take a level in this class, or level or higher, you must expend a spell slot. You regain all
to take another level in another class if you are already a expended spell slots when you finish a short or long rest.
Cultist. For example, when you are 5th level, you have two 3rd level
Proficiencies Gained. If Cultist is not your initial class, spell slots. To cast the 1st level spell Witch Bolt, you must
you gain proficiency in Light Armor, Daggers, and one skill spend one of those slots, and you cast it as a 3rd level spell.
from the Cultist skill list.
Spell Slots. Add half your levels (rounded up) in the cultist
Preparing and Casting Spells
The Cultist table shows how many spell slots you have to cast
class to the appropriate levels from other classes to
your druid spells of 1st level and higher. To cast one of these
determine your available spell slots
druid spells, you must expend a slot of the spell's level or
higher. You regain all expended spell slots when you finish a
Class Features long rest.
As a Cultist, you gain the following class features You prepare the list of druid spells that are available for you
to cast, choosing from the druid spell list. When you do so,
Hit Points choose a number of druid spells equal to your Wisdom
Hit Dice: 1d8 per Cultist level modifier + your druid level (minimum of one spell). The spells
Hit Points at 1st Level: 8 + your Constitution modifier must be of a level for which you have spell slots.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution For example, if you are a 3rd-level druid, you have four 1st-
modifier level and two 2nd-level spell slots. With a Wisdom of 16, your
list of prepared spells can include six spells of 1st or 2nd
Proficiencies level, in any combination. If you prepare the 1st-level spell
Armor: Light Armor cure wounds, you can cast it using a 1st-level or 2nd-level
Weapons: Daggers, Shortswords slot. Casting the spell doesn't remove it from your list of
Tools: None prepared spells.
Saving Throws: Wisdom, Charisma You can also change your list of prepared spells when you
Skills: Arcana and any one from Insight, Perception, finish a long rest. Preparing a new list of druid spells requires
Religion, or Intimidation time spent in prayer and meditation: at least 1 minute per
spell level for each spell on your list.
Equipment
You start with the following equipment, in addition to the Spellcasting Ability
equipment granted by your background: Wisdom is your spellcasting ability for your cultist spells, so
you use your Wisdom whenever a spell refers to your
• (a) a shortsword or (b) any simple weapon (if proficient) or spellcasting ability. In addition, you use your Wisdom
(c) any martial weapon (if proficient) modifier when setting the saving throw DC for a cultist spell
• (a) Leather armor and a robe with a hood to conceal your you cast and when making an attack roll with one.
face
• (a) A dagger Spell Save DC = 8 + your proficiency bonus + your Wisdom
• (a) A dungeoneer's pack or (b) a priest's pack modifier
• (a) A component ouch Spell attack modifier = your proficiency bonus + your
Wisdom modifier
Cult Magic
Arcane Focus
As someone who partakes in occult rites and sacrificial You can use your dagger as an arcane focus for the purpose
rituals, your deity has granted you the luxury of using an of casting spells.
inkling of their vast magical prowess. See Spells Rules for
general rules of spellcasting and the Spells Listing for the Occult Study
Cultist spell list.
Choose which cult is the source of your magical gift: from the
Cantrips Cult of the Great Dreamer, the Cult of the End Times, or the
At 1st level, you know four cantrips of your choice from the Cult of the Chromatic Dragon, all described at the end of the
Cultist spell list. You learn additional Cultist cantrips of your class features.
choice at higher levels, as shown in the Cantrips Known Your choice grants you features when you choose it at 1st
column in the Cultist table. level, 3rd level, 7th level, 14th level, and 20th level.

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Unholy Aggression
Hellish Hex Your deity is most pleased with the damage to the mortals
You learn the Hex spell, and it does not count against the you are causing, so they have decided to add some of their
amount of spell slots you can cast. You can cast this a number magic into your attacks. Starting at 6th level, when you hit
of times equal to your Cultist level divided by 2 rounded down with a spell attack that has at least a 30 foot range, you can
(minimum of 1). double the damage dice used.
You will regain all expended uses when you take a short or Once you use this feature, you cannot do so again until you
long rest. finish a long rest.

Cult Callings Deity's Protection


At 2nd level, you gain the ability to complete mini rituals to When you reach 8th level, your connection to your deity
aid you in combat or social interactions. The amount of Cult protects you and your allies against some of the damage
Callings you have per level is shown in the Cult Callings taken to your mental state so you can still follow your rituals
column on the Cultist table. You regain all expended uses for them. You and your allies within 15 feet of you gain
after a short or long rest. Below are the types of assistance resistance to Psychic damage and your attacker takes the rest
you can use your Cult Callings for. All these are counted as of the damage that you have taken off from the resistance.
using your Bonus Action. But only you can gain the benefit of dealing the resisted
Challenging Fate. You can spend a Cult Calling to change damage to the opponent.
any attack roll you make. You make this choice after you see At 13th level this range increases to 30 feet.
the roll before you decide to spend a Cult Calling, and you
must use the new roll. Ritual Expert
Occult Gift. Spend at least two Cult Callings to regain a
Starting at 9th level, you have been partaking in rituals for as
spell slot.
long as you have been a member of your cult. So you know
Deity's Assistance. Spend half your maximum Cult
how to do your rites quicker than any other cultist. Ritual
Callings (rounded down) to gain a boost to all checks (ability,
spells you do now take half the time to perform.
attack, damage, etc.) equal to half your Cultist level rounded
down (minimum of 1).
Sacrificial Offering
If you do not have the required amount of Cult Callings, you At 11th level, your deity starts to feel like you are too weak in
cannot use any benefit of this feature. combat. So they decided to give you regenerative properties.
Of course, this gift comes with a price. If you kill an enemy
Occult Recognition with a weapon that does piercing damage, you will regain
Starting at 2nd level, you have been in a cult for as long as temporary hit points equal to half of the damage dealt. This
you can remember, and know the ins and outs of nearly any healing does not stack with the other damage types you
cult. You have advantage on all Wisdom (Insight) and would do. And it has to be with a piercing weapon you are
Perception (Intelligence) checks to identify if someone is a proficient with.
worshipper of a deity. You cannot discern who they worship,
what rank they are nor how long they have been worshipping
that being.

Ability Score Increase


When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.
Alternatively, if your DM will allow the use of the optional
rule, you can choose a feat.

Mind of Worship
At 5th level, your concentration to your rituals is unbreaking
due to how close you are with your deity. You gain advantage
on all concentration checks when it comes to maintaining
spells that require concentration.

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Exploitative Hex Skin of Cthulhu
The Great Dreamer has personally chose you to spread the
At 12th level, you have caused enough harm to your foes to word of him and to bring him to the material plane. To assist
learn the weak spot of any enemy you face, so now you can you, he has granted you slimy skin in case anyone tries to
exploit their weak spot with a hex. Your Hex spell goes from catch you. At 1st level, you have advantage on all checks
1d6 damage to 3d6 damage. against being grappled, and advantage on all checks to get
out of a grapple.
Occult Initiation
At 15th level, You can attempt to persuade your opponent to
Eyes of the Sleeping God
At 3rd level, Cthulhu believes that there are more mortals to
assist you through use of your deity entering their mind and
corrupt, mostly the ones that live in dark areas. You gain
mentally manipulating them. They must succeed on a
darkvision up to 120 feet. You can't discern color in darkness,
Charisma save against your spell DC or else they are
only shades of gray.
charmed and fight on your side. Undeads have advantage
while constructs and beings who do not speak at least one
language you know automatically succeed.
Great Dreamer's Wisdom
Cthulhu has finally deemed that your allies might be worth
At the end of each of their turns, they can roll another
having his assistance. Starting at 7th level, your allies within
Charisma save. On a successful save, they are no longer
10 feet of you gain a +1 to all spell attack and damage rolls.
charmed and must use their attack action against you, or else
lose their turn if you are dead. Insanity of the High Priest
You have done an action that has made Cthulhu most
Occult Study unpleased with you. Starting at 14th level, roll a D20 every
time you miss any type of attack. On a 10 or lower, you will
The Cultist is not a cultist without an occult study. They
become insane for 1 minute. On an 11-18, a random ally of
practice the dark arts imposed by their choice of study. There
yours will become insane for 1 minute, as determined by your
are many types of cults out there, from monetary to demonic,
DM. But on a 19 or 20, a random enemy will become insane
and from the Outer Gods to the natural world. Cultists
for 1 minute, as decided by your DM. While insane, you can't
commit rituals and sacrifices to attempt to summon their
take actions, can't understand what other creatures say, can't
deities or just to gain a small bit of the powers of their
read, and speak only in gibberish. Unlike normal insanity, this
masters. And for some lucky few, the deities will listen to
effect will wear off after 1 minute.
their mortal pleas.
Vessel of the Star Spawn
Occult Study: Cult of the Great Cthulhu has decided that you have surpassed his
Dreamer expectations and is most pleased with you. So he has chosen
you as his passage way into the material plane. Starting at
Followers of the Great Dreamer wish to please and follow the 20th level, you can allow Cthulhu into your body,
orders of Cthulhu. A cultist who studies the Great Dreamer is transforming you, and it only lasts for 10 minutes. While
known as the most insane of the cultists, even being able to transformed, you get the following benefits:
bring others to insanity if they have their deity's powers.
• You sprout giant, membranous wings from your back. You
Cult Spells gain a flight speed of 60 feet.

You gain occcult spells at the cultist levels listed. • The sight of your new nightmarish visage is enough to
send your enemies running. At the beginning of your turn,
Cult of the Great Dreamer Spells when you transform into this form, every enemy that can
Cultist Level Spells see you must make a DC 17 Wisdom saving throw or else
be frightened for 1 minute.
1st Tasha's Hideous Laughter, Arms of Hadar
• Cthulhu has infused more of his power into all your
3rd Detect Thoughts, Borrowed Knowledge
strikes and spells than what you normally have. All of your
5th Hunger of Hadar, Fear attacks now deal an extra 3d8 Psychic damage.
7th Phantasmal Killer, Evard's Black Tentacles Once you use this feature, you cannot do so again until 1d4
9th Danse Macabre, Enervation days have passed.

Bonus Proficiencies Occult Study: Cult of the End Times


When you become a cultist of the Great Dreamer at 1st level, The cultists of this specific cult do not worship a specific
you gain proficiency in simple weapons. You also learn the deity. Instead, they wish to bring the apocalypse to this world.
language of Primordial if you do not already know it. Which is why they follow the orders of Tharizdun. They don't
necessarily worship him, but they do still commit sacrifices
for him and always do his bidding.

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your spell DC. If they succeed, they must use their turn to
Cult Spells attack you. They can roll this saving throw again at the
You gain cult spells at the cultist levels listed. beginning of their turn to stay resistant against you. Their
creature type is fiend rather than the usual creature type.
Cultist Level Spells
1st Burning Hands, Chaos Bolt Summons List
D4 Summon
3rd Scorching Ray, Darkness
1 4 Giant Rats
5th Summon Undead, Erupting Earth
2 2 Fire Elementals
7th Blight, Ice Storm
3 1 Adult Blue Dracolitch
9th Contagion, Insect Plague
4 1 Tarrasque
Bonus Proficiencies
The summoned creatures can be dispelled using a bonus
When you become a cultist of the End Times at 1st level, you
action on your turn. Unless they succeed on the Wisdom
gain proficiencies in martial weapons and heavy armor, and
saving throw, they treat you and your allies as friendly and
you learn the language of Abyssal if you do not already know
will do as you command them to.
it.
• As an action, you send out a wave of fire and disease in a
Flames of the Chained God. 30 foot radius. Every enemy in that area must make a
At 1st level, Tharizdun has the feeling that you might be a Dexterity saving throw against your spell DC or else suffer
worthy being to spread the word of him. So he secretly gives 2d4 Poison and 4d8 Fire damage. Those who fail the save
you assistance against anyone trying to stop you. If an must then make a Constitution saving throw against your
opponent manages to grapple you, they must make a Spell DC or they suffer from the Poisoned condition. This
Dexterity saving throw against your spell DC or they take 1d4 does not stack with your Burning Anger feature.
Fire damage and they let you go.
If you use this feature, you cannot do so again until you • The power of the apocalypse has spread over to
finish a short or long rest. everyone's spells and weapons. When someone hits with a
spell or weapon attack, they deal an extra 1d4 Fire, Cold,
Burning Anger Necrotic, or Poison damage as chosen by you.
At 3rd level, Tharizdun starts to get angry with how often you
Once you use this feature, you cannot do so again until 1d4
miss with your attacks. So every time you miss, he will force
days have passed.
his energy into your next spell to give it a boost. When you
miss with a ranged spell attack, your next ranged spell attack
will deal an extra 2d4 Fire damage. Occult Study: Cult of the Chromatic
Dragon
Frozen Wasteland
When you reach 7th level, Tharizdun has figured that he Followers of the Chromatic Dragon wish to bring the dragon
could go out of his element to aid you in your quest to bring goddess Tiamat back to the material plane. They will commit
the apocalypse. He figured that he could aid you in freezing sacrifices, raids, and various other chaotic deeds in the hopes
the world. You gain resistance to Cold damage. to find a solution to whatever is keeping her at bay. This
brand of cultists are said to be the most aggressive of all
Defying Past Death types of cultists.
Thaizdun believes that you are powerful enough to control
the dead to aid you at your side. Starting at 14th level, you Cult Spells
can attempt to bring any undead creature to your side. They
You gain cult spells at the cultist levels listed.
must make a Wisdom check against your spell DC + your
Charisma modifier or else be charmed by you and do as you Cultist Level Spells
say. The undead cannot be dead for more than 10 days. You
can only have up to 3 undeads under your control through 1st Chromatic Orb, Color Spray
this method. 3rd Aganazzar's Scorcher, Dragon's Breath

Harold of the Apocalypse 5th Call Lightning, Fireball


At 20th level, Tharizdun learns of how determined you are to 7th Elemental Bane, Vitriolic Sphere
bring the apocalypse. So he has summoned you to meet him
face to face, giving you the powers to bring on the end of the 9th Cone of Cold, Flame Strike
world. This form only lasts ten minutes. You can unleash this
energy and transform, giving you the following benefits:

• As a bonus action after activating this form, you can roll a


d4 to summon an apocalyptic being using the chart below.
Those summons must roll a Wisdom saving throw against

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described in the ability.
Bonus Proficiencies
When you become a cultist of the Chromatic Dragon at 1st • As an action, you can let out a loud roar comprised of five
level, you gain proficiencies in martial weapons and medium different voices that effects a 60 feet sphere. All enemies
armor. You also learn the language of Draconic if you do not in that sphere must make a Wisdom saving throw against
already know it. your spell DC or else they are knocked prone.

The Archdevil's Calling Once you use this feature, you cannot do so again until 1d4
At 1st level, Tiamat believes that you can summon her from days have passed.
the plane she is trapped in, but can't do it if you are stopped.
If you become grappled, the grappler must make a Charisma
save or else they let you go and fall prone due to Tiamat's
terrifying roar that only they can hear. This DC is equal to 10
+ your proficiency bonus + your Wisdom modifier/
Once you use this feature, you cannot do so again until you
finish a short or long rest.

Chromatic Gift
At 3rd level, Tiamat has given you a special gift for all that you
are doing under her name. You can breathe a breath attack
that is Acid, Poison, Cold, Fire, or Lightning (your choice). All
enemies in a 20 foot cone must make a Dexterity check or
else suffer 2d6 of the chosen damage type. The DC for this is
8 + your Constitution modifier + your proficiency bonus. The
damage increases to 3d6 at 6th level, 4d6 at 11th level, and
5d6 at 16th level. This also replaces the Dragonborn's racial
breath attack trait. It also does not stack with the Dragon's
Breath spell.
Once you use this feature, you cannot do so again until you
finish a short or long rest.

Skin of the Dark Queen


At 7th level, Tiamat claims that you have done very well and
deserve another gift. You gain resistance to Fire, Cold,
Lightning, Acid, or Poison (your choice).
You can choose another resistance at 11th level, 15th level,
and 18th level.

Aura of the Dragon Queen


Tiamat has seen how well your allies are doing, and is most
pleased with their slaughter. Starting at 14th level, you give
off a 30 foot radius aura. All allies in this aura gain a +1 to
their attack rolls, and they also deal 1d4 damage to their
damage roll. The damage type of that 1d4 is Fire, Cold,
Lightning, Poison, or Acid, as per your choice.

Acolyte of Tiamat
At 20th level, Tiamat finally deemed you worthy of bringing
her to your plane of existance. But there is a problem. There
needs to be a mortal component to channel her energy
through. So she has decided that you shall be the output of
her power, transforming you and giving you the following
benefits:

• When you activate this ability, you summon two adult


chromatic dragons that each have the types of one of the
resistances you chose. When you summon these dragons,
you lose those two resistances, as they have been
summoned from your own body at Tiamats' pleasure.
These dragons have their own initiative and are friendly
towards you and your allies.

• Your Chromatic Gift damage increases to 5d8 as well as


1d4 in one damage type from the five different types

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3rd Level
Cantrips (0 Level)
Bestow Curse
Mage Hand Catnap
Eldritch Blast Counterspell
Prestidigitation Glyph of Warding
Sacred Flame Life Transference
Spare the Dying Magic Circle
Vicious Mockery Summon Shadowspawn
Word of Radiance Animate Undead
Mind Sliver Summon Lesser Demons
Acid Splash Pulse Wave
Blade Ward
Fire Bolt 4th Level
Guidance Arcane Eye
Chill Touch Divination
Infestation Compulsion
Create Bonfire Death Ward
Sapping Sting Gravity Sinkhole
Mordenkainen's Private
1st Level
Sanctum
Alarm Summon Greater Demon
Comprehend Languages Wall of Fire
Detect Magic Mordenkainen's Faithful
Detect Poison and Disease Hound
Faerie Fire Sickening Radiance
Fog Cloud Summon Aberration
Gift of Alacrity Gravity Sinkhole
Identify Raulothim's Psychic Lance
Ray of Sickness
Unseen Servant 5th Level
Witch Bolt Contact Other Plane
Shield Antilife Shell
Tenser's Floating Disk Rary's Telepathic Bond
Bane Wall of Light
Armor of Agathys Synaptic Static
Reincarnate
2nd Level
Immolation
Darkvision Dominate Person
Hold Person Destructive Wave
Crown of Madness Conjure Elemental
Enhance Ability Commune
Gentle Repose Commune with Nature
Tasha's Mind Whip Circle of Power
Magic Mouth Awaken
Snilloc's Snowball Swarm Summon Draconic Spirit
Web
Zone of Truth
Spider Climb
Phantasmal Force
Maximilian's Earthen Grasp
Lesser Restoration
Dust Devil
Kinetic Jaunt
Wither and Bloom

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6th Level Resurrection 9th Level
Disintegrate Symbol Invulnerability
Tether Essence
Eyebite Meteor Swarm Unwavering Justice
Fighter
Fizban's Platinum Shield Crown of Stars Psychic Scream
At 15th level, criminals will try to charm you into letting them
Guards and Wards Finger of Death Ravenous Void
Martial Archetype: Executioner go or even have you aid them in their scheme. But your goal
Mental Prison True Resurrection
The Executioner is a fighter who 8th Level
has been hired to punish to introduce violent criminals to your axe will not be swayed.
Planar Ally
those who have been found guiltyAbi-Dalzim's Horrid Wilting
of terrible crimes. And the Weird You gain immunity to being charmed as well as advantage on
Soul Cage
punishment they deal to the guilty is death. No one violent Wish Wisdom saving throws for when someone is trying to
Dark Star
criminal shall be let free from the bane of evil that is the persuade you into committing a crime.
7th Level
Executioner.
Maddening Darkness
Create Magen Reality Break
Death is the only solution for criminals who have been Hellish Punishment
found guilty of heinous crimes. And
Prismatic Spray Glibness
Executioners are the
Starting at 18th level, your unwavering justice makes
ones to give it. Executioners look Power Word Stun
Regenerate someone in the eyes as they
criminals compare fighting you to fighting the god of justice
behead them. They must show noFeeblemind
fear, no emotion at all as
himself. Whenever you roll a critical hit, you add twice the
they do this horrible deed. Death is the only punishment for
amount of dice used for damage (like 2d6 becoming 4d6).
people who have been accused of violent crimes.

Death's Axe
Starting at 3rd level, executioners must be trained with the
blade. They also must keep the blood out of their eyes so they
can keep on giving justice to the ones next in line without the
blood messing up their aim. So the best weapon they
recommend is the axe. The blade of an axe is long enough to
behead the criminal without having to bend over too close to
them. You now double your proficiency bonus when using all
types of axes, such as the handaxe or battle axe.

Bane of Criminality
Starting at 3rd level, your dark cloak and your position as
someone who kills criminals for a living makes you terrifying
to all criminal syndicates. You gain advantage on all
Intimidation (Charisma) checks when you are facing a
criminal, as well as all Medicine (Wisdom) checks to
determine how long a creature has been dead, if the creature
was killed by a weapon that deals slashing damage.
You also can choose to use Strength instead of Charisma
for the Intimidation check.

Blade out of Hell


Starting at 7th level, you have been beheading criminals with
your axe for as long as you have been an executioner in
practice. Any attack you do with any type of axe deals an extra
1d6 Slashing damage.
The attack’s damage increases by one die when you reach
11th level (2d6) and when you reach 15th level (3d6)

Executioner's Might
Starting at 10th level, your axe starts to glow when you attack
those who have committed a serious time. The gods and
goddesses of justice are adding their might to your strikes so
that you can heal off the knowledge of one less serious bad
guy walking the streets. You gain temporary hit points up to
half the damage dealt with an axe.
Once you use this feature, you cannot do so again until you
finish a short or long rest.

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Wrath of the Bloodstream
Monk You feel every red blood cell blood in your opponent calling
Monastic Tradition: Way of the Bloody Spirit out to you to rescue them. Beginning at 17th level, when you
Monks who study the Way of the Bloody Spirit are said to be use your Flurry of Blows, you can use your Blood Weapon
the most dangerous, as they lack any care for themselves. instead of making unarmed strikes. When you do so, you gain
This tradition is stated to be extremely dangerous and is advantage on both your attacks, and any hit turns into an
often considered a forbidden art. Monks of this tradition say automatic critical hit. If you attack the same target with both
that the body of all races has a natural weapon: their own of your attacks and both attacks hit, your target is Paralyzed
bloodstream. So they will use their blood in any way to give until the end of your next turn.
them and their allies the upper hand. Once you use this feature, you cannot do so again until you
finish a short or long rest.
Intimidating Technique
Beginning when you take this tradition at 3rd level, you gain
proficiency in Intimidation, and you can use your Wisdom
modifier in place of your Charisma modifier when you make
an Intimidation check.

Blood Weapon
When you take this tradition at 3rd level, you gain the ability
to create weapons made out of blood. As a bonus action, you
can create a simple or martial melee weapon in your hand
made out of blood that lacks the two-handed or heavy
property. When you do so, your hit point maximum is reduced
by 5. If your hit point maximum is restored, you lose the blood
weapon.
Your blood weapon cannot be disarmed unless you fall
unconscious or die, in which point it will melt into a pool of
blood.
Your blood weapon functions as a monk weapon with the
same properties of the weapon you create, and you are
considered proficient in it, however, it deals Necrotic damage
on a hit instead of its usual damage type.
You can dismiss the blood weapon as a bonus action,
which restores your hit point maximum.

Gorey Darts
Starting at 6th level, you can shoot your blood out at an
enemy straight from your skin. As an action, you can spend
up to three ki points and shoot a bolt of blood at up to three
creatures you can see within 30 feet of you. Each creature
must make a Dexterity Saving Throw against your Ki Save
DC. On a failed save, the creature takes 2d8 Necrotic damage
for each ki point spent, and then they become poisoned for up
to 1 minute. On a successful save, a creature takes half as
much damage and isn’t poisoned. You also take 5 necrotic
damage per ki point spent, and this damage cannot be
reduced by any means.

Blood Stained Paralysis


Starting at 11th level, when you hit a creature with your
Blood Weapon and use your Stunning Strike against them,
on a failed save, they are Paralyzed in addition to being
Stunned until the end of your next turn. While paralyzed this
way, the creature cannot regain hit points by any means.

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Channel Divinity
Paladin When you take this oath at 3rd level, you gain the two
Sacred Oath: Oath of Terror Channel Divinity options.
The Oath of Terror is often feared by other paladins who have Turn the Brave. As an action, you can make yourself
sworn a different oath. Paladins of other orders say that this intimidating to anyone who lays eyes on you. Everyone you
oath is one of corruption and dreadful, as well as one that are fighting that can see you must make a Wisdom saving
should be stayed away from. Those who swear by this oath throw contested by your spell DC. On a failed save, they will
wish to spread fear throughout the realms. These types of be frightened of you for one minute, and they must use their
paladins make up most of the armies of the nine planes of action to get away from your gaze. For those who are not in
Hell, and are most revered by Asmodeus. Though, there are combat against you, you gain advantage on all Intimidation
instances where people who undertake this corrupted oath (Charisma) checks for ten minutes.
wish to bring fear into the hearts of those who commit evil You can end this effect on your turn without using an
deeds. This is a rare occurrence, though not unheard of. action. If you fall unconscious or die, this effect ends.
Paladins will be looked down on and targeted by paladins Undeads and constructs are immune to this effect.
sworn under different oaths if they openly swear by this oath. Hellish Mind. Your horrendous thoughts can temporarily
But, those rare good paladins of this bad intended oath will enter the mind of your next victim. You can choose anyone
still hold their heads high when darkness slowly creeps into you can see and try to take over their mind using terrifying
their heart. thoughts to compel them to follow your command. They must
try to make a Wisdom saving throw against your spell save
Tenets of Terror DC. Those who are resistant to Psychic damage have
advantage and those who have Psychic immunity
Written by Asmodeus himself, the tenets of the Oath of Terror automatically succeed on this save. On a failed save, the
aim to bring fear into the hearts of those who witness them. victim will be under your control. The victim can make this
There is not a lot of tenets to follow, but they are the most save again at the beginning of each of their turns, having
important for this oath. advantage if they have been damaged before their turn. If they
Sink Your Teeth into Death. You are the beast who succeed on this save, the effect ends and they must use their
wanders the land for their next prey. Make sure your enemies turn to attack you or they lose their turn.
know that. Hunt down your victim and show them who is the
predator of these lands. Retaliation of Terror
Horror of the Heart. Where happiness and joy resides,
you must strike fear into the hearts of those happy folks. Starting at 7th level, your terrifying goals have started to blind
Never let their hearts flutter in joy. Make them shudder in you, causing you to lash out at anyone who attacks you. You
terror at what you unveil to them. can make a melee attack as a reaction if you get hit with an
Break the Mind, Kill the Soldier. You must shatter the opportunity attack.
concentration of your enemy in order to make them falter. If
they cannot think about fighting, then they are the most Horrendous Mentality
vulnerable. Never let them have a moment of calm. At 15th level, the victim of your Hellish Mind will actively
harm themselves on trying to resist. Those under the effect of
Oath Spells your Hellish Mind will now also take 2d10 Psychic damage
on a failed save to try to get free. This damage ignores
You gain oath spells at the paladin levels listed. resistances and immunities. Those who failed the save will
not have advantage on their next save attempt.
Oath of Terror Spells
Paladin level Spells Hellish Nightmare
3rd Cause Fear, Tasha's Hideous Laughter At 20th level, your terrifying conquest has finally drove you
5th Crown of Madness, Darkness mad. Using your action, you can transform yourself into the
deepest, darkest fear of your enemies and gain the following
9th Fear, Hunger of Hadar benefits:
13th Summon Monstrosity, Locate Creature • You gain resistance to all nonmagical bludgeoning,
piercing, and slashing weapons and all your attacks, both
17th Rary's Telepathic Bond, Mislead magical and nonmagical, will deal an additional 2d6 necrotic
damage.
• Your bones and genetic make up are altered to bring the
most fear your foes have ever felt. Your movement speed
increases to 45 feet and you gain a flight speed of 20 feet.
Once you use this feature, you gain one level of exhaustion
and cannot do so again until you finish a long rest.

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Fear the Hunger
Otherworldly Patron: The Starting at 10th level, the wendigo decides that your enemies
Wendigo are causing too much harm to your little body. While in your
Wendigo Form, you can use an action to let out a terrifying
People who choose the wendigo as their patrons are shriek. Every enemy within 30 feet of you that can hear you
extremely rare, though not unheard of. They are desperate must succeed on a Wisdom saving throw equal to 8 + your
for their lives, and forming a patron with their predator is the proficiency bonus + your Charisma modifier. On a failed save,
only chance at surviving they have left. The rarity of this is they are frightened of you for up to one minute and cannot
because wendigos feast on the flesh of all humanoids, and willingly get closer to you.
will not let their victims have a chance to talk. Though, if they You can do this a number of times equal to your proficiency
are given an offer from their potential meal, they will take it bonus and regain all expended uses after a short or long rest.
into consideration. If they decide to let them live, the wendigo
will demand something in return. Which normally includes Land of Frost
luring more humanoids to them so that they can feast on
them instead. But may the warlock who formed a patron of a Beginning at 14th level, you can spend an action create a
wendigo refuse to give into the needs of their patrons, they snow storm at a 60 foot radius centered on yourself. The
will qucikly become a lesson as to why you should never resulting snow will turn the area into difficult terrain for
anger a wendigo. everyone except for yourself. Everyone in this area, besides
yourself, will take 2d6 cold damage at the beginning of their
Expanded Spell List turn and has their visibility reduced to 10 feet until they leave
the area of effect. Blindsense and tremorsense work normally
The wendigo lets you choose from an expanded list of spells in this area and those with darkvision only have their vision
when you learn a warlock spell. The following spells are reduced to 20 feet.
added to the warlock spell list for you. Once you used this feature, you cannot do so again until
you finish a long rest.
Wendigo Expanded Spells
Spell level Spells
1st Longstrider, Ice Knife
2nd Kinetic Jaunt, Beast Sense
3rd Conjure Animals, Nondetection
4th Greater Invisibility, Locate Creature
5th Cone of Cold, Steel Wind Strike

Senses of the Flesh Devourer


Starting at 1st level, the wendigo has gifted you its senses,
like its sight and smell. You can use Charisma to determine
any skill check that would normally use your Wisdom
modifier.

Body of the Wendigo


At 6th level, the wendigo has allowed you to tap into more of
its power by letting you shift parts of your body to match
theirs. As a bonus action, you can shift into your Wendigo
form. While in this form, you gain resistance to cold damage
and your movement speed is increased by 15 feet while
shifted.
This Wendigo Form lasts up to one minute or as a bonus
action to transform back into your normal form. You regain
use of this feature after a long rest.

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Races
Mistaken Golems
Amalgamation Amalgamations are often confused with flesh golems, as they
"As I had my assisstant summon a lightning strike, I knew share similar natures and looks. Even though the differences
that we have made a masterpiece. We have made life! We are hard to spot, there are still differences. One difference is
have defied the natural order of death! But as soon as it sat how they walk. flesh golems will stumble about while their
up and removed the sheet off its visage, she and I realized knees never bend. While with the amalgamations, they have
something. We have not made life after all. We have made a full range of motion like any other being with two legs, and do
monster." not seem to be inhibited by the stitching that is keeping them
-Read from the journal of a local scientist who has been together. The other difference is not widely known, mostly
found dead next to his deceased assisstant in their laboratory. because people run in abject horror from them, is that
amalgamations are fully capable of speech while flesh golems
The Amalgamation is a being created from multiple dead
do not have that luxury.
beings. Their body parts come from multiple different races,
though they all seem to follow the same formula. They are
considered monsters to everyone who sees them, and are
Amalgamation Names
attacked on sight for their looks. Amalgamations, as they are often experiments of scientists,
do not have conventional names. They are often given
Scientific Monstrosities experiment numbers and they often take that as their name.
Though some scientists will give their creations actual names
Amalgamations are similar to Flesh Golems in terms of as determined by what race the scientist is. Alternatively, if
looks, because you can do very little in terms of making a the amalgamation is taken in be a group of adventurers, that
collage of dead body parts, but they are very different. party will decide on a name for them to adopt as their own.
Amalgamations are made by scientists who wish to Typical Amalgamation Names: Experiment #423,
experiment with life and see if they can defy it with this Experiment #891, Experiment #634, Experiment #21,
monstrous creation being the unsightly result. They are Experiment #46, Experiment #4529
turned away by everyone, even their creators, due to their
appearance. Amalgamation Traits
As an amalgamation, your kind is often attacked and disliked
Durable Freaks of Nature just for being similar to the flesh golem. But despite this, you
Amalgamations are made from metal and reused bones, still wish to help the world in any way you can. Even if it is
making them quite tough to deal with. They can take any your own little way.
number of blows, but they do have a limit on how much Ability Score Improvement. Your Constitution score
damage they can tolerate. A good shot from an arrow to the increases by 2 and one ability score of your choice increases
stitches around their neck can kill them without a problem. by 1.
Adventurers will sometimes recruit an amalgamation when Age. Amalgamations can live until their flesh rots off and
they need someone to take hits for them and deal a lot of they can no longer move. The age will often depend on what
damage back. races your body is comprised of.
Alignment. Amalgamations wish to just make friends or be
The Ones Who Defy Death left alone. They are often attacked for how they look, but they
still wish to be nice to others. Their mentality learn towards
Amalgamations are made from the body parts of the
more neutral alignments, though their actions can also be
deceased, much like the less common flesh golem. They have
good.
been brought back to life in an attempt to go against the
Size. Amalgamations normally stand as tall as their legs
natural order. So they are often treated with shrills of terror
and torso. Though they nearly are the same height as
at their sight. But people are also fascinated by them because
humans. Your size is Medium.
they were once dead, though the fear they feel will always
take priority.

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Speed. Your walking speed is 30 feet.
Mind of their Own. As a bonus action, you can rip off a
part of your body and have it freely move around under your
control. This limb uses the Crawling Claw statblock. It is a
bonus action to reattach this severed limb.
You can do this as many times equal to your Constitution
modifier. You regain all uses on a short or long rest.
Aversion to Fire If you get hit with an attack that deals fire
damage, you will have disadvantage on attack rolls and ability
checks until the end of your next turn.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Death Defying Experiment. You creature type is
Construct. You are immune to spells that target humanoids,
but you are affected by effects that work on your creature
type, like the Dominate Monster spell. You also have
advantage on saving throws on being charmed.
Healing spells that target humanoids can still work on you
however, and the Mending spell can give you hit points equal
to 1d8 + the caster's spell modifie.
Languages. You can speak, read, and write Common and
one language of your choice.

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Deceitful Womanizers
Doppleganger Doppelgangers don't really have female counterparts. So they
"As the woman follows the man of her dreams, she is so will change into attractive male humanoids and seek women
excited to see if this will be the day he asks her to wed him. of that humanoid race. Once they reproduce with the
The two have been dating for seven years at this point, so she unknowing female, they will leave and the woman will be
is expecting him to marry her by now. When, to her surprise, responsible for bearing the Doppelganger's young. Baby
her boyfriend calls for her. But his voice came from behind Doppolgangers look like their mother's race until they turn
her, when her boyfriend was right in front of her. She turned into an adolescent, where they learn of their heritage and
and saw her boyfriend, a horrified look on his face. He yells at seek out other members of the Doppelganger race.
her to get away from that thing. In her confused state, she
fails to notice that the being she was following was turning Transforming Rivals
back into its true form."
-A retelling from a friend of a couple that has disappeared Doppelganers feel as though they are better than the similar
without a trace one day shapchanger race, the Changelings. Doppelgangers may be a
neutral, mostly nonviolent race, but they are aggressive
The Doppelganger is a tall humanoid that lacks any defining towards Changelings, attacking them on sight if they spot
features, except for its blank white eyes and slightly pointed one. A fight between a Doppelganer and a Changeling is
ears. Its skin is dark blue to aid in it blending into the night. known to get very brutal quickly.
And they are masters in blending into a crowd.
Doppelganger Names
Shapchanging Monsters Doppelganers turn into an attractive male humanoid in order
Doppelgangers tend to change their appearance to help them to properly reproduce. And then leave long before the child is
blend into a crowd of commoners. When in this changed born. So the Doppelganger is named mainly by their
state, they are nearly impossible to discern from the normal mothers, and thus have their mothers race's naming scheme.
person. It is well advised to stay away from these beings, as
they can be dangerous if provoked. And it could turn into Doppelganger Traits
anyone you are close to. If someone suspects a loved one to
As a Doppelganger, your character will deceive their way
be a Doppelganger, the best thing to do is walk away and alert
around your opponents, rather than fight them head on. That
the proper authorities.
doesn't mean they should never be built for combat though,
as they are well adapted fighters who can use their
transforming abilities in combat.
Ability Score Improvement. Your Constitution increases
by 2 and your Charisma increases by 1.
Age. Doppelgangers tend to live up to 150 years. Though
there are some accounts of Doppelgangers living up to 200
years.
Alignment. Doppelgangers love to deceive others and
bring them to their grim fate. Though it doesn't seem they do
this for malicious intent, rather for their own enjoyment. But
they will also lend a hand to any race if they have what they
would like. Doppelgangers in this regard are mostly a neutral
race, if not a little chaotic or evil in their mischievous antics.
Size. Doppelgangers tend to stand a little bit more than
humans, up to around 7 feet tall. Your size is Medium.
Speed. You have a walking speed of 30 feet.
Darkvision. Being used to the dark corners of the
Underdark, you have great vision in the darkness. You can
see in dim light within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can't discern color
in darkness, only shades of gray.
Shapechanger. As an action, you can can polymorph into a
Small or Medium humanoid, or back into your true form.
Your statistics, other than your size, are the same in each
form. Any equipment you are wearing or carrying isn't
transformed. You revert to your true form as an action or if
you die.

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You stay in the new form until you use an action to revert to
your true form or until you die.
Ambusher. In the first round of a combat, you have
advantage on attack rolls against any creature you surprised.
Read Thoughts. You can read the surface thoughts of
anyone, giving you advantage on Wisdom (Insight) and
Charisma (Intimidation) checks against the target. This can
go through walls, but 3 feet of wood or dirt, 2 feet of stone, 2
inches of metal, or a thin sheet of lead blocks it. While the
target is in range, the doppelganger can continue reading its
thoughts, as long as the doppelganger's concentration isn't
broken (as if concentrating on a spell).
Languages. You can speak, read and write Common and
Undercommon.

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Silent Stalkers
Skeleton Skeletons have long since lost the ability to speak, given their
"Their bones: frail. Their life: gone long ago. Their vocal chords have long since rotted away. So they can follow
necromancers: most likely long dead. But there is one thing you without you even knowing they are there. Though one
that still prevails no matter what happens nor how old they little sound can give them away. If you listen closely, you can
get. Skeletons may be weak and brittle from their age, but hear the rattling of bones as they walk. Though they have a
their determination is still as strong as iron. Even if they are hard time running, so you can quickly outpace them if one is
outmatched and outnumbered, these bone warriors will stand coming after you.
tall and hold the line as best they can."
- A quote from the Dwarven book "Heart of the Bone Skeleton Names
Warrior"
Since skeletons have been raised from the dead by a
Skeletons are beings who lack any skin. But they do not let necromancer, a mad scientist trying to reject the natural
that slow them down. They do not have a specific race, but order of life and death, or any other magical or scientific
more of a specific skeletal structure of their respective race. means, they tend to not have names. If they come across a
They are treated as monsters, despite some actually wanting group of people who are not instantly hostile towards them,
to help out the race they once were. they can be named by those people, following that race's
naming scheme. Though more times than not, they keep the
Bone Warriors names that they previously held in life. That is if they can still
remember it.
Skeletons do not have any skin, as it has rotted away a long
time ago. But they do not care about this fact. They still want
to stand by the ones who raised them from the dead, or assist
Skeleton Traits
anyone who they were close to in life before their death. They Skeletons are a unique race of abmush and frailty, and your
will rush into battle without hesitation if it means aiding character would harness these aspects to the best of their
anyone who needs help. They are proud, if not frail, warriors ability.
who stands in the way of evil. Or good if they follow an evil Ability Score Increase. Your Dexterity score increases by
necromancer. 2 and one ability score of your choice increases by 1.
Age. Due to skeletons being resurrected through scientific
Misunderstood Guardians or magical means, they do not age. Living on until their frail
bones either eventually turn to dust or their magic dies out.
Due to the fact that they are reanimated bones, they are often
attacked by the citizens, adventurers, and other people who
believe they are out to cause harm. But in reality, they just
want to help out the people they are communicating with if
what they are doing is for good. This makes them sad, but
they also understand why they are often attacked unprovoked.
So they prefer not to interact with the people and just help
them out in the wilderness, lessening the numbers of
invading armies one by one in secret.

Masters of the Ambush


Since reanimated skeletons look so much like the normal
skeletons that litter the ground, they can just lie down on the
ground and remain perfectly still. They lay like this for a few
days or up to over 10 months. Then when an unlucky fool
walks by them without thinking of it, it is too late for them as
the skeleton rises and attacks. Because of this trait of theirs,
armies are trained to smash all the skulls of any skeleton they
see to make sure that they are not the living kind. But even
then, skeletons will slip through this checking process and
attack the ones who fail to catch on.

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Alignment. Skeletons will always try to aid anyone who
raised them or are in need of help, making them lean towards Additional Origin Race
good alignments. Though if they were raised by an evil
If you want to use a race that has not been listen on
necromancer, they will lean more towards evil deeds. But, as the table, then you can talk with your DM about
they are always looking to help others and work together, they which trait you should use when choosing that
will always be a lawful race. origin race.
Size. Your size is determined by what race you originally
were, which can be from a 2 foot tall Kobold to a 9 foot tall
Goliath. You are either Small or Medium depending on your
originating race.
Darkvision. You have spent a long time in the cold, dark
depths where you once stood. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Living Remains. Your creature type is Undead. You are
unaffected by spells that target humanoids, but you are
affected by effects which target your creature type, like Turn
Undead. You are also immune to disease. You do not need to
eat, drink, or sleep.
Skeletal Makeup. You come from any official race in any
of the officially published books. You gain one trait from your
original race, as indicated by the table below.

Race Trait
Bugbear Long-Limbed
Gnome Gnome Cunning
Goblin Fury of the Small
Minotaur Goring Rush
Tortle Natural Armor

If your origin race has natural weapons, then you gain that
race's natural weapons.
Poison Resistance. Since you are nothing but a literal
skeleton of your former self, you cannot be easily poisoned
and thus have resistance to poison damage and have
immunity to the poisoned condition.
Damage Vulnerability. Because your bones are so brittle,
you have a weakness to bludgeoning damage.
Play Dead. You can lie down on the ground and be
perfectly still, blending in with the other skeletons on the
ground. You are prone, but you have advantage on Dexterity
(Stealth) checks only when there are other, dead skeletons
around.
Languages. You and read and write Common and one
language you had when you were still alive. However you
cannot speak those languages because you lack the vocal
chords needed to make sounds.

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Terrorspawn Names
Terrorspawn Terrorspawns generally take the name of either the race that
"Look. My father comes from a plane where Terror Beasts birthed them or the name of the Terror Beast culture. If they
are constantly at territorial wars with various Vorson tribes so choose, they could combine the names of both cultures to
for reign over the Nightmarescape. The material plane is help them feel like members of both races.
basically the only safe haven for Terror Beasts. Yet, my father Typical Terrorspawn names: G'rutaknag, Hol'dionato,
and other Terror Beasts can never come here themselves, as R'lognot'a, Korg'natal
they would die in a matter of around thirty minutes. I am no
monster, I am but a refugee." Terrorspawn Traits
-A Terrorspawn to the king of a local city after haven been
captured by city guards. As a Terrorspawn, you were born to the most feared
creatures in the Nightmarescape. Your goal is to survive in
The Terrorspawn are a race of half Terror Beasts who have this world in hopes of helping the race that impregnated your
been born through a dream-like state of the one who will material parent.
birth the Terrorspawn. The reason they do this is because Ability Score Improvement. Your Strength score
they are constantly at war with the Vorsons, another race increases by 2 and your Constitution score increases by 1.
native to the Nightmarescape, and they are unable to Age. Terrorspawns tend to live seven centuries before they
leavethis hellish landscape themselves without dying thirty grow weak and need to join the Nightmarescape and become
minutes later unless they were magically summoned. So the Terror Beasts.
Terrorspawns are born into the material plane for their safety. Alignment. Terrorspawns tend to follow the alignment of
their birth culture. Though, they always seem to follow a
Descendants of Tarrasques of the moral compass. They tend to want to help others, making
them good. Though, since they like to feed on the fear and
Nightmare Plane horror they cause, they are often seen as chaotic or even evil
Terrorspawns are born from Terror Beasts, which are known if they fall deep enough into this addiction.
as the tarrasques of the Nightmarescape. Although the most Abberant Nature. You are considered an Abberation for
powerful beings in the nightmarescape, the Terror Beasts are the purposes of spells and affects that target your specific
threatened by the vorsons. The reason for their destruction is creature type
not because the vorsons are powerful, which is not the case Size. Terrorspawns tend to have different heights
because Terror Beasts are the most powerful thing in the depending on what race they once were. From the smallest of
Nightmarescape. It is because the vorsons completely Kobolds to the largest of Sahuagin. Your size is Small,
outnumber them. So Terror Beasts have come up with a plan: Medium, or Large.
They would impregnate a being in the material plane for the Speed. Your base walking speed is 30 feet.
safety of their kind. Darkvision. Due to being born from beings who live in the
perpetual darkness of the Nightmarescape, you have superior
Hidden in the Cloak of Darkness vision in dark and dim conditions. You can see in dim light
Due to how they look, and due to their parent's reputation, within 60 feet of you as if it were bright light, and in darkness
Terrorspawns rarely come out during the day, preferring to as if it were dim light. You can't discern color in darkness,
come out at night when the people are asleep. Though, some only shades of gray.
Terrorspawns will go out in the day, but will go to extreme Tough Skin Being the spawn of the Nightmarescape's
lengths to blend in. If they cannot blend in, they will travel version of a Tarrasque, your skin is nigh impossible to
through the cover of alleys, hoping no one sees them as they penetrate. Though, because of you not being a pure Terror
walk around the streets of the dark. If they are discovered to Beast, you do not have all the resistances of your parent. You
be Terrorspawns, then they will be captured right away by have resistance to your choice of either bludgeoning, piercing,
guards or be targeted for attacks by the towns people. or slashing damage.
Nightmare Being. You have proficiency in the Intimidation
Horrors of Dreams skill.
Powerful Build. You count as one size larger when
Terrorspawns come from the Nightmarescape, which is a determining your carrying capacity and the weight you can
land one's mind can go to when they sleep instead of going to push, drag, or lift.
the Dreamscape. They may be more wanting to blend in, but Languages. You can speak, read, and write Common and
the Terrorspawn cannot resist their Terror Beast urges to Nightmare. Nightmare is a language consisting of grunting,
cause horror and despair to anyone that crosses their path. roaring, clicking, and a lack of vowels. Those who hear this
language or try to read the written language for the first time
is terrified of it, as they cannot comprehend what they are
reading at first.

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Tlincalli Traits
Tlincalli As a Tlincalli, your character would be a proud warrior, not
"The Tlincalli. Such a powerful race. Warriors of the desert, afraid to step into the line of fire to aid your allies to the best
these beings are known to be aggressive to any invader of of your abilities. And if they are outmatched, they will stand in
their territory. They do not build civilizations like we do, but front of the attacker and show no fear.
they know how to protect themselves and live on. And for Ability Score Increase. Your Strength score increases by
that, we can learn a thing or two from these beings, now that 2 and your Constitution score increases by 1.
we are united as one kingdom." Age. Tlincalli can live for up to 50 years, but their life
-Excerpt from the 'Unwavering Unity' speech given by King expectancy is much shoprter for the males since they are
Gerald III, king of a tribe of humans, after uniting with a band always off fighting.
of Tlincallis after a year long war. Alignment. Tlincalli are proud warriors who only care
Tlincallis, also referred to as Scorpion Folk, are desert about themselves, though will not actively seek out people to
dwelling warriors. They prefer hot and humid climates, slaughter. They are neutral in behavoir, but they show no
though will adventure out of their comfort zone if supplies mercy to intruders, and kill them no matter the reason, thus
are low. Even if you face only one, the Tlincalli are not to be making them evil in the eyes of many.
taken lightly. Size. Tlincalli are massive creatures who stand at around
12 to 15 feet in height. Your size is Large.
Nomadic Scavangers Speed. Your walking speed is 40 feet.
Darkvision. Tlincalli like to hunt at a time where it is not
Tlincallis are known for living nomadicly. They do not build too hot, but still bright enough to where they can scavenge or
extravagant cities, they prefer to live off the land in little attack intruders if necessary. You can see in dim light within
settlements. They will scavenge around the desert, finding 60 feet of you as if it were bright light, and in darkness as if it
whatever food and materials they want or need, and they were dim light. You can't discern color in darkness, only
bring it back to the tribe. There, they make the non food shades of gray.
items into whatever they want or need. They are nomadic, but Stinger. As a bonus action, you can attempt to sting your
they know how to smelt metals to forge them into makeshift opponent with your massive stinger. If you hit, they take 1d6
weaponry. piercing damage and must make a Constitution saving throw
against a DC 8 + your proficiency bonus + your Constitution
Prideful Hunters modifier. If they fail, then they suffer from the poisoned
Tlincallis make pride their upmost importance when it comes condition.
to combat. They will never turn away from a challenge. Natural Armor. Due to the chitin body that makes up your
Though when it comes to more powerful hunters, they will lower half, as well as what your lower half looks like, you
turn to their tribe leader. Their leader will then decide if they have a hard time wearing armor not made for your kind.
will follow the orders of the superior hunter, move past it, or Though, your chitin covered body gives you plenty of armor,
fight it to the death. More than likely, when fighting an enemy giving you an AC of 17 (your Dexterity modifier doesn't affect
that is as strong or weaker than them, they will not back this number). You gain no benefit from wearing armor, but if
down until the bitter end. you are using a shield, you can apply the shield's bonus as
normal.
Poisoned eggs Language. You can speak, read, and write Common and
Tlincalli.
Tlincallis will lay their eggs in a bushel of cacti or sharp
rocks. These eggs are coated in a poison, the same type that
also comes out of their stingers. This poison will paralyze
anyone who comes into contact with it, leaving the attacker at
the mercy of the Tlincalli.
Tlincalli Names
Tlincallis care little for names, as being a warrior will come
at upmost priority. Though females will become scavangers
while the males become the warriors, so they mostly use
names to make sure one is male or female. So male names
will consist of tough things around them while female names
are for the more color and flowing aspects of what's around
them.
Male names: Crack, Tremor, Sting, Stone, Granite, Iron,
Skull
Female names: Cactus, Sand, Rain, Sun, Moon, Water,
Star

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Grotesque Monstrosities
Vorson Vorsons share the appearance of an unholy abomination.
"What once was a dream, was now a nightmare as that... They have many different shapes, forms, abilities, and other
That... That thing appeared. It was so large that it had to get nightmarish qualities to them. They can range from a
on its knees to even fit in the largest room. It chased me distorted face, to misplaced body parts, to even resembling
down the dark corridor of a castle, unrelenting as I heard its rotting corpses. Vorsons can also range in size from being
horrific screeching as it started to get closer. Despite its able to fit in the palm of your hand, to being
unfathomable size, it fit down the hallway with ease. It had incomprehensibly large. It is extremely unlikely that you will
eventually cornered me, and I felt trapped. As as I turned spot two vorsons that look the same, though some may share
around, it sank its claws into my flesh. The pain I felt had similar qualities to one another.
woken me up. I still felt the pain, though I thought it was my
imagination. But, in the dark corners of my sleeping chamber, Dreams in Reality
I realized that the pain was very much real, as the same exact
eyes of that beast were staring right at me. And it was slowly Vorsons are usually contained in the Nightmarescape, having
crawling closer with each second I stared at it. Until, it been locked up by the deities of the Faerûnian, Greek, and
climbed into my bed, right above me." Egyptian pantheons. Their powers have been siphoned so
-A local elf that has been inflicted with insanity in a small that they may never return to the material plane from which
town they have caused chaos. But, the fear they feed off of also aid
in the regaining of their powers. If they regain enough
The vorsons are a race of nightmarish beings who lack any strength, they may leave the Nightmarescape and return to
reasonable explanation. Mostly stuck to the realm of the the material plane, free to chase down and slaughter anyone
Nightmarescape, they feed on the fear they cause to their without limit.
victims. They take many shapes, sizes, and identities. But
they have two things in common. The first one is that they Language of Horrors
can drive anyone to insanity if they target them for a long
The vorsons, having been trapped in the Nightmarescape as
period of time, bringing them an endless food source from
long as they have, have created an entirely new language.
the fear the broken minded cause. The other thing they all
One that not even the gods can decipher. The Vorson
have in common is that, if they collect enough power from the
language is full of guttural growls, insane cackling, ear
beings they haunt, they will gain a physical form in the
piercing shrieks, constant clicking, sounds similar to bones
material plane, free to stalk and attack anyone they please.
snapping, and violent head twitches. Just the sound of a
vorson communicating in this language is enough to bring
Beasts of Nightmares unbridled terror to anyone who is not also a vorson.
Vorsons live in the Nightmarescape, a realm separate from
the Planes of Existence that was originally used as a prison Vorson Names
for beasts not even the strongest of gods could defeat. Vorsons still live together, albeit widely spread apart along
Whenever a living being falls asleep, even if it is as simplistic the Nightmarescape. Their names do not have gender rules.
like a dog or a cat, might enter the Nightmarescape. Instead, their names are chosen to be what causes fear into
Normally, they will not be harmed while in this alternate any non-vorson that hears its name, no matter what they are
plane. But the vorsons are often depicted as being the cause scared of. Though they will not let their targets know their
of injuries that have not been there when the target went to name, as that would leave them with the satisfaction of
sleep. knowing who their stalker is. Though, they might also adopt
the name given to them by their victim in the material plane.
Signs of a Vorson
When people enter a nightmare caused by a vorson, they Vorson Traits
claim to be in lands that are completely alien to them. As a vorson, you have gained enough strength to find a way
Sometimes, they would be in areas where the technology is into the material plane. You must use your natural abilities to
far more advanced that what their world is capable of. survive in this new plane of existence, from which you find
Sometimes, it is the same as theirs, but more ominous. Some yourself too weak to go back to the Nightmarescape. So you
even claimed to have seen numbers in their field of vision that team up with some of this plane's natives for survival.
shouldn't belong, like it was telling time or something. These Ability Score Improvement. Your Charisma score
are generated for the vorson's hunting or toying. Sometimes increases by 2.
those in these areas are trapped, never to awaken from their Age. Vorsons age a lot slower than the races on the
slumber. material plane, and can live for up to 3,000 years.
Alignment. Vorsons live to cause terror, and are the origins
of nightmares. They are chaotic in nature and despise beings
from the material plane, so they are also considered evil in
the eyes of many that know about their existence.

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Size. The sizes of Vorsons vary widely. Your size will be and 4d6 at 17th level.
determined on your subrace. You can use this a number of times equal to your
Speed. Your base walking speed is determined by your proficiency bonus, regaining all uses upon finishing a long
subrace. rest.
Darkvision. Accustomed to living in perpetual darkness of Long-Limbed. When you make a melee attack on your
the Nightmarescape, you have superior vision in dark and turn, your reach for it is 5 feet greater than normal.
dim conditions. You can see in dim light within 60 feet of you Mimicry. You can mimic sounds you have heard, including
as if it were bright light, and in darkness as if it were dim voices. A creature that hears the sounds can tell they are
light. You can't discern color in darkness, only shades of gray. imitations with a successful Wisdom (Insight) check opposed
Monsterous Looks. Your creature type is Monstrosity. by your Charisma (Deception) check.
However, while outside of the Nightmarescape, you can also Slashing Weakness. Despite how you look, you are very
be targeted by spells and effects that target humanoids. You fragile. If a creature lands a critical hit against you that deals
have advantage on any Saving Throw that can target Slashing damage, you are incapacitated until the end of your
humanoids but cannot target monstrosities. next turn.
Being of Nightmares. You have advantage on saving
throws against Madness, being Charmed, or being Feline
Frightened. You are also immune to being targeted by the As a feline vorson, you are one of the most unhinged and
Dream spell, unless you allow yourself to be targeted. dangerous types of vorson. People fear you, despite you
Nightmare Speak. You can speak a dialect of Deep looking like a drawing a mentally scarred child would make.
Speech, known only to Vorsons, which is full of guttural Some people say that your looks is the scariest part about
growls, insane cackling, ear piercing shrieks, constant you.
clicking, sounds similar to bones snapping, and violent head Ability Score Improvement. Your Dexterity score
twitches. A creature, other than a Vorson, that can increases by 1.
understand Deep Speech must make an Intelligence check Size. You are Medium or Small, your choice.
equal to 8 + your proficiency bonus + your Charisma modifier Speed. Your base walking speed is 30 feet.
or else be unable to understand your speech. The spell Flatten and Inflate. You can form into any shape or size
Comprehend Languages does not allow someone to you need, whether it be paper thin or as thick as a building.
automatically understand you, but they have advantage on Starting at 3rd level, as an action, you can cause yourself, as
any check made to understand it. well as your worn equipment, to magically change size to
Languages. You can speak, read, and write Common and anywhere between Tiny and Huge. If you grow, you can only
Deep Speech. grow as much as the space you are in allows. This change
Subrace. Many different types of Vorsons wander the lasts up to 1 minute, or until you choose to end it as a bonus
Nightmarescape. Though the lineage of two different types action. While your size is changed, you can enter a hostile
seems to be the most dominant of these beasts. creature’s space and stop there, you have resistance to non-
magical bludgeoning, piercing, and slashing damage, and you
Communicator can move through a space as narrow as 1 inch wide without
As a communicator vorson, you have the most vast and most squeezing. For the duration, you can alter your size again as
distinct differences compared to other Vorsons. You tower an action.
over the smaller ones of your race. And you can easily trick After using this ability, you can’t use it again until you finish
the beings of the material plane as you can mimic any sound a short or long rest.
you have heard before. And despite you lacking any form of a Hellish Bite. Your teeth are natural weapons, which you
coherent head, you can see perfectly fine without eyes. can use to make unarmed strikes. If you hit with them, you
Ability Score Improvement. Your Wisdom score deal necrotic damage equal to 1d6 + your Strength modifier,
increases by 1. instead of the bludgeoning damage normal for an unarmed
Size. Communicator vorsons are extremely tall, standing at strike.
around 15 feet. Though they are very slender by comparison, Shadow Lurker. While in dim light or darkness, you can
weighing about 350 pounds. Your size is Medium take the Hide action as a bonus action.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Speed. Your base walking speed is 35 feet.
Aboral Stalker. You have advantage on any Dexterity
(Stealth) checks you make while you are lightly or heavily
obscured by plants, such as trees, vines, or overgrown grass.
Nightmarish Blaring. As an action, you can emit an ear
piercing noise. The noise travels in a 60-foot-radius centered
on yourself. Every creature in this area, except you, must
make a Constitution saving throw with the DC equal to 8 +
your proficiency bonus + your Charisma modifier. On a failed
save, the creature takes 1d6 thunder damage and is deafened
for one minute, or half as much on a successful save.
The damage increases to 2d6 at 5th level, 3d6 at 11th level,

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Wendigo
“Fear. That is the emotion I felt in its cold climate. Whenever
it appears, it always brings a snow flurry. And as I kneeled
down, frozen from the snow, when I looked up to the sky in
hopes of finding warmth. That is then I locked eyes with the
monster that has brought the storm. I have met the wendigo.
And at that moment, I realized. I was prey."
-Mirara, the one armed Dwarf telling her story of surviving
an encounter with the Wendigo
Wendigos are hairy, emaciated, demonic beings that hunt
down all living humanoids through stalking them, waiting for
the opportunity to strike when their meal can no longer
continue their trek through the storm. With long, slender
builds, along with their dark fur colors, they blend easily into
the trees. A stealthy beast by nature, they summon the winter
to aid them in their hunt for living flesh and to assist their
hiding by obscuring most of their prey's vision.

Terrifying Cannibals
They are often described as having a human body, covered in
matted fur that shows off their ribs and spines, while also
having the skull of a deer for a head. Their eyes are pure
black with white orbs that allow them to see. Their fur colors
depend on where they are from, but they mostly are always
So they will exclusively go after humanoids, as any other
dark in color, ranging from a very dark brown to black, and a
source of food will not even be felt in their claws. As soon as
few have even been spotted with white fur. They stand on two
their hands dig into their victim's flesh and grips their
hoofed legs, with arms longer than a normal humans that will
internal organs, the feeling of satisfaction finally washes over
reach out and grab onto whoever is unlucky enough to be
them, if but only for a short time before they have to feast on
their next meal. They are also described as standing as tall as
the flesh to keep that fleeting feeling with them.
nine feet. Though older records of these monstrosities has
measured a couple to border on ten to eleven feet in height.
Wendigo Names
Wandering Devourers Wendigos tend to drop their mortal names in favor of ones
relating to the cold, ice, or the screams of their victims.
Wendigos stay in no one particular place for long. They will
Though, males will have names that end with an -O and
stay in an area until the townsfolk start hunting for it. It will
females will have names that end with an -A. It is assumed
then get rid of the storm it brought and move onto the next
that they do this to help differentiate between genders, as
unlucky town of its destination. But that does not mean they
their fur makes it hard to tell males from females.
do not form communities. While they do not set up an official
Male names: Frezo, Scrao, Glaio, Haakago, Halho, Colo,
leadership, wendigos will sometimes band together and form
Shriago, Kakaho
little tribes that all go out and hunt together. These groups
are extremely dangerous, and if word gets out than a band of Female names: Kaha, Golca, Kagha, Hoatia, Kyatia,
wendigos are heading towards the town, it is recommended Frozenia, Gulagta, Icentia
to get inside, lock all the doors, and barricade all entrances to
your home for a week or until the wendigos have left the area. Wendigo Traits
Due to wendigos being natural predators, your character
Insatiable Hunger would harness the frost and their natural stealth to achieve
Wendigos never feel full. Whether it be due to a curse, their the dreams of finding a way to end your hunger.
biology, or some other factor is unknown. But what is known Ability Score Increase. Your Dexterity increases by 2, and
is that wendigos only get the feeling of satisfaction when your Constitution increases by 1.
devouring the living flesh of a humanoid. Age. Wendigos never age, as they have been turned when
their mortal body changed. As so, your age would be the days
since you first turned into what you are today. Though,
wendigos tend to die off at around 120 years when they
cannot find enough food to last them.

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Alignment. Wendigos tend to go off their primal urges to eat,
leaning towards neutral alignments. But the way they get Beings with Insatiable Hunger
their food is by killing another living humanoid, making them
Wendigos have eaten many types of humanoids, ranging from
chaotic or even evil by these standards. But there have been
wendigos that banded together to aid each other in their humans and Halflings, to Orcs and Bugbears. They are not
hunts, making them Lawful. Though, there was never an picky about their food, since they will starve to death if they
instance of a wendigo going out of their way to do good deeds are. Though, they do have opinions on the taste of certain
for other races. races.
Size. You tend to stand at around seven to nine feet tall.
And despite your height, you actually weigh a lot less than Dwarves. “Dwarves, oh what can I say about dwarves? They
you probably should, being at 100 pounds at the heaviest. are a rare delicacy. Hard to come by, since they live in the
Your size is Medium.
mountains and all. Though, their flesh tastes similar to what
Speed. Your base walking speed is 30 feet.
you mortals call cows. Or do you mortals call it beef? I am not
Darkvision. Thanks to your bestial heritage, you have
superior darkvision in dim and dark conditions. You can see really sure. I have long since forgotten the difference.”
in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern color in Elves. “Elves! Oh my deities, elves! Elves are some of the
darkness, only shades of gray rarest morsels where us wendigos are normally from. But once
Monsterous Looks. You creature type is Monstrosity. You we do get our claws on them, oh my. Their taste is
are immune to spells that target humanoids, but you are indescribably delectable! They taste like the most delectable
affected by effects that work on your creature type, like the sweets that only royalty may only ever dream of consuming!”
Dominate Monster spell.
Wendigo Weapons. You can use your bite and claws to Halflings. “Halflings. Disgusting halflings. They taste like the
make unarmed strikes. When you hit with them, the strike muck and grime under your boots. They are horrible. I'd rather
deals 1d6 + your Strength modifier piercing (bite) or slashing
just kill them and leave them for some starving orcs to find
(claws) damage, instead of the bludgeoning damage normal
for an unarmed strike. them. And even then I'd feel bad for the orcs.”
Mountain Born. You have resistance to cold damage. You
Humans. “Humans. A classic meal for us wendigos. Humans,
also naturally acclimate to high altitudes, even if you've never
been to one. This includes elevations above 20,000 feet. in all honestly, have kind of a bland taste. It's almost like they
Innate Spellcasting. Starting at 3rd level, you can cast the have little to no flavor at all. So, they are not really my personal
cause fear spell with this trait. Starting at 5th level, you can favorite source of nourishment. But I will eat them if there is
also cast the blur spell with this trait. Once you cast cause nothing else around. You know, despite what you mortals
fear or blur with this trait, you can't cast that spell with it believe, not every wendigo eat humans. Yes, some of us will
again until you finish a long rest. You can also cast either of
devour them without hesitation. But sometimes, if they put up
those spells using any spell slots you have of the appropriate
level. Intelligence, Wisdom, or Charisma is your spellcasting a good bargain, we will make them a deal. Okay so that goes to
ability for these spells when you cast them with this trait all beings that entertain us. Maybe give them some powers if
(choose when you select this race). we are feeling like the deal is well worth our time. Humans are
Bestial Prowess. Thanks to your mystical connection to so idealistic and hopeful when it comes to their survival, it is
nature, you gain proficiency with one of the following skills of actually a little entertaining to watch them beg for their lives."
your choice: Animal Handling, Nature, Perception, Stealth, or
Survival.
Unending Hunger. You must consume the flesh of live
humanoids. Meat from dead or non-humanoids will not
satiate your hunger. If you go for a day without eating at least
1lb of flesh of a live humanoid, you will suffer a point of
exhaustion per day you do not eat.
In battle, you can throw yourself into a vicious feeding
frenzy. As a bonus action, you can make a special attack with
your bite. If the attack hits, it deals its normal damage, and
you gain temporary hit points equal to your Constitution
modifier (minimum of 1), your hunger for humanoid flesh is
sated, and you can't use this trait again until you finish a short
or long rest.
Languages. You can speak, read, and write Common and
one other language that you and your DM agree is
appropriate for your character. Most Wendigo have demonic
or fey based heritages, meaning Abyssal or Sylvan are
common languages.

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them a neutral attitude towards life. But this mentality, as
Yuan-ti Broodguard well as their reputation of being aggressive to anyone
intruding in their home, can also make them lean towards
"As the adventurer laid on the cold stone, she looked up at evil alignments.
her assailant. Its monstrous face that was once her best Size. Yuan-ti Broodguards usually stand between 6 feet
friend stared back, ready to tear her open. His mind long and 7 feet, though they are also often hunched over. Your size
gone, he had only one goal: to kill the destroyer of the eggs is medium.
and to protect whatever was left of what she had attacked.
Speed. Your walking speed is 30 feet.
The adventurer was alone: no one to help her fight the being
Reckless. You can give yourself advantage on attack rolls
that was now, the Yuan-ti Broodguard."
in combat, but any enemy that targets you also gains
-An excerpt from an army general giving a speech to his
advantage on their attacks against you.
men before they invade a Yuan-ti temple.
Darkvision. You can see in dim light within 60 feet of you
Yuan-ti Broodguards were once humanoids who have been
as if it were bright light, and in darkness as if it were dim
ripped from their bodies and had them replaced with their
light. You can't discern color in darkness, only shades of gray.
monstrous, reptilian bodies. Their minds are also broken in
Poison Immunity. You are immune to poison damage and
this process, leaving them to only follow the orders of the
the poisoned condition.
yuan-ti. There is no more reasoning with these monsters
Observant Watcher. You gain proficiency in the
once they fully turned.
Perception skill.
Languages. You can speak Common, Draconic, and
Broken Slaves Abyssal.
Yuan-ti Broodguards were once humanoids who have went
through the process by other yuan-ti, turning them into
mindless monstrosities who only know to follow orders and
to protect the eggs. Their anger continuously rises, until they
can unleash their anger on an intruder. They are nothing
more than mere slaves to the yuan-ti, as they were not born
into it. There is no more reasoning with these types of
monsters once they have turned fully.

Aggressive Protectors
They only know to protect the eggs that the yuan-ti lay. They
know nothing else since they are just mindless drones. They
do not have any magic, since if they knew magic it would have
been well wiped from their minds when they turned. So the
only way they protect the eggs is with raw strength. They do
not know how to use weapons, but they are aggressive with
their attacks and intend on killing their attackers as brutally
as their anger will allow.

Yuan-ti Broodguard names


Yuan-ti Broodguards do not have a normal name. Instead,
they take the insults that their masters give them and use
those terms as their names, despite not really understanding
what the words mean.

Yuan-ti Broodguard Traits


Yuan-ti Broodguards are normally mindless, having only
enough mental capacity to follow simple orders and to
protect the eggs. But your character broke free, keeping your
mental state but leaving you as the beast you are. But despite
what you look like, you still want revenge against the yuan-ti
for making you look like this.
Ability Score Improvement. Your Strength increases by 2
and your Dexterity increases by 1.
Age. Yuan-ti Broodguards age slower than their original
race to aid them in watching over the eggs of the yuan-ti. The
age in which they die in unknown, but there are some
accounts that some humans that have turned into yuan-ti
broodguards are still alive after 150 years.
Alignment. Yuan-ti Broodguards normally do not care
about the affairs of anything other than themselves, giving

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damage at the beginning of each of their turns until they
Feats let you go, you get free, or they die.

A feat represents a talent or an area of expertise that gives a • If an opponent dies by your acidic body in a grapple, you
character special capabilities. It embodies training, absorb them into your body, gaining 1d4 + your
experience, and abilities beyond what a class provides. proficiency bonus temporary hit points.
At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you can Silent Stalker
forgo taking that fe ature to take a feat of your choice instead.
You stalk your victims in the darkest of night or the blackest
You can take each feat only once, unless the feat's description
of alleyways, gaining the following benefits:
says otherwise.
You must meet any prerequisite specified in a feat to take • Increase your Dexterity or Intelligence score by 1, to a
that feat. If you ever lose a feat's prerequisite, you can't use maximum of 20.
that feat until you regain the prerequisite. For example, the
Grappler feat requires you to have a Strength of 13 or higher. • You gain proficiency in the Stealth (Dexterity) skill, if you
If your Strength is reduced below 13 somehow, you can't do not already have it.
benefit from the Grappler feat until your Strength is restored.
• You gain advantage on all Stealth (Dexterity) checks made
to stalk someone.
Blood Thirsty
Always craving the thrill of a kill, you gain the following Regenerative Slaughter
benefits:
Prerequisite: 15th level
• Increase your Strength or Dexterity score by 1, to a
Whenever you kill an enemy with any non-magical melee
maximum of 20
weapon, you regain hit points equal to half of the damage
• Whenever you hit with a melee weapon that you are dealt rounded down.
proficient with, you now roll one additional damage die (if
the damage is 2d10, you instead roll 3d10). Hellish Soul
Your connection with the underworld has inadvertently
Deadly Trapper caused yourself to become the main output for the demons
Prerequisite: Proficiency with Thieves' Tools, Smith's Tools, that reside there, giving you the following benefits:
or Tinker's Tools.
• Increase your Strength or Constitution score by 1, to a
Knowing how to set up traps for your victims, you gain maximum of 20.
advantage on all Perception (Wisdom) and Investigation
• You learn the language of Infernal, if you do not already
(Intelligence) check made to find any hidden traps. You also
know it.
gain advantage on all checks to disarm any traps found, as
well as advantage on all attempts to create traps. • As an action, you can summon a flaming pillar under your
enemy. They must make a Dexterity saving throw against
Vampiric Bond a DC of 12 + your Dexterity modifier + your proficiency
Prerequisite: 8th level bonus or else suffer 1d10 fire damage.

The bond of a vampire has your blood intertwined with their Invisible Hunter
powers, giving you the following benefits:
Prerequisite: Wendigo
• Increase your Strength or Dexterity score by 1, to a Your natural stealth has allowed you to hunt your prey
maximum of 20. without a sound or clue, gaining the following benefits:

• Whenever you hit with a melee weapon, you can use a • Increase your Dexterity score by 1, to a maximum of 20.
bonus action to use a Bite attack, which will deal 1d4
• You have advantage on all checks made when trying to
piercing damage instead of the usual bludgeoning.
stay hidden in a forest.
• Whenever you hit with your Bite attack, you can regain hit
points equal to as much damage as you deal in damage Frozen Hunter
calculation.
Prerequisite: Wendigo
You are used to the frozen wastelands your kind generates
Acidic Gelatin with each footstep, and the cold has stopped bothering you
Your body turns into a highly corrosive blob in humanoid long ago. Your Cold resistance is replaced with Cold
form, you gain the following benefits: immunity.

• You gain advantage against avoiding being grappled. You


also gain advantage of all checks to get out of a grapple.

• If you end up grappled, the opponent will take 1d10 acid

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Bestiary

Terror Beast
Gargantuan monstrosity (titan), Neutral

Armor Class 25 (natural armor)
Hit Points 755 (35d20 + 330)
Speed 40 ft.

STR DEX CON INT WIS CHA


30 (+10) 12 (+1) 30 (+10) 15 (+3) 10 (+0) 12 (+1)

Saving Throws Int +5, Wis +9, Cha +9
Damage Vulnerabilities radiant
Damage Resistances fire, poison; bludgeoning, piercing,
and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed,
poisoned
Senses superior darkvision 120 ft., passive Perception
10
Languages All languages
Challenge 30 (155,000 XP)

Legendary Resistance 3/Day. If the Terror Beast fails a
saving throw, it can choose to succeed instead.
Magic Resistance. The Terror Beast has advantage on
saving throws against spells and other magical effects.
Unknown Flesh. Any time the Terror Beast is targeted by
a magic missile spell, a line spell, or a spell that requires
a ranged attack roll, roll a d8. On a 1 to 5, the
nightmare is unaffected. On a 6 or 7, the Terror Beast is
unaffected, and the effect is reflected back at the caster
as though it originated from the Terror Beast, turning
the caster into the target. On a 8, the Terror Beast is
unaffected, and the effect is reflected back at the caster
as though it originated from the Terror Beast, while
putting the caster under the frightened condition.

Actions
Multiattack. The Terror Beast can use its Nightmare
Visage. It then makes five attacks: one with its bite, two
with its claws, one with its tendrils, and one with its tail.
Bite. Attack Style: Melee Weapon Attack: +19 to hit,
reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing
damage. If the target is a creature, it is grappled (escape
DC 20). Until this grapple ends, the target is restrained,
and the nightmare can't bite another target.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft.,
one target. Hit: 28 (4d8 + 10) slashing damage.
Tendril. Melee Weapon Attack: +10 to hit, reach 120 ft.,
one creature. Hit: The target is grappled (escape DC
15). Until the grapple ends, the target is restrained and
has disadvantage on Strength checks and Strength
saving throws, and the roper can't use the same tendril
on another target.
Nightmare Visage. Each creature of the Terror Beast's
choice within 120 feet of it and aware of it must
succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the
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saving throw at the end of each of its turns, with
disadvantage if the Terror Beast is within line of sight,
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 Terror Beast's Nightmare
Visage for the next 24 hours.

Legendary Actions
The Terror Beast 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. The Terror Beast regains spent
legendary actions at the start of its turn.
Attack. The Terror Beast makes one claw attack or tail
attack.
Move. The Terror Beast moves up to half its speed.
Chomp. The Terror Beast makes one bite attack.

Environment. Nightmarescape
Wendigo
Large monstrosity, Chaotic Neutral

Armor Class 17 (natural armor)
Hit Points 130 15d8+30
Speed 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 20 (+5) 8 (-1) 19 (+4) 20 (+5)

Skills Athletics +6, Perception +5, Stealth +6
Damage Vulnerabilities fire, radiant
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks that aren't
silvered
Damage Immunities cold
Condition Immunities frightened, charmed
Senses darkvision 60 ft., passive Perception 17
Languages Common, Abyssal
Challenge 8 (1,650)

Innate Spellcasting. The wendigo's innate
spellcasting ability is Wisdom (spell save DC 16, +7
to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
At will: ice knife, hold person 2/day each: cause fear,
cone of cold, detect thoughts

Actions
Multiattack. The wendigo makes up to three attacks.
two with its claw attacks, and one with its bite
attack.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 16 (3d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 15 (4d4+6)

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Items
Weapons
Weapon
Name Cost Weight Damage Properties Type
1d8 Two-handed,
Scythe 5gp 4lbs Martial
slashing reach

Magic Items
Fear's Edge
Weapon (scythe), very rare (requires attunement by either a
Barbarian, Paladin, or a Warlock)
This +2 scythe gives an unsettling aura while the crooked
blade reveals to whoever is attuned to it the nearest being's
deepest, darkest fear.
As an action, you can say the command word and every
enemy that can see you must make a Wisdom saving throw
or else be afraid of you and your weapon for 1 minute.
Attacking an enemy under this condition with this weapon
will deal an additional 2d10 Psychic damage on top of the
weapon's normal damage to the target.

Ring of Night Terrors


Ring, rare (requires attunement)
This ring, when attuned to, grants the wearer immunity to
the frightened condition. But the wearer will suffer from
never ending nightmares, which will continuously get more
disturbing each night until the wearer unattunes to this ring.

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