You are on page 1of 8

-The Dreaded Accursed-

PDF Preview
Ultimate Bestiary: The Dreaded Accursed PDF Preview

Skeletons

T
he disjointed pile of dusty bones begins to While a skeleton does not require flesh in order to move, being
twitch and shudder. Ball snaps into socket, animated entirely magically, a lack of flesh is not a requirement.
hinges devoid of flesh flex and test their limits. Though certainly not the norm, and requiring unorthodox magics,
Each vertebra clicks into place as the thing even the recently dead can have their skeletons animated, heaving
rises until, with a final crack, the skull finds their soft tissues along with them until they eventually rot and
its mounting. Jaw hanging limply, it lets out slough away, revealing the walking bones beneath. The tell-tale
a creaking chuckle from long-disappeared lungs, and wrenches the sign of a skeleton is the dim, glowing light within the eye sockets,
betraying the magic which knits the bones together.
rust-bitten remnants of a sword from its empty ribcage.
Origin
The rattle of bone on bone, the clack of untethered jaws: these are Skeletons are, in essence, specialised magical automata. The spells
the rhythm and the metronome of the undead hordes. Ensorcelled required to create them resemble those used to animate objects more
remains, animated beyond their time, stand to attend a new master, than those that raise the dead. The difference lies in the fact that
caring not whoever it may be, for they are legion, a mass of the magically animated skeletons use the residual energies left in the
mindless. They wait, infesting the warrens of the destitute, the bones to power the spell, putting their creation firmly in the camp of
cellars of ancient places, and bowels of the world - a ready army for necromancy.
those with the stomach and the will.
The spells animating the skeleton replace the tendons and muscles
Skeletons are among the most commonly encountered undead, needed in order to move, so centuries-old bones have just as much
being simple to create and able to reliably carry out instructions mobility as those still knitted together with gristle. While perhaps
(many free-willed undead will seek to carry out their own agendas, more robust than living tissue, the effect is not indestructible and,
while mindless ones can be easily distracted by living flesh). should the skeleton sustain enough damage, the forces holding the
bones together will cease doing so.

2
Ultimate Bestiary: The Dreaded Accursed PDF PReview

Though usually the case for simplicity’s sake, the bones do not strictly Combat Tactics
need to be from the same individual or species. ‘Bone memory’, while
a somewhat muddy and esoteric field of magical theory, suggests Skeletons exist to serve, and so will fight with no heed to their
that some imprint of reflexes and practised actions remains dormant own safety, and will attack relentlessly to destroy the living. Their
in the bones after death, meaning the bones of a soldier will be reliance on orders, however, can be something of a hindrance if
marginally more suited to martial work, for example. This is another they are required to do more than this. Even simple teamwork and
reason necromancers typically raise the skeleton of an individual, cooperation to defend their allies and strike in a coordinated fashion
though the disparate bones of those with similar life experiences will is beyond the ability of a skeleton acting without instruction.
create a cohesive whole as well. For this reason, the manner in which a skeleton fights can tell the
If the necromancer can imagine it, and coax the magic to animate enemy a great deal about their master. Skeletons who attack wildly
them in a plausible way, skeletal colossi can be created from an were likely raised for non-combat purposes, or perhaps by an
amalgam of different parts. However, such creations are rare; the unskilled tactician (or were stationed in an area their master did not
movements necessary to cause a humanoid form to walk and fight expect to be attacked). Should a group of skeletons adopt formations
come without thought to the average spellcaster, but working out and defend themselves tactically, they are likely under the control of
how to move a pile of mismatched bones without it tripping over its one with at least some level of martial strategy.
own feet requires an expert’s understanding of the craft.
Skeleton Encounters
Lastly, skeletons may also spontaneously arise in areas of
necromantic energy and, having no master, will instinctively seek CR 1/2-7
to destroy any living creature which comes into their vicinity. These
skeletons are likely the ones found in ancient crypts and otherwise- d8 CR Encounter
uninhabited locales. Clattering Skirmish: 1 Skeleton Warrior, 1 Skeleton
1 1/2
Infantry, 1 Skeleton Archer
Environment
2 1 Bone Cohort: 4 Skeleton Warriors, 2 Skeleton Archers
Skeletons, having no real mind or free will of their own, have little
effect on their environment, and have no preference of location 3 2 Dried Regiment: 10 Skeleton Infantry
beyond their master’s orders. Until animated, they are simply Deathless Hunt: 4 Skeleton Archers, 1 Skeleton
4 3
bones like any other and will be found wherever they have fallen or Marksman, 6 Skeletal Dogs
been interred. Osseous Formation: 1 Skeleton Pikeneer, 8 Skeleton
5 4
The ideal use for a group of skeletons is as a source of free, Infantry, 6 Skeleton Archers
dependable labor, so they are often employed towards dangerous, Rattling Horde: 5 Skeletal Dogs, 6 Skeleton Infantry,
repetitive, or time-consuming work. Such skeletons might dig for 6 5 4 Skeleton Archers, 2 Skeleton Soldiers, 2 Skeletal
minerals necessary for a ritual, construct dark temples, or simply act Riding Horses
as undead pack animals.
Skeletal Infantry: 4 Skeleton Pikeneers, 2
7 6
Skeleton Soldiers
Roleplaying Skeletons
Marrow Riders: 6 Skeletal Riding Horses, 4 Skeleton
Skeletons have little initiative of their own and will follow whatever 8 7
Soldiers, 2 Skeleton Marksmen
instruction they were last given by their master to the letter. Their
lack of flexibility in their thinking can easily be exploited, and the
experienced necromancer knows better than to allow for any room
CR 9-21
for interpretation in their orders. d6 CR Encounter
Without specific instruction, ‘bone memory’ takes over, and a Ivory Spearhead: 2 Skelephants, 7 Skeleton
skeleton will pantomime common actions from its life. If a skeleton 1 9 Warriors, 1 Skeleton Soldier, 7 Skeleton Infantry, 1
is made up of the bones of many different individuals, these actions Skeleton Pikeneer
can be difficult to interpret as each bone attempts to drive its
Dusty Elite: 1 Skeleton Veteran, 8 Skeleton Pikeneers,
own movement. 2 11
4 Skeleton Marksmen
Thrashskull Shocktroop: 1 Skeleton Sharpshooter,
3 13 8 Skeleton Soldiers, 1 Skelephant, 1 Skeletal
Minotaur Warrior
Big-Boned Unit: 1 Bone Horror, 1 Skeletal Minotaur
4 14
Warrior, 1 Skeletal Hill Giant, 1 Skelephant
Smashing Bones: 1 Skeletal Minotaur Warlord, 2 Bone
5 17
Horrors, 1 Skeleton Veteran
6 21 Titanic Boneyard: 1 Skeletal Wartitan, 2 Bone Horrors

3
Ultimate Bestiary: The Dreaded Accursed PDF Preview

Profane Lich Neophyte


Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 14 (+2) 15 (+2) 17 (+3) 16 (+3)
Saving Throws Con +5, Int +5, Wis +6
Skills Religion +5, Perception +6, Survival +6
Damage Vulnerabilities radiant
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common, Infernal, plus up to three
other languages
Challenge 7 (2,900 XP)
Legendary Resistance (1/Day). If the neophyte fails a saving
throw, it can choose to succeed instead.
Rejuvenation. If it has a phylactery, the destroyed neophyte gains a
new body in 4d10 days, regaining 1 hit point and becoming active
again. The new body appears within 5 feet of the phylactery.
Spellcasting. The neophyte is a 6th level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with spell attacks).
The neophyte has the following cleric spells prepared:
Cantrips (at will): guidance, poison spray, thorn whip
1st level (4 slots): detect magic, fog cloud, thunderwave
2nd level (3 slots): gust of wind, hold person, moonbeam
3rd level (3 slots): dispel magic, protection from energy, sleet storm
Turn Resistance. The neophyte has advantage on saving throws
against any effect that turns undead.

Actions
Commanding Warhammer. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage,
plus 4 (1d8) necrotic damage, and the target must succeed
on a DC 14 Wisdom saving throw, or be charmed by the
neophyte for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success.

4
Ultimate Bestiary: The Dreaded Accursed PDF Preview

Actions
Profane Lich Initiate Commanding Warhammer. Melee Weapon Attack: +6 to hit,
Medium undead, neutral evil reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, plus
Armor Class 15 (natural armor) 4 (1d8) necrotic damage, and the target must succeed on a DC 15
Hit Points 110 (17d8 + 34) Wisdom saving throw, or be charmed by the initiate for 1 minute.
Speed 30 ft. A creature can repeat the saving throw at the end of each of its
STR DEX CON INT WIS CHA turns, ending the effect on itself on a success.
15 (+2) 9 (-1) 15 (+2) 16 (+3) 18 (+4) 17 (+3) Bane of Life (1/Day). The initiate presents its holy symbol and
Saving Throws Con +6, Int +7, Wis +8 speaks a baleful command, chastising the living. Each creature
Skills Nature +7, Perception +8, Survival +8 within 30 feet of the initiate, other than constructs, fiends, and
Damage Vulnerabilities radiant undead, must succeed on a DC 16 Wisdom saving throw, or be
Damage Resistances necrotic frightened for 1 minute, or until it takes any damage. If a creature
Damage Immunities poison with a challenge rating of 2 or lower fails its saving throw against
Condition Immunities charmed, exhaustion, frightened, this effect, it immediately drops to 0 hit points.
paralyzed, poisoned A frightened creature must spend its turns moving as far away
Senses darkvision 120 ft., passive Perception 18 from the initiate as it can. As its action, the creature can only
Languages Abyssal, Common, Infernal, plus up to three use Dash actions, or to try to escape an effect that prevents it
other languages from moving. If it has nowhere to move, the creature can use the
Challenge 11 (7,200 XP) Dodge action.
Legendary Resistance (2/Day). If the initiate fails a saving throw,
it can choose to succeed instead.
Rejuvenation. If it has a phylactery, the destroyed initiate gains a
new body in 2d10 days, regaining 1 hit point and becoming active
again. The new body appears within 5 feet of the phylactery.
Spellcasting. The initiate is a 9th level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks).
The initiate has the following cleric spells prepared:
Cantrips (at will): guidance, resistance, thaumaturgy
1st level (4 slots): bane, inflict wounds, shield of faith “I transcend
ed when your
2nd level (4 slots): blindness/deafness, hold person, spiritual weapon the brush wit people hunte
h stones. Wh d in
3rd level (3 slots): animate dead, dispel magic plough, I was en men bent
more learned the first
4th level (3 slots): banishment, guardian of faith than any cre in the higher
ature living. powers
5th level (2 slots): geas, insect plague as a god, my I have been w
sacrifices claw o rshipped
Turn Resistance. The initiate has advantage on saving throws for the privil ed each othe
against any effect that turns undead. ege of dying r's eyes
cast me out, for me and, w
I displaced a hen they
primitive myt ll the monste
hologies. I ha rs of their
in my time, b ve worn many
ut all have b na
heroes than e een feared. M mes
ven I can rec ore
slay me, and all have atte
all have faile mpted to
forgotten bo d. The dust o
nes could cho f their
So tell me, ch ke a nation.
ild, what is it
hope for victo that makes y
ry?” ou dare
-The First, lic
h

5
Ultimate Bestiary: The Dreaded Accursed PDF Preview

Legendary Actions
Executioner Confidant The confidant can take 3 legendary actions, choosing from the
Medium undead, lawful evil options below. Only one legendary action option can be used at a
Armor Class 16 (natural armor) time, and only at the end of another creature's turn. The confidant
Hit Points 91 (14d8 + 28) regains spent legendary actions at the start of its turn.
Speed 30 ft.
Disappear. The confidant moves up to 15 feet and can take the
STR DEX CON INT WIS CHA Hide action.
11 (+0) 17 (+3) 15 (+2) 10 (+0) 10 (+0) 15 (+2)
Dreadful Glare. The confidant uses its Dreadful Glare.
Skills Stealth +11
Damage Vulnerabilities fire Attack (Costs 2 Actions). The confidant makes one attack with its
Damage Resistances bludgeoning, piercing, and slashing from Cursed Knife.
nonmagical attacks
Damage Immunities necrotic, poison Criminals who dared to raise a hand to their rightful masters, would-
Condition Immunities charmed, exhaustion, frightened, be murderers, are often interred as punishment - having undergone
paralyzed, poisoned at least the preliminary stages of mummification while still alive - and
Senses darkvision 60 ft., passive Perception 10 forced to serve more faithfully after death.
Languages the languages it knew in life
Challenge 10 (5,900 XP)
Quiet of the Grave. While in areas of dim light or darkness, the
confidant can take the Hide action as a bonus action.
Sneak Attack (1/Turn). The confidant deals an extra 28 (8d6)
damage when it hits a target with a weapon attack, and has
advantage on the attack roll, or when the target is within 5 feet of
an ally of the confidant that isn't incapacitated, and the confidant
doesn't have disadvantage on the attack roll.

Actions
Multiattack. The confidant can use its Dreadful Glare and makes
one attack with its Cursed Knife. If it has two knives drawn, as a
bonus action, the confidant can make an additional attack with the
second cursed knife.
Cursed Knife. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage, plus 14 (4d6)
necrotic damage. If the target is a creature, it must succeed on a DC
14 Constitution saving throw, or be cursed with mummy rot (p.86).
Dreadful Glare. The confidant targets one creature it can see
within 60 feet of it. If the target can see the confidant, it must
succeed on a DC 14 Wisdom saving throw against this magic, or
become frightened until the end of the confidant’s next turn. If the
target fails the saving throw by 5 or more, it is also paralyzed for
the same duration. A target that succeeds on the saving throw is
immune to the Dreadful Glare of all mummies with a challenge
rating of 5 or less for the next 24 hours.

6
Ultimate Bestiary: The Dreaded Accursed PDF Preview

Mummy Acolyte The body w


as e
Medium undead, lawful evil woven hair mbalmed seated, wrap
and clay. T pe
Armor Class 11 (natural armor) hands, the he heart wa d in bandages of
liver burnt sp
Hit Points 39 (6d8 + 12) were eaten as an offerin laced in the cupped
at the mour g.
Speed 20 ft.
kidney, in ning feast. The other organs
STR DEX CON INT WIS CHA favor of ste I d eclined the
11 (+0) 9 (-1) 14 (+2) 8 (-1) 16 (+3) 11 (+0) wed roots. offer of a
Skills Arcana +1, Religion +3 -Derek Ma
rney, ‘Amo
Damage Vulnerabilities fire ngst the Ha
Damage Resistances bludgeoning, piercing, and slashing from iry Folk’
nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 3 (700 XP)
Spellcasting. The acolyte is a 6th level spellcaster. Its spellcasting
ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
The acolyte has the following cleric spells prepared:
Cantrips: sacred flame, thaumaturgy
1st level (4 slots): command, guiding bolt, shield of faith
2nd level (3 slots): hold person, spiritual weapon
3rd level (3 slots): dispel magic

Actions
Multiattack. The acolyte can use its Dreadful Glare and makes one
attack with its Cursed Touch.
Cursed Touch. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 10 (3d6) necrotic damage. If the target is a
creature, it must succeed on a DC 12 Constitution saving throw, or
be cursed with mummy rot (p.86).
Dreadful Glare. The acolyte targets one creature it can see within
60 feet of it. If the target can see the acolyte, it must succeed on
a DC 10 Wisdom saving throw against this magic, or become
frightened until the end of the acolyte’s next turn. If the target fails
the saving throw by 5 or more, it is also paralyzed for the same
duration. A target that succeeds on the saving throw is immune to
the Dreadful Glare of all mummies with a challenge rating of 3 or
less for the next 24 hours.

7
Ultimate Bestiary: The Dreaded Accursed PDF Preview

The Accursed Await…


These creatures are only the beginning! Much more awaits in the full volume
of Ultimate Bestiary: The Dreaded Accursed!
In this 268-page book, you will find:

• Lore Galore. 15 chapters of baleful origins, environmental details,


and roleplaying notes covering Ghosts, Ghouls & Ghasts, Liches,
Lycanthropes, Mongrelfolk, Mummies, Revenants, Shadows, Skeletons,
Specters, Vampires, Wights, Will-O’-Wisps, Wraiths, and Zombies.
These write-ups give you everything you need to transform these
monsters into deeper, more impactful creatures.
• Varied Stat Blocks. 180 new creatures allow you to challenge your
players with these classic accursed monsters for the duration of their
adventuring careers, from the lowliest zombie to the most terrible of
master liches!
• Timesaving Extras. Each chapter contains encounter tables to quickly
roll up a group of creatures on the fly.
• Appendices. Additional sections introduce new animated objects
associated with the undead (such as haunted dolls and tomb guardians),
and a selection of maps where such creatures might make their lairs.
Also included are 9 new player options, including simpler playable
races, and more complex monstrous classes for Liches, Lycanthropes,
and Vampires.

Get it today! https://nordgamesllc.com/product/ultimate-bestiary-the-


dreaded-accursed/

Happy Haunting,

Nord Games

You might also like