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TOME OF DARK
CREATURES
Monster Compendium

Uncover the terror that lurks in the shadows.


A world of fear awaits within
Credits
The Homebrewery, created by Scott Tolksdorf.
Author of this dark and twisted monster
compendium: DragonsandStories
Midjourney AI that have generated the art.

   

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chapter 1
Introduction

W
elcome to the Tome of Dark Creatures, a These hybrid beings can be a mix of any two or more  
comprehensive compendium of the most creature types, ranging from humanoids to beasts,
twisted and sinister monsters that haunt the fiends, and more.
shadows. From the depths of the underworld One such example of a multiple creature type is the
to the fringes of the abyss, this book contains Hybrid Nature trait. This trait can be found on
information on the most fearsome beings that roam multiple monsters and it means that the creature
the land. possesses two or more creature types. For instance,
As you delve into these pages, you will encounter a monster may have both humanoid and monstrosity
creatures of all shapes and sizes, each more creature types. The Hybrid Nature trait allows the
terrifying than the last. From beings that possess monster to be affected by game effects that work on
multiple creature types, to the demonic fiends that either of their creature types.
wield immense power, this book will take you on a
journey into the heart of darkness.  
With detailed illustrations and in-depth
descriptions, this book is a must-have for any
dungeon master or player looking to expand their
knowledge of the dark and mysterious creatures that
inhabit the fantasy realm. Whether you are planning
an epic adventure or simply seeking to learn more
about the creatures that dwell in the shadows, this
book will provide you with the information you need.
So, come, journey with us into the realm of the
unknown, and explore the twisted world of the dark
creatures that haunt our nightmares.
Multiple Creature Types
In the world of dark creatures, it is not uncommon to
find beings that possess multiple creature types.
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Necroflora Condition Immunities blinded, charmed,  
A new species of plant creature, Necroflora, has been deafened, frightened
Senses passive Perception 10
discovered. Unlike their natural counterparts, Languages -
Necroflora is a creation of a fey monster known as Challenge 1/4 (50 XP)
Xivornith, the Master of Decay. Xivornith is said to
have stumbled upon the ancient magic of Fragment Cloud. Whenever a creature moves within
necromancy, using it to imbue the plants of the land 5 feet of the Necroflora Pod, it releases a cloud of
with a dark energy that gives them sentience and fragments in a 15-foot radius around it. Creatures
mobility. within the area must make a DC 10 Constitution
The Origin of Necroflora. It is said that Xivornith saving throw or take 3 (3d6) necrotic damage. If the
roams the land, seeking out areas where the forces of Necroflora Pod is reduced to 0 hit points, the cloud of
life and death are in a delicate balance. By corrupting fragments is released, and the Necroflora Pod dies.
that balance, Xivornith can create Necroflora, turning Undead Fortitude. If damage reduces the Necroflora
fields, forests, and gardens into places of terror. The Pod to 0 hit points, it must make a Constitution
Necroflora race is a testament to the monster’s saving throw with a DC of 5 + the damage taken,
power and its twisted imagination. unless the damage is radiant or from a critical hit. On
The Spread of Necroflora. Necroflora does not a success, the Necroflora Pod drops to 1 hit point
need to be rooted to soil to grow and spread. Instead, instead.
it can take root in anything that can support life, such Hybrid Nature. It has two creature types. It can be
as the bodies of fallen creatures. When it has drained affected by a game effect if it works on either of the
all the life energy from a host, Necroflora sheds its creature types.
roots and moves on to another. In this way,
Xivornith’s creation can spread across the land,
taking hold wherever it goes. Actions
The Purpose of Necroflora. Xivornith created Uproot. As an action, the Necroflora Pod can uproot
Necroflora for a single purpose: to cause decay and itself, gaining a speed of 10 feet. It can then root itself
destruction. The Necroflora race carries out its again as an action.
creator’s will by attacking and draining the life energy  
from all living creatures it encounters.
Necroflora Pod
Necroflora Pod resemble small flowers that grow on
the stems of other Necroflora plants. They are
delicate and seemingly harmless, but in reality, they
are the source of the Necroflora race’s power. When
a living creature gets too close, Necroflora pods
release a cloud of spores that infect the target,
draining its life energy.
Necroflora Pod
Tiny plant (undead), neutral evil
Armor Class 10
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Hit Points 10 (3d4 + 3)


Speed 0 ft.

STR DEX CON INT WIS CHA


1 (-5) 1 (-5) 12 (+1) 2 (-4) 10 (+0) 2 (-4)
Damage Resistances necrotic
Damage Immunities poison, psychic

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Necroflora Sprout
Necroflora sprouts are the simplest form of
Necroflora. They are little more than mobile plants
that can attack by biting or whipping with their vines.
Necroflora sprouts are often used as scouts by
Xivornith, sent ahead to locate new sources of life
energy to drain.
Necroflora Sprout
Small plant (undead), neutral evil
Armor Class 10
Hit Points 10 (3d6)
Speed 20 ft.

STR DEX CON INT WIS CHA


6 (-2) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 2 (-4)
Damage Resistances necrotic
Damage Immunities poison, psychic
Senses passive Perception 10
Languages understands the languages of its
creator but can’t speak
Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the Necroflora


Sprout to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit. On
a success, the Necroflora Sprout drops to 1 hit point
instead.
Hybrid Nature. It has two creature types. It can be
affected by a game effect if it works on either of the
creature types.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one
target. Hit: 2 (1d4) piercing damage.
Vine Whip. Melee Weapon Attack: +2 to hit, reach
10ft., one target. Hit: 2 (1d4) slashing damage.
Life Drain. (1/day) Melee Spell Attack: +2 to hit,
reach 5 ft. , one creature. Hit: 4 (1d6) necrotic
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damage. The target must succeed on a DC 10


Constitution saving throw or its hit point maximum is
reduced by an amount equal to the damage taken.
This reduction lasts until the creature finishes a long
rest. The target dies if this effect reduces its hit point
maximum to 0.
 

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Necroflora Scourge
They are evolved forms of Necroflora, known for
their resistance against strong attacks. They are
commonly deployed as the initial wave of Xivornith’s
military forces, targeting any living beings they come
across. Necroflora scourges pose a significant threat
to their prey, making them a formidable force to be
reckoned with.
Necroflora Scourge
Medium plant (undead), neutral evil
Armor Class 16 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 20 ft.

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
Damage Resistances necrotic
Damage Immunities poison, psychic
Condition Immunities blinded, charmed,
deafened, frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages of its
creator but can’t speak
Challenge 4 (1,100 XP)

Undead Fortitude. If damage reduces the Necroflora


Scourge to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken,
unless the damage is radiant or from a critical hit. On
a success, the Necroflora Scourge drops to 1 hit
point instead.
Hybrid Nature. It has two creature types. It can be
affected by a game effect if it works on either of the
creature types.
Actions
Life Drain. Melee Spell Attack : +4 to hit, reach 5 ft. ,
one creature. : 10 (3d6) necrotic damage. The
Hit
target must succeed on a DC 14 Constitution saving
throw or its hit point maximum is reduced by an
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amount equal to the damage taken. This reduction


lasts until the creature finishes a long rest. The target
dies if this effect reduces its hit point maximum to 0.
Reactions
Necrotic Carapace. Whenever a creature within 5
feet of the Necroflora Scourge makes a melee attack
against it, the Necroflora Scourge can use its
reaction to deal 7 (2d6) necrotic damage to that
creature.
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