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DEATH DENIED om oa aL ne) aN — OTHER FREE TITLES FROM CONFLUX CREATURES rey AOU ess LIcENSE Death Denied is unofficial Fan Content permitted under the Fan Content Policy. Not approvedjendorsed by Wizards. Portions ofthe materials used are property of Wizards of the Coast, ©Wizards of the Coast LLC. 1p) Dictates OFTHE ORDNING Tue Part WHERE I SHILL My PATREON ‘Want to support the ercation of content like this? I post new monsters with lore and tactics to my patreon five times a ‘week, joining the more than 1000 already there, indexed in a big PDF along with formats for Foundry and SeTools. Also check out my website and instagcam. where my wife and Tmake handmade dice and dice bags, and where I post free books as I get them polished up. you've got any monsters you'd like to see statted up by ‘me, leave me a comment over in the permanent thread in rihettermonsters and Ill put something together for you. pesaooa Nightshades Ulgurstasta INTRODUCTION een aa racoliches Nightwing Monsters By CR Ghost Dragon Nightcrawler ‘Vampires ee Zombie Dragons Nightwalker Vampire Spawn Starving ‘Minions, Swarms, and Quell Vampire Spawn ne ae S ae ae Conditions Bye of Fear and Flame Revenants Vampire Dreadknight tears See. Feet eine Vampire Blood Exarch re juesting Revenant oe MONSTERS __Fiameskuil Revenant King Me Allip oa aS Vitreous Drinker ‘Angel of Decay ae en Voidwraith Atropals Poltergeist ‘Shadow Stalker Wheep ee cen Trap Haunt Shadow Strangler e ‘Atropel Seion ‘Tormenting Ghost ‘Shadow Puppeteer ae ight ‘Avatar of Death Ghostly Legionaaire Skeletons Deathlock Wight Decrepit Skeleton Slaughter Wight Banshee Ghouls Skeleton Warrior ore Horde Ghoul Boneshard Skeleton Wisp Boller Fleshsecker Ghoul Blazing Bones WilloWisp Ghast Tomb Ch Shadow W: Blac Tomb Guard low Wisp amie Lacedon Chou! Skeletal Liberator Feu Follet Wisp Blood Ooze Algal Goa Bonecrasher Skeleton Corpse Candle Wisp Bloodrot Ooze Ghoul Adept of Orcus Blood Amniote Skin Kite We Reiciae Golema Wisp Wraith A Dragonbone Golem Skull Lord Spectral Wraith Bodaks Dragonflesh Golem = Mad Weaith ‘Bodak Flesh Golem oem) ‘Moon Wraith Bodak Mind-Killer Flesh Gotem Assimilator Hegre’ Bone Golem pinelos Zombies Boneclaws Tombstone Golem pibe Laney Zombie Rotter Boneclaw The Hungry Gravehound Boneclaw Night Terror Grisgol The Angry Plague Zombie Rotwing Zombie Bonedrinker Huceuva Spawa of Kyuss peting Zot Wretch of Kyuss ees oo Chillborn Zombie Boneless Hungry Fog Spawn of Kyuss ae ‘Beas Ouse Liches coun Zombie Clot Eldsitch Lich ae Caller in Darkness = Voidsoul Specter FIGURES OF roatich cedeceeewa Archlch Sword Wraiths RENOWN _ Coldlight Walker ‘Arcane Lich ‘Sword Wraith Warrior feu, Prince of Undeath Bacinorn Sword Wraith (Crawling Apocalypse Deathseeker Scioto i pues Mobre Sword Wrath aoa rawling Claws aaa Commander Viaakith CLVIT Death Knight Mummy Retainer ‘Tomb Mote Mummy Guardian Salt Mumey Tomb Scarabs Mummy Lord “Tomb Scarab ‘Swarm of Tomb Scarabs Necromancers Skulldigger ‘Tomb Spiders webreaker ‘Tomb Spider Broodswarm, ulealler Wraithbinder Web Mummy ‘Tomb Spider SPELLS Annihilating Aura Batrachian Metamorphosis Bestow Wound Basphemous Abrogation Bleak Aurora Blessed Unrest Blood Puppeteering Brainrot Bring Low Call to Feast Clutch of Terror Command Iehor Corpus Potency Corrupt Marrow Creeping Bone Curse of Stolen Sight Deathlord's Favor Death's Aid Death Throes Descent of Crows Demonrot Barbs Discharge Douse Dweomer Rupiure Enchain Essence Erratic Fireball ternal Tide Fith Harvest Fireburst Flash Freeze Foetid Fusation Fold Space Forced Growth Freeze the Blood Frostbite Touch Ghastly Scourge Glacier Tomb Grasping Grave Gravebott Graveway Travel Grave Terror Gravity Gash Hallowed Balance Heartstop Hellfire Orb Horrid Growth Ice Needle Hail Invocation of the Rot Shepherd Lacerating Rain Lay Bare Lignity Litany of Flesh Devoured Litany of Forsaken Vows Mindwrack Binding Misdireetion Myeelia Snare Necromiasma [Necropulse Salvo ‘Numbing Torpor Ossuary Call Panickfog Plague Chant Polar Burst Paychie Rebound Raise the Horde Reanimate Rend Magic ‘Sapping Cold Screaming Flame ‘Shadowsink Shield of Bones Shred Lungs Slaying Smite Spiritual Arsenal iz Splinterburst Unspeakable Insight ‘Spontaneous Combustion Wake the Bones Sporefight Wraithblade ‘Sprouting Doom Wrench Heart Sill Arcana ‘Sudden Wasting To Dust é ‘Transporting Touch ‘Twist Spell ALLIP ALLIP LORE Religion DC 10, Allips result when a person is burdened ‘with a truth too terrible to bear, one so awful that death seems the only relief. This perception is only another layer of, cruelty, however, as in death they are bound even more closely to that truth, forced to find others to pass their cursed knowledge on to. Religion DC 15, The spirit of the allip wanders in terror, forcing the horrid truth that killed them out through stammered whispers, compelled to believe that doing so will free them from their torment. Those sufficiently strong-willed to shrug such knowledge off with impunity often seem to the allip to have already descended into madness, and are treated as with indifference or a kind of commiserative kinship, ALP TACTICS Allips begin combat with their Whispers of Madness, then use their Maddening Touch on a single creature repestedly until itis reduced to 1 Wisdom. Barly in a fight they rely on their Shadow Glide to protect them, but iftheir foes consistently circumvent their damage resistances they begin using their Incorporeal Movement to hide each turn, heedless of the damage and opportunity attacks. Ifa creature succeeds on a saving throw against one of the alli's abilities by 5 or more, the allip is convinced that itis immune and becomes indifferent to it until the creature takes hostile action against it. ALLIP Medium undead, lawful evil ‘Armor Class 12 Hit Points 99 (228) Speed fly 40 ft. (hover) STR DEX CON INT WIS CHA 6 (2) 14 (2) 10 (+0) 17 (03) 7 (2) 16 (03) Saving Throws INT +6, WIS +1 Skils Perception +5, Stealth +6 Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing frorn Nonmagical Attacks Damage Immunities Cold, Necrotic, Poison Condition Immurities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft, Passive Perception 15 Largutges The languages it knew in if Ghalerge 3 (1.800 %8) /Movernent. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1410) force damage ifit ends its turn inside an object. Depths of Madhess. creature that attempts to read the alip’s mind has disadvantage on Wisdom saving throws for the next minute Spectral Weapors. The alps attacks teat all creatures as unarmored (an unarrnored creature's ACis usually 10 plus its Dexterty modifier) Actions Touch Melee Spell Atack: +5 to hit, reach 5 f, one target. Hit: 16 (4d6 + 2) psychic damage and the target's Wisdom score is reduced by 2 (1d for the next minute, toa minimum of 1 A creature whose Wisdom score is reduced to 1 in this way becomes hostile to all living creatures, including itself, until it recovers. Whispers of Machess (Recharge 5-6) Each non= fiend, non-undead creature within 30 feet must make a DC 14 Wisdom saving throw. On a failed save, a creature uses its reaction to move up half its speed toward and make a melee attack against @ living creature in range. Reactions ‘Shadow Gide, When the alip takes damage ofa type itis resistant to, ican teleport up to 60 feet 102 location it can see and turn invisible until the end ofits next turn, or until it makes an attack ANGEL OF DECAY ANGEL OF DEcay LoRE History DC 15: Streams of corruption spew from the bodies, cof angels of decay while they are uninjured, infecting all around them with a terrible rot, which they then harvest ‘when injured to rapidly restore themselves. [allowed to regenerate, they can use this engine of rot to repeatedly suffuse the area around them with bursts of antiife energy. Religion DC 20: Angels of decay are creatures of pure elemental undesth, created by the demon lord Orcus from the corpses of a legion of angels sent to slay him, in mockery of their divinity. Ane oF Decay Tactics “Angels of decay focus on positioning themselves to infect as, many creatures as possible with their Festering Presence, using their Foul Unraveling whenever available to keep foes from escaping before infected, and otherwise using their rotting touch against any creature that demonstrates an ability to cure disease. Festering Necrosis. An infected creature gains ‘vulnerability to necrotic damage. Whenever an Infected creature would fail one death save, it instead fails two death saves. ANGEL OF DECAY Large elemental/undead, chaotic evil ‘Armor Class 17 (Natural Armor) Hit Points 209 (22410 ~ 88) Speed 30 ft, fly 50 fe STR DEX CON INT WIS CHA 23 (46) 15 (42) 18 (+4) 10 (10) 15 (+2) 14 (+2) Saving Throws CON +9, WIS +7, CHA +7 Damage Resistances Necrotic; Sludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immurities Exhaustion, Paralyzed, Petrified, Poisoned, Restrained, Unconscious Serses Darkvision 60 ft, Passive Perception 12 Languages Common Abyssal Telepathy 120 jerge 15 (13,000 XP) Festering Presence Ifthe angel has atleast 105 HP, a creature that starts its turn within 15 feet of it ‘must succeed on aDC 17 Constitution saving throw or be infected with Festering Necrosis. Parasitic Presence.\f the angel has 105 HP or fewer, itregains 10 hitpoints atthe beginning of ts turn for each corpse and each creature within 60 feet infected with Festering Necrosis. ‘Magic Resistance. The angel has advantage on saving throws against spells and other magical effects Actions ‘Muttiattack The angel makes two melee attacks, tone of which it may replace with its foul unraveling, if available Rotting Touch Melee Weapon Attack: +11 to hit, reach 15 ft, one target. Hit: 9 (1d6 + 6) slashing darnage plus 18 (448) necrotic damage. Ths attack scores acritical on a 16-20 against a creature with fewer than 100 hit points Foul Unraveling (Recharge 5-6). The angel lashes out with tendrils of vile corruption, making a rotting touch attack against each creature within 15 feet On a hit, a creature is dragged up to 10 feet towards the angel and grappled (escape DC 17) and restrained until the end of the angel's turn. Reactions Wave of Decay (1/Day). When the angels reduced below 105 hit points it unleashes a wave of negative energy. Each creature within 30 feet must succeed on aDC 17 Constitution saving throw or take 27 (6d8) necrotic darnage, or half as much on ATROPALS Ba here is nothing the gods abhor so much as an stropal. Lumpe of malformed godlsh, these ( stillborne corpses of nevermade gods iter the { astral plane drifting vacatly in a mockery of LOM 7 svi: Those who serve the gods seck destroy or seal such corpses whenever possible, not only to spare the gods their visage, but also because ofthe terrible power that ics latent within them. In the hands ofa powerul necromancer, part or Whole ofan atropal may be nurtured to undeath, infused with snfathomable negative energies and filled wit uter hatred forall ving things, capable of depopslating a nation if allowed to rampage unchecked ATROPAL LORE Arcana DC 15: Due to their divine origin, atropals are entirely immune to lesser magics. ‘Arcana DC 20: Atropal scions continuously radiate the raw energies of death, rapidly leading to the onset of death or worse for creatures reduced to unconsciousness near the atropal History DC 10: Creatures ofthe seale of an atropal scion are often known to be difficult co inflict significant harm on without actively creating an opening todo so. History DC 20: Atropals continuously drain the life from the living, making it crucial that those encountering one have their reserves fully intact. Those who are too far stretched will quickly find themselves succumbing to the atropal’s powers. History DC 25: Atropals, despite all their power, are delicate things, soft with putrescence. Those who have faced atropal scions report knocking free huge chunks of flesh with sufficiently mighty blows, which can be disastrous given the atropal’s immense necromantic aptitude. Nature DC 20: The twisted and blasphemous nature of the atropal makes it intensely vulnerable to magies of healing and radiance. Religion DC 10: Apocalypse cults often fixate on the idea of tunsealing or siphoning power from an atropal. Few such organizations have the raw power to even seriously attempt such an endeavor, however. Religion DC 15: Divine influence in the vicinity of an atropal is severely curtailed, requiring additional personal power from a divine spellcaster to make up for its defect. Religion DC 20: An atropal on its own is merely the inert hhusk of an unborn god. Atropal scions are those husks reanimated by dread gods of undeath or spontaneously through their own corrupted divinity, and those malformed creatures called godlings are portions of flesh carved from those corpses and nurtured to undeath by lesser magics ATROPAL TACTICS An atropal uses its Death Gaze and Necrotizing Beam at range until a creature is knocked unconscious, prioritizing clerics, druids, and paladins, then close to melee range with their Life Suppressing Touch to keep as many injured creatures as possible in its aura of unmaking, ATROPAL GODLING Large undead, neutral evil ‘Armor Class 7 Hit Points 300 (24412 + 144) Speed fly 30 ft (hover) STR DEX CON INT WIS CHA 19 (+4) 5-3) 22 (46) 25(47) 19(+4) 20(45) Saving Throws CON +11, WIS +9 Damage Immunities Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Weapons Condition Immunities Charmed, Exhaustion, Frightened, Poisoned Senses Blindsight 120 ft, Truesight 120 ft, Passive Perception 14 Languages Understands Celestial but utters only obscene nonsense Challenge 13 (10,000 xP) ‘Aura of Unmaking. Creatures within 30 ft. of the atropal make death saving throws at disadvantage. A creature in the area with no unexpended hit dice that rolls a1 con a death saving throw fades out of existence and cannot be returned to life by any means other than a Wish spell Quelling Aura The area in a1 mile radius around the atropal is warded from the influence of the divine. Deities cannot sense or communicate with creatures in the area divine interventions in the area fail except on roll of 00, and cleric and paladin spell slots count as one level lower in the area Limited Magic Immunity. The atropal can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Ant-Life Nature. Ifthe atropal would receive magical healing, it instead must succeed a Constitution saving throw against the spellcaster's save DC or take an equal amount of radiant damage. Ifthe atropal takes any radiant damage, attacks made against the atropal have advantage until the beginning of its next turn. Actions Muttiatack The atropal makes two attacks with its life suppressing touch. Life Suppressing Touch Melee Weapon Attack:+9 to hit, reach 5 fe, one target. Hit: 26 (4410 + 4) necrotic, damage and the target must succeed on a DC 18 Constitution saving throw or have its hit point maximum reduced to its current hit points until it completes a short or long rest. Wretched Squall Each living creature within 60 ft. of the atropal must succeed on a DC 18 Constitution saving throw or take 14 (46) thunder damage and be deafened until the end of its next tur. ‘A creature that fils by 5 or more is additionally unable to perform the verbal components of spells until the end of its next turn, ‘Necrotizing Beam (Recharge 5-6) Each creature in a 90 ft long, 10 ft. wide line from the atropal must succeed ‘on a DC 18 Constitution saving throw or take 55 (10410) necrotic damage, or half as much on a A creature that fils by 5 or more loses 1410 unexpended hit dice, then drops to O hit points ifit has no unexpended hit dice remaining Legendary Actions ‘The atropal can take 3 legendary actions, choosing from the options below. Shroud of Death. One creature the atropal can see within 60 ft. must succeed on aDC 18 Charisma saving throw or be cursed for the next minute. Whenever the cursed creature takes damage, it takes ‘an additional 5 (1410) necrotic damage. This curse tends early ifthe target receives magical healing. The Dead Yet Live. One undead creature within 30 ft. that was destroyed since the end of the atropal’s last turn returns to undeath with 22 (4410) hit points Atropos Burst The atropal releases a burst of negative fenergy centered on a dead or unconscious creature within 60 fe. Each living creature within 15 ft of the target must succeed on a DC 18 Constitution saving throw or take 11 (2410) necrotic damage, or half as much on a success. ATROPAL SCION ‘Huge undead, neutral evil ‘Armor Class 15 (Natural Armor) Hit Points 560 (32420 + 224) Speed fly 50 ft. (hover) STR DEX CON INT WIS CHA 21 (#5) 91) 2547) 25 (47) 19 (+4) 2447) Saving Throws STR +12, CON +14, WIS «11, CHA +14 Darrage Resistances Attacks made without advantage Darage lrmrunities Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagieal Weapons Condition lrerunities Charred, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned Senses Blindsight 120 fe, Truesight 120 ft, Passive Perception 14 Common, Celestia Supera Gralerge 24 (10.0000) ‘Aura of Unrraking, Creatures within 30 ft ofthe atropal Aer ante ieee oes aes a oa the lowest result. A creature in the area with no Unexpended hit dice that rolls a 1 on a death saving throw fades out of existence and cannot be returned to life by any means other than a Wish spell. Quellng Aura The area in 1 mile radius around the atropal 's warded fiom the influence ofthe divine. Deities cannot sense or communicate with creatures in the area, divine interventions in the area fal excep! on 2 roll of 00, and cleric and paladin spel slots count 35 ‘two levels lower in the area. Limited! ity The atropal can't be affected or detected by spel of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. Hage Stature A creature adjacent to the atropal may spend half ofits movernent to attempt a DC 18 Strength (Athletics) check. On a success, the creature climbs onto the atropal, While climbing on the atropal a creature has advantage on melee attacks against the atropal. Anti-Life Natur. I the atropal would receive magical healing, it instead must succeed a Constitution saving throw against the spelleaster's save DC or take an equal amount of radiant damage. Ifthe atropal takes any radiant damage, attacks made against the atropal have advantage until the beginning of its next turn. ‘nnplacable (5/cay), Ifthe atropal fails a saving throw, it can choose to succeed instead. IFit does, it loses 25 hit points. Actions ‘Muliattack The atropal rakes two attacks with ts ife suppressing touch, one of which it may replace with its tend magic or its death gaze Life Suppressing Touch Melee Weapon Attack: +12 to hit, reach 15 ft, one target. Hit: 38 (6410+ 5) necrotic damage and the target must succeed on a DC 21 Constitution saving throw or have its hit point maximurn reduced to its current hit points until it completes a short or long rest This attack is made at advantage against a creature climbing on the atropal End Magic. One creature within 60 ft. that the atropal ccan see must make a DC 21 Dexterity saving throw. On 4 failed save, the atropal ends each spell and magical effect affecting the creature, each spel itis concentrating on, and destroys one nonartifact magical item the creature is carrying. Death Gaze. One creature within 120 ft. that the atropal can see must succeed on a DC 21 Dexterity saving throw or drop to Ohit points. A creature under the effects of Protection from Evil and Good or Death ‘Ward has advantage on this saving throw. ‘Necrotizing Beam (Recharge 5-6) Each creature in a 300 fi long, 15 ft. wide line frorn the atropal roust succeed on @ DC 21 Constitution saving throw or take 105 (10d10 + 50) necrotic damage, or half as much A creature that falls by 5 or more loses 1420 unexpended hit dice, then drops to 0 hit points iit has no unexpended hit dice remaining. Reactions ‘Spawn Goding (2/Day). When the atropal takes 100 or more damage in a single turn, a piece of it rips off and rapidly grows into a Atropal Codling with no legendary actions that acts on initiative count 0. Legendary Actions The atropal can take 3 legendary actions, choosing from the options below. ‘Shroud of Death One creature the atropal can see within 60 ft. must succeed on a DC 21 Charisma Saving throw or be cursed for the next minute Wheriever the cursed creature takes damage, it takes an additional 11 (2410) necrotic darnage. This curse tends earl ifthe target receives magical healing. The Dead Yet Live, One undead creature within 30 ft that was destroyed since the end of the atropal’ last turn returns to undeath with 33 (6410) hit points. Atrepos Burst The atropal releases a burst of negative energy centered on a dead or unconscious creature within 60 ft. Each living creature within 15 ft of the target must sueceed on 2 DC 21 Constitution saving throw or take 22 (4410) necrotic damage, or half as AVATAR OF DEATH life contains within it the seeds of death, and certain dread rituals and artifacts can call forth this patient mote, granting it corporeal form to confront its living mirror. The foolish imagine they may be freed ofthe burden of death by [> excising this rotten root from themselves, but XC® such attempts are invariably in vain. Death always claims it due, in the end. AVATAR OF DEATH ‘Medium undead, neutral evil ‘Armor Class 20 (Natural Armor) Hit Points Half the hit point maximum of its Speed 60 ft, fly 60 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) Damage Immunities Necrotic, Poison Condition Immunities Charmed, Frightened, Paralyzed, Petrified, Poisoned, Prone, Restrained Turned, Unconscious Senses Darkvision 60 ft, Passive Perception 13 Languages All Challenge N/A Inevitable. The avatar knows the exact positon of its creator, and can't be hidden from by any means. Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1410) force damage if it tends its turn inside an object. (Creeping Retu. When the avatar is reduced to O hit points it does not die or fall unconscious. Instead, it loses the ability to take actions and silently leaves. Whenever its summoner attempts to rest while it has no unexpended hit dice, roll aD100. On a roll of 5 or below, the avatar is summoned once more. Actions Touch of the Inevitable. One creature within 5 feet has its Charisma score reduced by 3 (146) for the next minute, then the avatar teleports at least 30 feet to an unoccupied space it can see. A creature that has its Charisma score reduced to 0 in this way dies and can't be restored to life by any Avatar OF DEATH LORE Arcana DC 15: Avatars of death are inextricably bound to the living things from which they spawn; so long as a creature persists, so does its death, living alongside it until ready to make its claim. Arcana DC 20: Even if defeated, an avatar of death will always return to claim its summoner, often when the summoner is a its lowest point of wretchedness. Religion DC 20: While the creation of death's avatars is ‘often attributed to Jergal, the former god of Death, the Seriveners of Doom disavow any connection, asserting that ‘carrying one's death is simply what iti to be alive, and those. ‘who wish not to be hastened to their graves would be better- advised to simply live in that truth rather than rebelling against it AVATAR OF DEATH TACTICS The avatar of death moves slowly and inexorably toward its ‘reator, never taking any action aside form its Touch ofthe Inevitable and never taking any efforts to sneak or take cover. Ttmoves its full speed only once its creator isin sight, otherwise moving at a slower-than-walking pace. BANSHEE BANSHEE LORE History DC 10: Banshees are often the spirits of those obsessed with some form of perfection in life: now expressed, in death for their utter intollerance of any taint of the living in their haunting grounds. ‘Nature DC 15: Banshees persist in opposition to all things natural and living, their very presence withering the life around them. Areas haunted by a banshee are barren and lifeless, and they invariably detect and are drawn to any intrusions by the living into their spaces. Religion DC 10; The very sight of a banshee is an ill omen; presaging the imminent doom of one present. When agitated, banshees ean produce a deadly wail of anguish and ‘mourning, lamenting the deaths of those present even as it cages them, Religion DC 15: Banshees are a form of haunting spirit, one bound to a person, location, or object by the circumstances of their death so strongly that only breaking those ties through resolution or ritual can stop them from returning to a space ‘once banished BANSHEE ‘Medium undead, chaotic evil ‘Armor Class 11 it Points 81 (1848) Speed 0 ft, fly 40 ft. (hover) STR DEX CON INT WIS CHA 1(5) 131) 1040) 121) 1140) 17(43) Damage Resistances Acid, Fire, Lightning, Thunder Damage lrmrunities Cold, Necrotie, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Irerunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft, Passive Perception 10 Any languages it knew in life Challenge 4 (1,100 XP) ‘MOmen. When initiative is rolled, the banshee forces tone creature it can see to succeed on DC 13 Charisma saving throw or be cursed. While cursed in this way, a ‘creature subtracts 148 from the result of any Wisdom saving throws it makes. ‘ncorporeal Movement. The banshee can move through ‘other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its ‘tum inside an object. Whenever the banshee takes damage, itis pushed 10 feet away from the damage’s source. ‘Spectral Weapons The banshee's attacks treat all ‘creatures as unarmored (an unarmored creature's AC is Usually 10 plus its Dexterity modifier) Banshees seek to keep the spaces they haunt clear of life, showing themselves in bref lim before initiating combat with 7m their Horrifying Visage to attempt to scare the living away, then using their Corrupting Touch on any creature not frightened of it reduced to O hit points, it Jurks nearby, alternating, between spat invectives at trespassers, vindictive predictions at how they will die, and dark hints at their ‘unfinished business. Unfinished Business. When the banshee is reduced to 0 hit points, it does not die or fall unconscious. Instead, it loses the ability to take actions, though it can still communicate. After 24 hours, the banshee recovers all ofits hit points. While at 0 hit points, the banshee can be destroyed any of the following ways: + Resolving its unifinished business. ‘© Subjecting it to the same conditions that killed it. + Performing funeral rites for it wth the Ceremony spell Actions Conupting Touch Melee Spell Attack: +3 to hit, reach 5 fi, one target. Hit: 15 (4d6 + 1) necrotic damage and. plants within 10 feet of the target wither and die. Horiffng sag Each nonsndead creature within 60 feet of the banshee that can see her must succeed ona DC 13 Wisdom saving throw or be Frightened for 1 minute (Save Ends at end of Turn), or become immune. to this effect for 24 hours on a success. A creature that fils this save by 5 or more has its face twist into a permanent rictus of terror until cured by Greater Restoration or similar magic. Reactions Wail (1/Day). Wail (1/Day, Concentration). When the banshee is reduced below 41 hit points while not in sunlight, it releases a ceaseless, mournful wail for the next minute. Aliving creature that stats its turn within 30 feet that ‘can hear her takes 10 (3d6) psychic damage. living creature that ends its turn within 30 feet that ccan hear her is reduced to 0 hit points. BELKER BELKER Large elemental, neutral evil ‘Armor Class 14 Hit Points 150 (2010 + 40) Speed 30 f, fly 50 ft STR DEX CON INT WIS CHA 4(3) 19 (+4) 15 (+2) 7 (2) 12 (41) 11 (40) Saving Throws CON +5 Skills Stealth +7, Survival +4 Damage Resistances Fire, Necrotic Damage Immunities Poison Condition Immurities Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft, Passive Perception 14 Languages Auran Challenge 6 (2,300 XP) ‘Smoke Form. As 2 Bonus Action, the belker may disperse into a large cloud of smoke, or coalesce back to its true elemental form. While in this form, the belker can occupy another creature's space and vice versa, can move through any opening that air can pass through without squeezing, and has resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Asphyxiant Presence (Smoke Form Only).A creature in the belker's space is Blinded and cannot breathe. Actions ‘Mutiattack (Elemental Form Only). The belker makes two attacks with its smoke claws. ‘Smoke Claws. Melee Weapon Attack:+7 to hit, reach 10 ft, one target. Hit 17 (348 +4) slashing plus 5 (1410) necrotic damage. Tear Lungs (Concentration, Smoke Form Only). One creature in the belker's space must succeed on a DC 13 Constitution saving throw or have a claw of. smoke form in its lungs and begin tearing at them, dealing 13 (348) slashing damage to the creature at the start of each of its turns for the next minute, ‘An affected creature may repeat this save as an action, coughing the claw out on a success. ‘Sedative Fume (Recharge 5-6, Smoke Form Seen eee ee on aDC 13 Constitution saving throw or fall asleep for the next minute. A creature wakes up early if it takes damage or another creature uses its action to wake it. BELKER LORE Arcana DC 10: Despite their imposing size, belkers usually ‘weigh no more than a couple of pounds and lack the magical anchoring that true air elementals possess, making them intensely vulnerable to wind-based spells. History DC 15: Belkers are adept at harrying other {insubstantial creatures, and are occasionally employed by ‘vampire hunters to corral a vampire in mist form, preventing it from reaching its resting place to regenerate Nature DC 15: When hunting corporeal prey. a favored tactic ‘of the betker isto simply asphyxiate itin its sleep, one of the many hazards of resting outside major settlements in the Elemental Plane of Fire. Brxker TAcTics ‘The belker approaches in its smoke form, typically when its prey are resting or engaged in some other hazardous actviy, like Sealing a cliff face, and attempts to suffocate it with its Sedative Fume and Asphyxiant Presence, If detected. it uses its Shred Lungs, then switches to its elemental form, focusing its attacks on a single creature while using its reach ‘and flight to prevent reprisals. Once it makes a kill the belker retreats and waits for its prey's allies to leave before returning to cla BLACKWING BLACKWING Huge undead, neutral evil Armor Class 15 (Natural Armor) Hit Points 180 (19410 + 726) Speed 30 ft, fly 80 ft. STR DEX CON INT WIS CHA 19 (4) 17 (03) 18 (04) 10 (40) 14 (42) 14 (02) Skis Perception +8 Damage Resstances Cold Damage Immunities Necrotic, Poison Condition immunities Potsoned Senses Darkison 60 fe, Passive Perception 18 Languages Auran, Common Chalenge 8 (3,500 XP) Terror Dive. Ifthe blackwing is flying and dives at least 20 feet straight toward a target and then hits it with a melee weapon attack, the target must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of the blackwing's next turn, Empty Bones. If the blackwing takes 15 or more bludgeoning damage from a single source, it must succeed on a DC 10 Constitution saving throw or lose its fly speed until it completes a Short or Long rest. Actions ‘Mutkiattack The blackwing makes two attacks with its Abductor Talons, one of which it may replace with its Theoatripper Beak or Wail of Despair, if available. Trostrpper Beak Melee Weapon Atak: +7 tit, reach Tote one target Hit 1 (248+ 4) slashing plus 11 (1410) ecto damage Ifthe target grappled it addtional begins to bleed profusely A the end of each of tuns the tage ses 4 (148) hitpoints and must make & DC 15 Corstuton saving brows wth advantage tit facaved any magia heaing since the endef ts Isrtum ering the eet ona sucess Abdictor Ton. Talons Melee Weapon Attack: +7 toni tench 10 fe onetarget Hie 11 (26+ 4) sesh moped the re pled scope BEISE The Heong may ake fs atach os Borus Action aginst rightaned creat, Wal of espa Recharge 5-6). Te blacking lets auratanble ea tach ving eons win feet that ca ea ita ledratage on Wiador ewes itmakes before the end ofthe Blackwing nert, BLACKWING LoRE History DC 15: Undead servitors ereated from the corpses ‘of giant eagles, blackwings patrol ancient sites they were created to guard, They often act as mounts and spies for powerful undead. History DC 20: Blackwings rely on shock and tersor tactics, ‘combining the primal fear oftheir dives with supernaturally ‘enhanced wailing to terrify their foes. While creatures that ‘manage to take cover are somewhat inured to this approach, this suits the blackwing just fine, as its goal is always t0 divide its foes and pick them off one by one, starting with the slowest. Nature DC 15: Blackwings are fairly resilient, but their wing bones are no stronger than those of the birds they were made from, and can be broken with sufficient bludgeoning force, an ‘especially devastating tactic in any acrial battle. BLACKWING TACTICS Blackwings use their Terror Dive, pulling up and trying again ‘on a different target if their first tanget succeeds on its saving throw. Once a creature fails, the blackwing focuses on it to the exclusion of all else until itis unconscious, then carries the creature back to its lair to pick through its belongings. ‘Against flying opponents, they use their speed and reach to ‘employ hitand-run tacties, picking of stragglers and ‘separating thei foes, BLOOD OOZES BLooproT Ooze Lore Arcana DC 10: The sloughed-off detritus of ereatures killed by acid occasionally spontaneously forms into bloodrot, ‘00zes, a form that wavers between classification of ooze and undead. Arcana DC 15: Because of their bloody composition, healing and cold can partially solidify the ooze as it forms clots, slowing it but adding heft co its attacks, ‘Nature DC 15: Bloodrot oozes drain the blood from their victims, growing larger in the process until they grow large eenouigh to shed the additional mass, creating a new ooze in the process. Biooprot Ooze Tactics already grappled by another ooze, using their Exsanguinate ‘and Split whenever available. Ifa creatures takes any cold damage, the bloodrot ooze becomes indifferent to it until the beginning of the creature's next turn, Bloodrot oozes mindlessly attack the nearest creature not BLOODROT OOZE ‘Small ooze/undead, unaligned ‘Armor Class 8 HitPoints 102 (12d8 + 48) Speed 25 ft, climb 25 ft STR DEX CON INT WIS CHA 16 (+3) 7(¢2) 18 (44) 15) 1341) 15) Damage Resistances Bludgeoning, Piercing, and Slashing Damage Immunities Acid, Poison Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 Ft. (lind Beyond This Radius), Passive Perception 11 Challenge 3 (700 XP) ‘Amorphous. The 00ze can move through a space as narrow as 1 inch wide without squeezing. Coagulate.If the ooze takes any cold damage, is affected by healing magi, or gains any temporary hit points it coagulates until the end of its next turn. While coagulated, the ooze may not use its amorphous trait, has its movement speed reduced by 10, and it deals an additional 3 (146) bludgeoning damage with its melee attacks. Blood Siphon, Whenever a creature grappled by one or more bloodrot oozes takes any necrotic damage, fone bloodrot ooze grappling it gains an equal number of temporary hit points. Actions ‘Multiattack The ooze makes two attacks with its blood tendril Blood Tendrit Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 4 (148) acid damage and the target is grappled (escape DC 13). Exsanguinate (Recharge 5-6). One creature grappled by the ooze must succeed on a DC 14 Constitution saving throw or take 22 (4410) necrotic damage as its blood wells up from its pores and orifices, of half as much damage on a success Reactions ‘Split. When the ooze starts its turn with atleast 15 temporary hit points, it loses all temporary hit points and spawns a new Bloodrot Ooze in the nearest unoccupied space with hit points equal to the temporary hit points lost. BLoop AMNIOTE Large 00z0/undead, unaligned ‘Armor Class 9 Hit Points 112 (12410 + 48) Speed 25 ft, climb 25 ft STR DEX CON INT WIS CHA 19 (44) (1) 18444) 1(5) 15(42) 15) Damage Resistances Bludgeoning, Piercing, and Slashing Damage Immunities Necrotic, Poison Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 120 Ft. (Blind Beyond This Radius), Passive Perception 12 Challenge 6 (2,300 XP) ‘Amorphous. The amniote can move through a space as harrow as 1 inch wide without squeezing. Ifthe ammniote takes any cold damage, is affected by healing magic, or gains any temporary hit points it coagulates until the end of its next turn. While Coagulated, the amniote may not use its amorphous trait, has its movement speed reduced by 10, and it deals an additional 3 (1d6) bludgeoning damage with its melee attacks. BLoop AMNIOTE LoRE ‘Arcana DC 15: Blood amniotes are anemone like oozes that, draw the blood through the skin of creatures they touch, birthed fom earth soaked in the blood of thousands, typically from battlefields, charnel houses, and ancient sites of ritual sacrifice, History DC 20: While blood amniotes typically arise only spontaneously, blood!looded battlefields with both sides decimated have given rise to rumors that the sanguine hierophants of Orcus have devised a spell that rains burning blood all but guaranteeing a harvest of blood amniotes in its wake. ‘Nature DC 15: Blood amniotes drain the blood from their victims, growing larger in the process until they grow large eenouigh to shed the additional mass, creating a new amniote in the process. BLoop AMNIOTE TACTICS Blood amniotes grapple as many creatures as they can, always preferring to attack a creature they have not yet ‘prappled then use their blood call whenever available. The amniote’s goal is not to consume, but to graw and reproduce, and it does so without regard for is its own safety. cs Blood Siphon, Whenever one or more creatures grappled by the amniote take any necrotic damage, the amniote gains an equal number of temporary hit points Fit gains temporary hit points while it already has temporary hit points, the amniote adds them together, to a maximum of 30. Actions ‘Muttiattack The armeiote makes four attacks with its rupturing tendrils Rupturing Tendrils Melee Weapon Attack: +7 to hit, reach 15 ft, one target. Hit: 7 (146 + 4) bludgeoning damage and the target is dragged up to 10 ft toward the amniote and grappled (escape DC 15). A creature ‘grappled by the amniote takes 5 (1d10) necrotic damage at the end of each of its turns. Blood Call Recharge 5-6). Up to two creatures grappled by the ooze must each succeed on a DC 15 Constitution saving throw or take 22 (4410) necrotic damage as its blood wells up from its pores and orifices, or half as much damage on a success Reactions ‘Split. When the amniote starts its turn with atleast 20 temporary hit points it loses all temporary hit points and spawns 2 new Blood Amniote in the nearest unoccupied space with hit points equal to the ‘temporary hit points lost. Engulf When a Medium or smaller creature the amniote has grappled falls Unconscious, the amniote pulls the creature into its space. While in the amniote's, space, a creature cannot stabilize N NECRICHOR ‘Medium ooze/undead, lawful evil ‘Armor Class 12 Hit Points 135 (1848 + 54) Speed 25 ft, climb 25 ft STR DEX CON INT WIS CHA (1) 15(42) 1743) 17 (43) 1341) 1060) Saving Throws CON +6, INT-+6, WIS +6 Skis Arcana +9 Damage Resistances Acid, Necrotic; Bludgeoning, Piercing, and Slashing Condition immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Grappled, Paralyzed, Poisoned, Prone, Restrained Senses Bindsight 120 Ft. (blind beyond ths radius), Passive Perception 11 Languages Any three languages, Telepathy 120 ft. Chatenge 8 (3.300 XP) Spider Climb. The necrichor can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Rejuvenation. Unless its lifeless remains are splashed with holy water or interred in a location under the effects of the hallow spell, the destroyed necrichor re forms in 1d10 days, regaining all its hits points and appearing in an unoccupied space adjacent to an living creature that has been affected by its bloo puppeteering ability Ifthe necrichor takes any cold damage, is affected by healing magic, or gains any temporary hit points it coagulates until the end ofits next turn. While Coagulated, the necrichor may not use its spider climb trait, has its movement speed reduced by 10, and it deals an additional 3 (1d6) bludgeoning damage with its melee attacks. Blood Siphon. Whenever a creature the necrichor is attached to takes any necrotic damage, the necrichor gains an equal number of temporary hit points. Actions ‘Multiattack The necrichor makes two attacks with its ichor tendril, one or both of which it may replace with ‘use of its wrench blood. {chor Tendril Melee Weapon Attack: +5 to hit, each 10 ft, one target. Hit: 6 (146 + 3) bludgeoning damage plus 18 (4d8) necrotic damage and the target must ‘succeed on a DC 14 Constitution saving throw or be forced to expend two ofits hit dice. A creature that cannot is instead Paralyzed until the start of the necrichor's next turn. Wrench Blood One creature the necrichor can see within 60 feet must succeed on a DC 14 Strength saving throw or take 22 (4410) necrotic damage and be pulled up to 15 feet toward the necrichor, or take half as much damage on a success. Blood Puppeteering 5-6), One creature within Dp raeieresetnes real creo h pee mtr make a DC 14 Constitution saving throw. On a failed save, the necrichor enters the target's space and attaches itself to the target. While attached, the necrichor takes only half the damage dealt to it and the target takes the remaining damage While the necrichor is attached to a creature, the necrichor can't use its multiattack and the creature acts under the necrichor's control. An affected creature repeats this saving throw whenever it takes damage, ‘expelling the necrichor into an unoccupied adjacent space on a success, Reactions Lose Cohesion When the nectichor fails a saving throw, it ean choose to succeed instead. IFit does, any creatures it is Attached to are freed and the necrichor moves to the nearest unoccupied space. Bloody Retribution. When it succeeds on a saving throw, the necrichor can cause a creature it is Attached to to make amelee attack against itself. NEcRICHOR LORE Religion DC 15: The blood of evil divinities poses a threat in and of itself, as once spilled itis often moved by the malice that spawned itto seek a corporeality and immortality. Religion DC 20: Necrichors leave a portion of themselves in the bloodstream of every creature they attach themselves to, ‘one that can regrow into a full necrichor ifthe parent is killed Because of the difficulty of ensuring their full destruction, holy orders often form to seal them away without destroying them, keeping them imprisoned and unliving so they cannot regenerate, NecrIcHOR TACTICS Necrichors always use their blood puppeteering whenever available if not already attached to a creature. While attached, the necrichor prefers to use its Wrench Blood against any spellcasters that could incapacitate it, otherwise using its Ichor Tendri to fend off threats to its host. Ifits host is, reduced below 20 hit points, ituses its Blood Puppeteering 10 jump to another host, if available. It uses its Lose Cohesion only to avoid being incapacitated and its Bloody Retribution whenever available BoDAKS Ba he art of frightening a creature to death is one that few have the talent or patience for: a ( eee eee { between set and sting. One must ctvate eee terrors may be used to imply stil greater unknown ones, and maintain a certain tempo, such thatthe audience is too overwhelmed tointllectuaize their experience, but nt so overwhelmed that they miss any details bisa domain of necromancy dabbled in only by the most dedicated of practioner, but careful mastery ofthe craft can allow for the creation ofthe bodak, among the most loyal and wsefel of undead sentinels, and once one has been created the process becomes mach easier to repeat. —_—_——————— ed Bopak Medium undead, chaotic evil ‘Armor Class 15 (Natural Armor) Hit Points 104 (16d8 + 32) Speed 30 ft STR) DEX CON INT WIS CHA V5 (+2) 16 (+3) 15 (+2) 7 6-2) 12 (+1) 12 (+1) Skils Perception +4, Stealth +6 Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks Damage Immunities Lightning, Poison Condition Immunities Charmed, Poisoned Senses Darkvision 120 ft, Passive Perception 14 Languages Abyssal, Common. Challenge 6 (2,300 XP) Death Gaze. The bodak's eyes reflect the horror that fightened it to death. A creature not immune to the Frightened condition that stars its turn within 30 feet of the bodak and can see its eyes must succeed a DC 13 Wisdom saving throw or take 16 (3410) psychic damage. A creature that fails this save by 5 or more instead drops to 0 hit points. ‘The bodak is forced to close its eyes while in sunlight, disabling this trait, ‘Aura of Annihilation. Creatures within 30 feet of the bbodak fail death saves automatically, and cannot be stabilized without regaining at least one Hit Point. ‘A creature that dies in this aura tises as a bodak after 24 hours. Fear is Where It Lives. The bodak is always Frightened, If another effect would subject the bodak to the Frightened condition, it instead gains 18 (4d8) temporary hit points. Actions ‘Soul Drain. One creature within 5 feet of the bodak ‘must succeed on a DC 13 Constitution saving throw or take 22 (4410) necrotic damage and be forced to expend two ofits hit dice. Ifthe creature can't, it instead drops to O hit points ‘Share Horror (Recharge 5.6}. The bodak opens its mind to those around it Each creature within 30 feet must succeed on a DC 13 Wisdom saving throw or be Charmed and Frightened by the bodak Until the end of its next turn. While charmed in this way, a creature cannot avert its eyes. Bopak Minp KILLER ‘Mediu undead, chaotic evil ‘Armor Class 16 (Natural Armor) Hit Points 152 (1948 + 57) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 12 (41) Skills Perception +6, Stealth +8 Damage Resistances Cold, Fire, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Darrage Immunities Lightning, Poison Condition Imerunities Charrned, Poisoned ‘Senses Darkvision 120 ft, Passive Perception 16 Languages Abyssal, Common, Gtalenge 9 (3,000 X°) Death Gaze, The bodak's eyes reflect the horror that fightened it to death. A creature that starts its turn within 30 feet of the bodak and can see its eyes must succeed a DC 16 Wisdom saving throw or take 22 (4410) psychic damage. A creature that fils this save by 5 or more instead drops to O hit points. A creature that is immune to the frightened condition rakes this save at advantage. ‘The bodak is forced to close its eyes while in sunlight, disabling this trait. ‘Aura of Annihilation. Creatures within 30 feet of the bodak fail death saves autornatically, cannot be stabilized without regaining at least one Hit Point. ‘Additionally, creatures of the bodak's choice that start their turn in the aura take 5 (1410) necrotic damage. A creature that dies in this aura rises as a bodak after 24 hours. ‘Fear is Where It Lives. The bodak is always Frightened. If another effect would subject the bodak to the Frightened condition, it instead gains 36 (848) temporary hit points Actions ‘Mullatack. The bodak uses its Soul Drain twice, one of which it may replace with a use of its Share Horror, if available. Soul Drain. One creature within 5 feet of the bodak must succeed on a DC 16 Constitution saving throw or take 22 (4410) necrotic damage and be forced to expend two of its hit dice. Ifthe creature cant, it instead drops to O hit points. ‘Share Horror Recharge 5-6). The bodak opens its mind to those around it. Each creature within 30 feet must succeed on a DC 16 Wisdom saving throw or be Charmed and Frightened by the bodak until the end of its next turn, While Charmed in this way, a creature cannot avert its eyes. Reactions Consurre Spirit jn), When a creature drops to Ohit points within 5 feet of it, the bodak can grapple the creature and begins to draw the creature's S0ul out from its body [At the beginning of the bodak’s next turn ifthe creature is stil Unconscious and grappled, the creature dies and cannot be resurrected by ary means short of a Wish spell, as the bodak devours its spirit. Bonak LorE Arcana DC 15: Bodaks are the remnants of creatures who ‘were frightened to death, and their eyes continuously reflect their final moments. A creature that gazes into the bodak’s eyes is flooded with the experience of those moments, and can be slain where it stands by the sheer terror History DC 10: The bodalkis a species of undead that can slay with a mere glance, so whether hunting or fleeing from them, one is advised to avert one's eyes. History DC 15: While bodake are never found in sunlight, those with the magical means of producing it find that its presence can force the bodak to avert its gaze, which is much referrable to the reverse, Religion DC 15: Even among sects that practice rnecromancy, the bodak is considered taboo, both because of the cruelty involved in its creation, and because some bodaks are known to consume the immortal spirits oftheir victims. Even for the most callous and inhumane of gods, this is often a bridge too far, not least because it depletes the stock of petitioners sent on to their afterlves, Bopax Tactics Bodaks try to keep as many creatures in range of their Death Gaze and Aura of Annihilation as possible, using their share horror whenever available. They preferentially target cleries and paladins, but will always shift to target a creature at 0 hit points with their Soul Drain ifone is available, heedless of attacks of opportunity ‘Bodaks whea found together generally avert their gaze from one another, but if reduced below 30 hit points may cease averting their gaze in the hopes of gaining temporary hit points with their Fear is Where it Lives trait BopaK MIND KILLER TACTICS Bodak mind killers behave much as lesser bodaks do, but rather than attacking downed foes rely on their Aura and Consume Spirit reaction o finish them off, instead using its soul drain repeatedly on the weakestlooking creature in its reach, BONECLAW nthe journey of those who make the voluntary passage to undeath, few perils are more fearsome than the prospective transformation to a boneclaw. ‘Those who seck immortality wish for their spirit, will, and body to maintain intact, yet willis a fragile thing; in the moment of death it often shatters, leaving behind a husk of power and cunning and malice with ‘no will ofits own, BoneEcLAW LORE ‘Arcana DC 15: Boneclaws are ereated when a necromancer, attempting to ascend to a form of independent undeath has their wil fail in the moment of transformation, leaving them a hate-filled husk unable to move under its own will ‘Arcana DC 20: Upon creation, these boneclaws seck out the ‘most illwilled creature they can find, substituting its desires for their own missing ones, yet interpreting them in such a way as to serve their own innate impulse to violence and cruelty, Often they remain hidden from their new master, acting asa malicious guardian from the shadows and interpreting their master's will a they may. So long as the creature they are bonded to lives, the boneclaw will always return (o life if destroyed. ‘Nature DC 15: Boneclaws are creatures born of shadow that abhor light in all ts forms. The shadowstuff claws of a boneclaw are constantly in flux, growing and shrinking in response to the boneclaw’s bloodlust and the ambient shadows they consume... BONECLAW Large undead, chaotic evil ‘Armor Class 16 (Natural Armor) Hit Points 142 (19410 + 38) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 15 (+2) 15 (+2) 13 (+1) 91) Saving Throws DEX +7, CON +6, WIS +6 Skills Perception +5, Stealth +7 Damage Resistances Cold, Necrotic; Bludgeoning, snd Slashing while in Dim Light or Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned Senses Darkvision 60 ft., Passive Perception 15 Languages The languages it knew in life Challenge 10 (8,400 XP) Rejuvenation, While its master lives, a destroyed boneclaw gains anew body in 1410 hours, with all its hit points. The new body appears within 1 mile of the boneciaw's master. ‘Shadow Stealth While in dim light or darkness, the boneclaw can take the Hide action as a Bonus Action Actions ‘Multiattack The boneclaw makes two attacks with its Ghastly Claws, each of which it may replace with ‘use of its Douse or Shadowsink, iFavailable. Ghastly Claws. Melee Weapon Attack: +8 to hit, reach 15 ft, one target. Hit: 20 (3410 + 4) piercing damage and the target is pulled up to 10 feet toward the boneclaw and grappled (escape DC 14). ‘Douse. The boneclaw reduces a source of Bright Light it can see within 60 feet to Dim Light, or extinguishes a source of Dim Light it can see in the area. If the boneclaw is hidden, this action does not reveal its position. Shadowsink (Recharge 5-6).\f the boneclaw isin Dim Light or Darkness, the shadows around it deepen to a pure black and it sinks through to the World of shadow, emerging at another location in Dim Light or Darkness within 60 feet Each creature within 5 feet of the boneclaw must succeed on a DC 14 Charisma saving throw or be drawn through this passage behind it taking 32 (5d12) necrotic damage and emerging in the nearest unoccupied space to the boneclaw. A grappled creature makes this saving throw at disadvantage BONECLAW NIGHT TERROR Large undead, chaotic evil ‘Armor Class 17 (Natural Armor) Hit Points 228 (24¢10 + 96) Speed 40 ft, climb 40 ft STR DEX CON INT WIS CHA 21 (#5) 17 (#3) 19 (+4) 16 (+3) 13 (+1) 9(1) ‘Saving Throws DEX +8, CON +9, WIS +6 Skills Perception +6, Stealth +8 Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness Condition Irerunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned ‘Senses Darkvision 60 ft, Passive Perception 16 The languages it krew in life Gralerge 18 (15,000 %) Rejuvenation, While its master lives, a destroyed boneclaw gains a new body in 1410 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master. ‘Spider Climbs The boneclaw can climb difficult surfaces, including upside down on ceilings, without needing to rmake an ability check. ‘Shadow Stealth While in Dim Light or Darkness, the boneclaw can take the Hide action as a Bonus Action. Shadewarded (3/Day. I the boneclaw fails a saving ‘throw while in Dir Light or Darkness, it can choose to succeed instead Actions ‘Multiattack. The boneclaw makes two attacks with its Ghastly Claws, each of which it may replace with a use of its Douse or Shadowsink, if available Ghastly Claws Melee Weapon Attack: +10 to hit, reach 15 ft, one target. Hit: 21 (3d10 + 5) piercing damage and the target is pulled up to 10 feet toward the boneclaw and grappled (escape DC 18). Douse, The boneclaw reduces a source of Bright Light itcan see within 60 feet to Dim Light, or extinguishes 2 source of Dirm Light it can see inthe area IF the boneclaw is hidden, this action does not reveal its position, ‘Shadowsink (Recharge 5-6).\f the boneclaw is in Dim Light of Darkness, the shadows around it deepen to a pure black and it sinks through to the world of shadow, emerging at another location in Dim Light or Darkness within 60 feet. Each creature within 5 feet of the boneclaw must succeed on a DC 16 Charisma saving throw or be drawn through this passage behind it, taking 32 (5412) necrotic damage and emerging in the nearest unoccupied space to the boneclaw. A grappled creature makes this saving throw at disadvantage. Reactions ‘Shadow Snatch. When a creature the boneclaw is hidden frorn enters its reach, the boneclaw can make an attack with its Ghastly Claws against it ifthe attack hits, the target must succeed on a DC 18 Constitution saving throw or be Stunned until the end of the boneclaw’s next turn and Hidden from any creature the boneclaw is hidden from. Ifthe boneclaw is hidden, this attack does not reveal its location. Legendary Actions The boneclaw can take 3 legendary actions, choosing from the options below. Douse, The boneclaw uses its Douse ability. It may take this Legendary Action even while incapacitated, (Change Orientation The boneclaw changes the orientation of gravity toward an surface it can see within 30 feet for itself and for any creatures grappled byit. aw Skewer.f the boneclaw is notin bright light, it extends a finger through the nearby shadows. One creature the boneclaw can see within 15 feet of an area of dim light or darkness must succeed on a DC 16 Dexterity saving throw or take 11 (2410) piercing damage. ifthe boneclaw is hidden, this action does not reveal its position Boneciaw Tacrics Boneclaws prefer to first savor the terror oftheir vi alking them at a distance from the shadows and using their Douse ability periodically and unpredicatiby. When they attack, they prefer to be seen only as an impossibly long arm snaking from an alleyway or cellar to snatch a creature, after ‘which they use their shadowsink and attempt to hide. A boneclaw targets only creatures its master harbors negative emotions toward; it never stands its ground to fight and never breaks off hunt while darkness persist; it has ‘until daylight co take its quarry and does not fear defeat so Tong as its master lives. Bonzaraw Nicut Terror Tactics [Night terrors use their Spider Climb and Change Orientation to approach from oblique angles, using their Douse and Claw ‘Skewer from cover for as long as they can before being discovered, Ifhit with a debilitating effect, they use their Douse until enough lights have been extinguished to break ‘out of it with their Shadewarded trait, ‘Once it has a creature grappled, the night terror drags it up the nearest vertical surface to finish the ereature off without interruption. BONEDRINKER hie invasion of a hobgoblin host is a dreadful ‘on its face, but one of the most fearsome results happens only after the invasion has bbcen repelled. When traveling through enemy territory, the warpriests and banewrights of host will often perform a necromantic burial ritual upon their fallen dead, which after a time bestows a particularly foul form of undeath upon them. For years after the army has passed, bonedrinkers will unearth themselves to terrorize communities and soften nations, against future assaults, a phenomenon sometimes called Bane's Second Harvest. BONEDRINKER LORE History DC 10: Between six months and a year after a hhobgoblin invasion, sites of battles are often plagued by bonedinkers, a form of semivampiric undead that extracts the bones from its victims. Nature DC 15: Asa bonedrinker goes without feeding, its flesh erupts in weeping sores, While a well-fed bonedrinker ‘might content itseif with ambushing lone travelers and can be repelled with sufficient force, starving ones are more likely to ‘mount direct assaults on towns and villages and fight viciously tothe death. BONEDRINKER Medium undead, chaotic evil ‘Armor Class 15 (Natural Armor) Hit Points 112 (15d8 + 45) Speed 30 ft STR DEX CON INT WIS CHA 16 (+3) 15 (42) 16 (+3) 8 (1) 14 (42) 9(-1) Damage Immunities Necrotic, Poison Condition Immunities Charmed, Exhaustion, Poisoned Senses Darkvision 60 ft, Passive Languages Common, Goblin Challenge 4 (1,100 XP) Bone-Scent Ravening. While within 30 ft. ofa living creature with bones, the bonedrinker may Dash as a Bonus Action, and melee attacks made against it by creatures it is not grappling are made at advantage. Sores. The bonedrinker is covered in sores that weep 2 clear fluid, and develops more for each day it goes without feeding. ception 12 Actions ‘Muttiattack The bonedrinker makes two melee attacks, one of which may be with its bonesoftening bite or its drink bones. Bite, Melee Weapon Attack: +5 to hit, reach 5 ft, one grappled target. Hit: 6 (1d6 + 3) piercing pius 11 (2410) necrotic damage and the target must succeed on a DC 13 Constitution saving throw or have its bones soften for the next ‘minute, reducing the creature's speed by half. Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft, one creature, Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13), The bonedrinker has two tentacles, each of which ‘may grapple a single creature. rink Bones. One creature with softened bones and grappled by the bonedrinker must succeed on a DC 113 Constitution saving throw or have its Constitution score reduced by 5 (2d4). A creature that has its Constitution reduced to O in this way collapses into a pile of loose flesh and dies. BONEDRINKER TACTICS Bonedrinkers attempt to grab a creature near the edge of a group, then dash to drag it away from its allies. As soon as they grapple a creature, they use their bonesoftening bite, then once that takes effect they drink the creature's bones, losing all regard to their safety as they do. BONELESS f the necromancer is "Waste not, focused as the discipline is on ‘making use ofthe refuse ofthe living, and nowhere is this principle more in evidence than in the boncless; created in charge of animating energy driven through the fleshy ‘midden left when an animated skeleton has shed its bonds, or through discarded scraps unsuitable for greater works such as flesh golems. BONELESS LORE History DC 15: Certain necromancers have been known to \wear controlled boneless as armor, orto clad their skeletal champions with them as a grim surprise for wayward adventurers. ‘Nature DC 20: Unlike constrictor snakes, boneless are ‘unconcerned with efficient use of their strength and actively tty to crush the air from their victims! lungs, rather waiting for them to breathe out. A sufficiently strong foe can simply tear them off, however, as their tough leathery bodies don't hharbor an overabundance of brute strength. BONELESS TACTICS Boneless slither in under door eracks or hide in crevices, attacking creatures when they believe themselves to be safe, targeting the nearest living creature if not directed. In combat, hey first lung with their Clinging Slam, Throttles the creature until it begins to suffocate, then goes back to slamming it repeatedly. BONELESS Medium undead, neutral evil ‘Armor Class 16 (Natural Armor) Hit Points 27 (5d8 + 5) Speed 20 ft STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 3(-4) 76-2) 5(-3) Damage Immunities Poison Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Poisoned Senses Darkvision 60 Ft, passive Perception 8 Challenge 1/2 (100 XP) Damage Transfer. While itis wrapped around a creature, the boneless takes only half the damage dealt to it by creatures it is not grappling, and the creature grappled by the boneless takes the other half, ‘Amorphous. The boneless can move through a space as natrow as 1 inch wide without squeezing Actions Clnging Slam. Niclee Weapon Attack: +3 to Fit, reach 5 ft, one target. Hit: 3 (Id4 + 1) bludgeoning damage and the boneless wraps itself around the target (escape DC 11). While the boneless is wrapped around it, a creature cannot speak or breathe, and the boneless moves with the target. Throttle. One creature the boneless is wrapped around must succeed on a DC 11 Constitution saving throw or have the air driven from its lungs and begin to suffocate. BONE OOZE Bonz Ooze Lore Arcana DC 15: Despite being creatures of death, bone oozes are not creatures of undeath, and suffer greatly when exposed to powerful necrotic energies as their halfigested ‘meals thrash within them. History DC 15: Bone oozes occasionally form spontaneously from ancient battle sites, particularly those that border ‘swampy regions. History DC 20: Due to their disinterest in creatures that lack bones, bone oozes are occasionally used to guard the lairs of powerful necromancers that have relinquished their bones for forms of metal or spirit. Rarely a creature with bones will, attempt to domesticate a bone ooze with regular offerings, but such ventures invariably end with the creature being, relieved of its bones. Nature DC 10: While the large pieces of bone within the ooze can be shattered easily enough, those floating pieces are igested meals, rather than any crucial organ. The ooze itself is naturally resistant to bludgeoning assaults, asi s to all forms of physical damage. ‘Nature DC 15: Like many oozes, bone oozes are ponderously slow, though they rarely give up on prey once they have begun to track it Bone Ooze Tactics ‘A bone ooze dashes toward the largest nearby creature with bones, attacking with its pscudopod once in range and trying {o engulf it, then moving on to the next creature, Once it has {wo oF more creatures engulfed it uses its Bone Meld ‘whenever available until the creatures are dead or escape. ‘The bone ooze never retreats, and breaks off combat only to pursue larger prey, BONE OOZE Gargantuan ooze, unaligned ‘Armor Class 13 (Natural Armor) Hit Points 280 (1642+ 112) Speed 20 ft, climb 20 ft STR DEX CON INT WIS CHA 25 (47) 1(5) 24(47) 1(5) 4(3) 165) Damage Resistances Bludgeoning, Piercing, and Slashing Damage Immunities Acid Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone Senses Blindsight 60 Ft. (Blind Beyond This Radius), Passive Perception 7 Challenge 16 (15,000 XP) Partially Amorphous. The ooze can move through a space as narrow as 1 foot wide, though it must squeeze to do so. Rolling Graveyard. f the bone ooze takes at least 15 necrotic damage from a single source, the ooze and each creature engulfed by it lose 10 (346) hit points as the skeletons within it briefly reanimate and thrash around. Ifthe ooze is killed by this damage, 148 skeletons reanimate and erupt from the 002¢, appearing in the nearest unoccupied space. Actions ‘Multizttack The ooze makes three pseudopod attacks, one of which it may replace with its Engulf COsteokinetic Pseudopod Melee Weapon Attack: +12 to hit, reach 15 ft, one target. Hit: 21 (4d6 + 7) bludgeoning plus 9 (248) acid damage. A target with bones is dragged 10 ft. toward the ooze. Engulf Up to two creatures creatures within 5 ft. ‘must each succeed on a DC 20 Strength saving throw or be dragged into the ooze's space and grappled (escape DC 20). While grappled in this way, a creature is Blinded and takes 18 (448) acid damage at the beginning of each of the ooze's tums. Bone Meld (Recharge 5-6). Each creature grappled in the ooze must make a DC 20 Constitution savin throw. On a failure, a creature takes 45 (10d8) slashing damage and has its Constitution score reduced by 5 (2d4) until restored by Greater Restoration or similar magic as some of its bones are drawn out through its skin, or takes no damage and half as much reduction on a success. A creature killed by this damage has its skeleton torn ut and its flesh ejected from the ooze, CALLER IN DARKNESS cath is a lonely thing, or atleast it's meant tobe. Accreature that dies in extreme agony or discontentment might find its spirit unable to pass beyond the material realm, bound here by its unfinished business. Afar crucler fate, however, awaits those that suffer such deaths en ‘Their ghosts become stunted as they form, fusing and ‘merging into'a conglomerate too confused and miserable to gaff = relate to or understand its past selves, to alienated from fa its own memories to have its unfinished business resolved. ‘Such spirits are trapped on this plane forever, spreading their wretched curse, until a true and lasting death finds them. CALLER IN DARKNESS LORE History DC 15: Callers in darkness are created at sites of mass death, where a ‘mass of spirits begin to form ghosts, only to be drawn together into a malformed conglomerate, [Nature DC 10: As with many incorporeal undead, the attacks ofthe caller pass straight through even the toughest armor, and few means save magical weaponry are able to properly harm them, Religion DC 10: A soul once absorbed into a Caller in Darkness, is trapped there and cannot recognize a summons for resurrection or a beckoning to judgement. Ifa caller is destroyed, the souls within it remain bound together, lacking any proper place in the Religion DC 15: Healing magic, though typically ineffective on the undead, seems to have an ameliorating effect on the ‘madness of a caller, allowing the most recently claimed spirits the chance to regain enough sense of self to escape the collective, CALLER IN DARKNESS TACTICS ‘The caller in darkness attacks even ifseverely outmatched, ‘with no sense of self preservation,and begins combat with its Soulstorm, moving through walls to hide behind them, which it continues using each turn until the party finds a way to effectively hurt it, at which point it alternates between its ‘multiattack and its Visage of Shared Misery, targeting the creature with the lowest health. Ituses its Soul Calling whenever available, and will attack a creature at 0 hit points to provoke its Draw Forth reaction, though only ifit has already used Soul Calling on the creature atleast three times. CALLER IN DARKNESS Large undead, neutral evil Armor Class 15 (Natural Armor) Hit Points 168 (16410 +80) Speed fly 40 ft (nover) STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 20 (+5) 10 (+0) 12(+1) 17 (+3) Saving Throws WIS +5, CHA +7 Damage Resistances Acid, Fire, Lightning, Thunder Damage Immunities Cold, Necrotic, Poisor Bludgeo Nonm Condition immunities Charmed, Exhaustion, Frighten: Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained Senses Darkvision 60 ft. Passive Perce Languages Understands up to six lang only scream Challenge nit , but can XP) Incorporeal Movement. The caller can move through other creatures and objects as if they were difficult terrain It takes 5 (1410) force damage if it ends its tum inside an object Spectral Weapons. The caller's attacks treat all creatures a5 unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier) Spirit Void Spirits drawn into the caller are subsumed within it, and are destroyed if itis destroyed. A spirit destroyed in this way can't be revived by any means short of a wish spell If the caller in darkness would receive any magical healing, it instead receives no healing and must succeed on a DC 17 Constitution saving throw or release the spirit most recently absorbed into it. Actions ‘Multittack The caller uses its withering touch four times, one of which it may replace with a use ofits Soul Calling. Withering Touch Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (246 + 5) necrotic damage, ‘Soul Calling. One creature within 30 feet with O hit points must succeed on a DC 17 Charisma saving throw or have its Charisma score reduced by 2 (Id4) for the next minute. A creature that has its Charisma score reduced to O in this way dies and has its soul drawn into and absorbed by the calle. Soulstorm (Concentration). The caller turns invisible until the beginning of its next tur, and each Large or smaller unattended object within 60 feet begins to levitate and thrash about. A creature that starts its turn in the area must succeed on a DC 17 Dexterity saving throw or take 14 (4d6) bludgeoning damage, or half as much on a success. Visage of Shared Misery (Re 5.6). Each non: Undead crcoure witta 60 fect of he cai that can see it must succeed on a DC 17 Wisdom saving throw ‘or be Frightened until the end of the caller's next turn A creature that fils this save by 5 or more falls prone and loses hit points equal to half its maximum as a screaming fragment of the creature's soul tears itself free and is absorbed into the caller. Reactions Drifting Apparition When the caller is hit with a melee attack, it can move up to halfits speed without provoking attacks of opportunity Draw Forth When a creature within 30 feet fails a death save, the caller can use its Soul Calling, targeting that creature. CINDERSPAWN CINDERSPAWN LORE Arcana DC 10: Cinderspawn are fire elementals imbued ‘with undeath, reduced to ash and embers that burn with the ‘memory ofthe fire they once were, though their mere presence extinguishes any true flames. Arcana DC 15: Cinderspawn are extraordinarily averse to the cold, and will violently spew ash in retaliation if subjected toit Nature DC 15: Unlike almost any other form of undead a cinderspawn's conviction that it can return itself to lite by slaying the living is actually grounded in reality, a fact which Arives them to heights of savagery uncommon among even the most evil of elementals, CinpersPawn TACTICS Cinderspawn are drawn to any creature that casts spells that deal fire damage, using their Snuff Out whenever available on the least damaged enemies in their reach, Cinderspawn, rarely attack a downed creature unless commanded to, instead preferring to reduce a new exesture to 0 hit points, though ifan unconscious creature is healed they always move to attack iton the following turn, regardless of opportunity attacks, * CINDERSPAWN Large elemental/undead, neutral evil ‘Armor Class 14 Hit Points 136 (16410 ~ 48) | STR DEX CON INT WIS CHA 12 (#1) 19 (44) 16 (+3) 11 (40) 17 (40) 17 (13) Damage Immunities Fire, Necrotic, Poison Vulnerabilities Cold Condition Immurities Exhaustion, Crappled, Paralyzed, Petrified, Poisoned, Restrained Serses Darkvision 60 ft, Passive Perception 10 Languages eran lenge 6 (2,300 XP) Extirguishirg Presence. Flames in a 15 foot radius around the cinderspawn are extinguished as they enter or appear in the area. Spells that deal fire damage that affect the area or pass through it deal half as much damage. Rekindle. When the cinderspawn reduces aliving humanoid or elemental creature to 0 hit points, it ‘makes a DC 20 Charisma saving throw. On a success, the cinderspawn transforms into a Fire Elemental, retaining its current hit points. Actions ‘Multiattack The cinderspawn makes two attacks with its steal warmth, Steal Warmth Melee Weapon Attack: +7 to hit, reach 10 ft, one target. Hit 8 (148 + 4) cold plus 11 (2410) necrotic damage and the creature's ‘movernent is reduced by 10 until the beginning of the cinderspawn's next turn ‘Snuff Out (Recharge 5-6), One living creature within 5 feet must succeed on a DC 14 Constitution saving throw or drop to 0 hit points Reactions Gout of Ash. When the cinderspawn takes any cold damage, it can release a gout of ash Each creature within 10 feet must succeed on a DC 14 Constitution saving throw or take 11 (2d10) necrotic darnage and be Blinded until the end of the Cinderspawn’s next turn COLDLIGHT WALKER CoLpLiGHT WALKER LORE ‘Nature DC 10 The undead nature ofa coldlight walker rejects the light its body absorbed in life, disgoriing it in searing bursts that can blind its pres Nature DC 15: Victims ofa coldlght walker freeze soli, and cant be thawed or revived until the magic sustaining the cold fades, typically after abit over a week. Religion DC 15: Coldlight walkers are created by gods and spirits of Winter set upon the frigid wilderness to remind, ‘mortals that they live at the mercy ofthe frigid cold. COLDLIGHT WALKER TACTICS Coldlight walkers use their Blinding Light each turn, starting with the nearest enemy and switching targets until they find ‘one that consistently fils the save, then attacking the Blinded creature. They use their Cold Ray whenever available, targeting whichever creature seems to be closest t0 death, If their thawing permafrost trait i active, they make a beeline for whichever creature hit them with fire damage and repeatedly attack it until the walker or its target dies COLDLIGHT WALKER Medium undead, chaotic evil ‘Armor Class 13 (Natural Armor) Hit Points 120 (16d8 + 48) Speed 30 STR DEX CON INT WIS CHA 15 (+2) 10(+0) 17 (+3) 8(-1) 10(40) 8(-1) Saving Throws INT +2, WIS +3 Damage Resistances Fire, Piercing, Slashing Damage Immunities Cold, Poison Condition Immunities Blinded, Charmed, Exhaustion, Paralyzed, Petrified, Poisoned Senses Darkvision 60 ft, Passive Perception 10 Challenge 5 (1,800 XP) Thawing Permafrost |f the walker takes any fire damage, it must succeed on a DC 10 Constitution saving throw or lose its damage resistances and gain the ability to Dash as a Bonus Action for the next minute. Blinding Light. The walker sheds bright light in a 20, foot radius and dim light for an additional 20 feet. ‘As a bonus action, the walker can force one Creature in its bright light to succeed on a DC 14 Constitution saving throw or be Blinded until the end of the walkers next turn. ley Doom. A creature killed by the walker freezes for 9'days, during which time it can't be thawed, animated or raised from the dead. Actions ‘Multiattack The walker makes two slam attacks. ‘Slam. Melee Weapon Attack: +5 to hit, reach 5 ft, fone target. Hit: 11 (248 + 2) bludgeoning damage plus 7 (246) cold damage and the target is grappled (escape DC 13). Cold Ray (Re 5-6), One creature within 60 fettht ewer car ee rust sucaed on 8 14 Constitution saving throw or take 49 (9410) cold damage, or half as much on a success. A grappled creature makes this save at disadvantage. Reactions hil Weapon. When the walker is hit by a melee attack with a metal weapon, it can force the attacker to succeed on a DC 14 Constitution saving throw or take 7 (246) cold damage and drop its weapon IF the creature attempts to pick the weapon up this turn, it must repeat this saving throw.

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