Thanks to visit codestin.com
Credit goes to www.scribd.com

92% found this document useful (13 votes)
4K views132 pages

5th Edition Horror

Uploaded by

Dan Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
92% found this document useful (13 votes)
4K views132 pages

5th Edition Horror

Uploaded by

Dan Smith
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 132

5th Edition Horror

1
5th Edition Horror
Credits
Author: Ismael Alvarez
Editor: Troy Daniels
Copy Editor: Lucus Palosaari
Design: Rick Hershey
Layout: Rick Hershey and Troy Daniels
Fat Goblin Hoarde: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank,
John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth,
Michael Ritter, Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels

Business Manager: Tristan Hershey


Publisher: Rick Hershey of Fat Goblin Games

5th Edition Horror© 2018 Fat Goblin Games

Open Game Content: All material — including but not limited to art, place and character names, character and
setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered
Open Game Content.

Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned
by others is not a challenge to their ownership and is used under Fair Use.

About Fat Goblin Games


Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplay-
ing Game compatible products. With a focus on high quality production values and providing a creative
environment for our team of freelancers (The Fat Goblin Hoarde), Fat Goblin Games has quickly become
a recognized force in the world of Third Party Publishers of not just the Pathfinder Roleplaying Game
and 5th Edition Fantasy, but also supporting the vs. M Engine and releasing official products for Castle
Falkenstein, originally published by R. Talsorian Games. With hundreds of support books, visual aids,
campaign settings, and quality stock art, Fat Goblin Games continues to provide exciting content and
fantastic worlds in which gamers can immerse themselves.

Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.

2
Table of Contents
Introduction to 5th Edition Horror 4
Chapter 01 - Horror Roleplaying 7
Chapter 02 - Races of Horror 10
Chapter 03 - Horror Classes 19
Chapter 04 - Horror Backgrounds 42
Chapter 05 - Skills & Feats 50
Chapter 06 - Equipment 57
Chapter 07 - Magic & Mysteries 62
Chapter 08 - Horrific Hazards 73
Chapter 09 - Fear & Madness 80
Chapter 10 - Horror Adventures 90
Chapter 11 - Monsters & Cults 95

3
Introduction to 5th Edition Horror
It is a strange facet of the creative mind that seeks out the things that frighten it. We sometimes wish to give
a name to the little fears that crawl in the recesses of our thoughts, either to marginalize them or to explore
them in fullness to understand ourselves through the mirror of fright.

Roleplaying games, being a very self-reflective pastime, is especially given to the study of horror and fear by
exploring odd topics like reanimation or body horror, as well as existential fears that defy succinct examples.

The purpose of this book is not to guide you through the world of fear, but to provide a template through
which to view it. Whether you use the odd and horrible monsters within, consider the toolkits that set a tone for
the f ight against the darkness, or simply take inspiration from the dour tone of this book’s writing, you should
come away from it shaken and intrigued.

While some of the ideas presented are not new, but the subject of fear predates archetypal storytelling and has
its roots deep within our collective memory. Even when we present you with time-honored fears, we intend to
do so by peeling back the skin of the subject matter to create something fresh and compelling.

And while there are better mediums to inspire the notions of horror, primarily in f iction and f ilm, the
secondary purpose of this book is to facilitate those stories within this system, so that you as gamers can focus on
the scares and not on the rules, as it is imperative that the mood in a horror game not be broken.

Remember that the feeling of horror cannot start with a shock, but must begin with a slow creep. The ten-
sion should build subtly, punctuated by great tragedy, loss, or the inspiration of great fear. The better you can
build your setting, and the more you can allow your players to invest in their characters, the better the horror
will be when it happens.

The most terrifying thing to happen to your character may not be death, or even insanity, but the wholesale
extinction or reshaping of all life in existence. And perhaps those events end in your death or insanity after you
have lost everything that you have ever held dear in a succession of unfathomable events.

-Ismael Alvarez

4
This volume is broken down into chapters so as proper background allows you to flesh the character
to make it easier to navigate. As with most third- out before their flesh is rendered of course…
party publishers, we want to present options for
your game, not concrete rules that you must abide Ch. 5 - Skills and Feats
by. With that in mind the chapters presented are:
Not everyone is the pious cleric flinging holy
might or the crazed wizard who blasts from afar.
Ch. 1 - Horror Roleplaying Some adventurers must rely on their wits, cun-
ning, natural talent, and learned skills, in order to
Horror, as we already discussed, is not something you
survive the terrible lands that they travel through.
just throw your players into. You must build it gradu-
With the Monster Lore skill, your class defines
ally. How you build it depends on the type of horror
the types of monsters you have knowledge of.
that you choose, and dear reader, there are many to
Feats like Bestial Girth, Evil Brand, Marked by
choose from. This chapter discusses the various types
Darkness and more allow you to give your charac-
of frightening roleplaying experiences there are, and
ter the advantage they will need. Not that it will
presents you with various options as to how to inte-
do them any good.
grate them into your existing adventures.

Ch. 6 - Horror Equipment


Ch. 2 - The Races of Horror The nine-foot tall, slime-covered helgoloth in front
Dwarves scare just as easily as humans do, yet why of you is not nearly as intimidating when it is
stop there? Presented in this chapter are player twisting its stomach around 21 inches of silvered
character races far beyond what you are used to. The steel you are holding. The right gear means the
broken Caliban who lumbers through the streets in difference between victory, defeat, or coming back
search of wrongs to right? Perhaps the cold, barely liv- as one of the living dead you are so fond of killing.
ing Graveborn looking for a reason to go on unliving.
Slinking through the alleys, is the dark and mysteri-
ous Shadeling more to your liking? These unique races Ch. 7 - Magic and Mysteries
await you in Races of Horror.
Not even magic is unscathed in horror. The spells
that sometimes bring life to the lucky bring death
Ch 3 - Classes of Horror to many and trusted enchantments often turn into
the most diabolical of evils. This chapter looks
Just as the races were sure to scare, the creepy
deep into the abyss of magical spells. Everything
classes of horror await the unsuspecting player.
from the hazardous Bone Storm raining femurs
Not content with the natural order of things, the
from the sky to the classic Séance, giving you a
Apothecary twists the scientific and the occult to
glimpse into the eyes of evil itself. If that was not
his liking, creating things that heal and harm as
enough there are items which hold enchantments
only a mad scientist can do. Beyond this dabbler
as well. For weal or woe? Typically it depends on
are 12 archetypes blending classic concepts with
who is wielding them… correct?
just enough of a twist of the macabre to make
them perfect for your horror campaign.
Ch. 8 - GM’s Corner
What’s life (or unlife) without challenges? These
Ch. 4 - Character Backgrounds twisted hazards are common and uncommon hor-
You may have found the perfect race and the perfect ror tropes. Everything from terrible traps that will
class, but without a story to drive them, they are bedevil your player characters, to twisted diseases
empty shells. Fill them with these fascinating histo- that eat away at far more than just flesh. Not con-
ries before your character starts adventuring. Surely tent to stop there we delve into Haunting environ-
their life before the adventure shaped them into the ments that will make players hearts thump in their
person that now walks these mysterious trails? The chest even as their beloved characters hearts stop.

5
so we are not going to tread on those particular
Ch. 9 - Fear and Madness paths in this volume. Instead, we are going to talk
Fear is such a central element to a horror game. Your
about what makes a horror adventure “tick”. What
characters might be fighting against monsters and
really makes a horror adventure a memorable, scary
horrors, but if the element of fear is absent, then
event that will be talked about for years to come.
it is just another flavor of fantasy gaming. Hand
Are you up to the challenge?
in hand with fear, madness plays an element in all
stories. The unknown, the incomprehensible, and the
unapproachable all claw at the mind, causing mental Ch. 11 - Monsters and Cults
harm. This can sometimes manifest as a madness. What could possibly be more “horror” than mon-
This chapter seeks to expand on the two concepts as sters? Almost all of the great horror stories revolve
they could pertain to your horror campaign. around some monstrous beast, be it a true mon-
ster, or just a person who does monstrous things?
Presented herein are monsters for your perusal.
Ch. 10 - Designing a Horror Some are merely annoying, while others are truly
Adventure horrific. Additionally, we are going to provide you
with templates that you can add to existing crea-
There are countless books, magazines, blogs and tures that will certainly rank them up a notch on
more that will tell you how to design an adventure, the horror ladder.

6
Chapter 01 - Horror Roleplaying
To this end, the most important element of the
What is Horror? horror game is a proper mindset. You cannot walk
Simply put, horror here is meant as a feeling. into a game hoping to “win” or even succeed so
Fear is one of the most primal of emotions. To much as experience the narrative. Sit back, take in
be scared, worried, confused and disoriented, the ambient details of the dark and drafty mansion
shocked, and perhaps even excited. Fear chokes our or the cold wet walls of an alien hallway. Through
thoughts while we sleep, and are the specter that this acceptance that you are a passenger to the
hangs over us in our darkest times. Fear taints our narrative more than a driver, you allow yourself to
thoughts when we are alone, or uncertain of our feel the subtle cues, the creepy sensations, and the
future or our surroundings. We run from it, hide thick anticipation that are the hallmarks of horror.
from it, distract ourselves from it, but most of all,
But as distinct as the horror gaming genre is,
we wallow in it.
there is room for variation.
The most human of behaviors is to indulge our
fears, whether it is to engage in stories around a
fire, read a musty book of macabre tales, or watch
violent theatrics meant to stimulate our hindbrains
Horror Adventure
into a simulated fright. Many animals are able to Some horrors can be fought, but that does not
ignore their fear in various ways, as humans some- make the victory any more attainable.
times can, but no other animal seeks to be thrilled For example, a zombie horror game can be about
as we do, to feel the stress of adrenaline and tense fighting back the hordes as much as it is over-
muscles that come from the act of being afraid. coming the horrid dregs of power-hungry living
So this is horror. The indulgence of fear. It is humans that threaten the lives and wellbeing of
the cloud of emotion that we chase to exercise the moral survivors. The goals can be within sight
act of being afraid. So it is natural that a game of or never-ending, depending on the length of the
imaginative drama would be the fertile ground for campaign, or the nature of the story arc. There
horror’s innate indulgences. might be an end in sight where a safe haven exists
for the survivors, or the reality could slowly set in
that every day is a hard fought battle for survival
that won’t end until all the survivors succumb to
How to Horror some terrible fate.
Horror roleplaying is a very distinct and singular
experience that is apart from many other aspects But the key to all of that is the story. As a
of role-playing. While it can be adventurous, or group, you might fight harder knowing that
perhaps silly, horror seeks to tug at the strings of there is a goal in place. As a group of individuals,
fear within your mind in a way that most other you may fragment as you realize that death is a
languid and patient threat, picking off your loved
games cannot.
ones, preying on your weaknesses, sticking to your
There have been other very successful games mind like a fine dust.
that do this exactly, either by leveraging the horror
Both of these experiences are valid for play,
of the unknown or the alien and set a mood for
and can fit into an “adventure”, but are two wholly
games that can touch upon the primal emotions of
different paradigms of horror gaming. And though
fear and anxiety.
there is hope in the former example, that hope
7
makes failure all the more painful, sowing despera- to solutions that may or may not hold back the
tion and despair with each loss. tides of darkness. The difference between a happy
ending and an uncertain one lies in the nature of
the solution, whether its side effects are arguably
Horror Investigation worse than the problem, or if they serve as a cor-
rupting force that causes the heroes to become the
Perhaps the most prominent of horror game types,
darkness they were destined to defeat.
the investigation is about seeking what others re-
fuse to unearth. To find the terror hidden by unseen
forces, and attempt to reveal it for better or worse.
Perhaps you are a group of investigators trying to Small Horror
solve murders that take a supernatural turn, or you A protracted style of the game meant for shorter
are hired to explore ancient ruins for an invaluable campaigns, the small horror focuses on a small
bauble that carries with it a deadly curse. group and an unknown force that harries and toys
with the victims. Whether this is a group of travel-
Whatever the motivation, you dare where others
ers being stalked by some evil being, or a remote
do not, and either suffer or succeed in big ways.
soiree run afoul of some mortal but cunning
Some revelations cause you to succumb to mad-
murderer, these games focus on the little terrors
ness, while others end in deadly encounters with
that can arouse selfish notions of self-preservation
savage creatures, or even more savage human cult-
ists. In this style of play, it is all the more impor- at all cost.
tant to receive the narrative, as you are by nature These games are usually meant to grant very lit-
giving yourself into the unknown, sacrificing your tle agency to the players in terms of how to “solve”
well-being for the human need for exploration at the problem of the evil that haunts the group, and
all costs. focuses instead on moment to moment survival
that builds and expands the tension of anticipated
fear, using metered beats to maximize the fear of
War Horror impending death. In this style of game, death is
far more likely, as some find the fun in trying to
Though war can be horror in and of itself, horror
be the last person standing, even if they are merely
within war can be a unique and interesting avenue
the last victim.
for horror games.

That is to say, there is an interesting aspect


of fighting against the armies of darkness, wag-
ing a war that is more existentially hinged on the
Horror Epic
survival of the righteous against the triumph of While most horror is based on small fears and im-
evil. Here horror comes from the despair at the mediate survival, some horror stories can be about
overwhelming forces, the underhanded tactics, and the struggle of the underdog against a great evil.
tainted magics that only the forces of darkness are Similar to the horror adventure style, the horror
able to wield. epic may represent a change of scope in which the
players struggle with an evil force of extraordinary
There is somewhat more hope in such games, magnitude. Though the idea is that victory should
and the horror is somewhat muted against a be possible, it should always come at great cost.
backdrop that highlights glory in battle over the
despair of impending doom, but there is room for When an epic campaign concludes, the result
dread when the armies of darkness close in like a should always be one that reflects loss, sacrifice,
vise, sapping the hope and glory of victory from and noble actions. The great evil’s defeat will be
the heroes with little effort. measured in lives lost and the deep impact of emo-
tions on any survivors.
Such games revel in the exploration for an
answer that is beyond merely combating the evil If this sounds like the aftermath of a war horror,
armies, but instead searching for ancient clues it is no coincidence. This style of play could be
8
employed for a titanic struggle between two mortal result in dire consequences, whether it be the loss
factions that evokes a horror of large-scale conflict of a beloved ally, or losing favor with a group that
and mass killings. It can also reflect the sealing perceives the character’s actions as selfish or wrong.
or destruction of a great evil entity, like a vampire
Monsters of all sorts must occupy a balanced
lord or an alien super intelligence.
place within your games if you wish to convey a
Regardless of the source, this play style will play proper mood of horror, each creature carefully
heavily on psychological themes, and the play- placed and introduced into the menagerie of
ers must be invested enough to care about the foul beings that slowly chip away at the group’s
consequences of their actions. When and if the resources or sanity before being laid low. Each
players win, it may well be that some or all of the combat should have a component of woe sown
character choose the hard option of laying their into its fabric, revealing a harvest of despair even
lives down to complete the objective that saves with the advent of victory over darkness. Horror is
the world at large from the evil that threatens overwhelmingly about loss, and that should be no
existence. More than a few non-horror campaigns different in a game of horror.
have ended this way, and the noble actions that
emerged from such games are the thing of legend.

The Role of Creatures and


Enemies in Horror
Though most game styles will include creatures
that can be fought and defeated, most creatures are
at their best when they can creep in the shadows,
and threaten the margins of civilization. How do
you fight a creature that strikes at night and drags
innocents into the forest? Do you chase it into its
home and risk the dangers of that wait in its den?

Similarly, humanoid antagonists are equally


scary when they are beyond the reach of the group.
They may reach the scene of a murder just minutes
late each time as a depraved killer taunts them
with its next “work of art”, or a sociopathic pillar
of the community hides behind his prestige as the
group attempts to tear down his reputation to stop
his sadistic rampage.

Horror does not lend itself to a progression of


fights against the evils that claw from the darkness.
With each clear-cut fight, the mood of the horror
diminishes, as the tension is consumed by rote dice
rolls and simple combat. Each fight must be mean-
ingful in some way, whether it is against a formless
mass of evil that threatens to crush the group against
a cavern wall before eating them, or a climactic
battle with a serial killer inside of a crumbling clock
tower. Additionally, these combats should come at a
great personal cost to the group, as each fight could

9
Chapter 02 - Races of Horror
In a contrast to most standard fantasy settings, (at times literally), and are inured to otherwise
the premise of horror runs against the grain of maddening realities of a dangerous world full
the fantasy genre. Some of the starkest differences of monsters and doom. As adventurers, Caliban
exist within the fantasy races inherent in most actually prefer a life of travel and excitement, as
fantasy settings. Some can be altered or adapted; it prevents them from settling into an area where
gnomes and elves can be expressed as alien and their strange appearance and uncouth ways would
strange, while humans and dwarves are the stolid attract unruly mobs and worse.
survivors of the daily terror that occupies their
reality. However, some races aren’t as adaptable,
and other gaps exist that can’t be filled with these
mainstay races.
Here we hope to offer some alternatives and
options, both to replace and reinforce the blending
of horror and fantasy. Whether or not you choose
to switch around the roster of races within your
campaign is up to you, but please feel free to use
the many races provided to help customize your
horror campaign to your specifications.

Caliban
Caliban are unfortunate creatures that share less
with their parents than they do with the mon-
strosities that stalk the night. Often born from a
normal pregnancy, Caliban are the result of a dark
corruption that suffuses the land. From the highest
aristocrat to the lowest peasant, the birth of a cali-
ban is feared and reviled. Such children are often
exposed to die in the wilderness, but their cursed
birth often finds them struggling to make a living,
whether they succeed at thriving in the wilderness,
or they are helped by darker forces. There are sto-
ries of caliban being raised in seclusion by nobles,
often with disastrous results.

Despite these cautionary tales, Caliban are


uniquely suited to survive in the dark recesses of a
horrible landscape. They are hardy, thick-skinned

10
a handful of unscrupulous changelings may act out
Ability Score Increase. Your Strength
the fears of others is all the proof that others need
score increases by 2, and your Constitu-
tion score increases by 1. to condemn an entire race for the actions of a few.

Age. Though disfigured, you are hearty and Though a changeling can appear as nearly any
relatively long-lived. Caliban lifespans are medium-sized humanoid, their natural appearance
the same as that of humans. is that of a featureless humanoid, with pale skin
Alignment. Having been born outcasts and and a face nearly bereft of characteristics. Their
rejects, Caliban tends towards neutral or noses are short, their ears are small and flat against
chaotic alignments. their skulls, and their head shapes tend towards
Size. Caliban, though misshapen, are the same smooth and ovoid. Their black eyes lack pupils,
rough size as humans. Your size is medium. adding to their alien countenance.
Speed. Your base walking speed of 30 feet. The same ability that makes changelings reviled
Darkvision. You see what others do not, or among most societies also allows them to adapt
should not. The darkness is your friend, for and thrive in secret, but it keeps the shapechang-
in it you can hide from prying eyes. You ers similarly paranoid. Any changeling that is
can see in dim light within 60 feet of you as
found out is likely to be lynched without question
if it were bright light, and in darkness as if
or delay. Even storied heroes who are found to be
it were dim light. You can’t discern colors,
changelings are often thought to be imposters.
only shades of grey.
Thus, a successful changeling is one that must
Menacing. You gain proficiency in the In-
hold up the ruse of being anything but a change-
timidation skill.
ling. One must not forget that while horror can
Relentless Endurance. When you are
be a slathering fanged monster, so too can it be a
reduced to 0 hit points but not killed out-
disquieting meditation on the nature of identity
right, you can drop to 1 hit point instead.
and acceptance.
You can’t use this feature again until you
finish a long rest.
Savage Attacks. When you score a critical hit
with a melee weapon attack, you can roll
one of the weapon’s damage dice one addi-
tional time and add it to the extra damage
of the critical hit.
Inspire Disgust. You are abhorred by nearly
any who lay eyes on you. When dealing with
humanoids that are not monstrous, you have
disadvantage on any charisma checks.
Languages. You speak two common languages.

Changeling
Feared and misunderstood by nearly every non-
changeling, these shapeshifting humanoids are
mistrusted for their natural ability to appear as
others. Naturally, they awaken insecurities about
identity, safety, and even accomplishment; what
good is it to live a good life if some creature could
kill you and take it for themselves? Changelings
are not by nature bad, but the paranoia that fuels
their discrimination is fierce and unyielding. That
11
that they have different needs and desires born
Ability Score Increase. Your Charisma
score increases by 2, and your Dexterity from an existence of unlife. In fact, that they are
score increases by 1. generated from the remains of all the other races,
they retain some glimpses and memories of a
Age. Changelings reach adulthood at the age
of 16. Their fey heritage allows them to live warm-blooded life.
much longer than humans, up to 200 years. The graveborn race, once seen as a blight on the
Alignment. Changelings can be of any land to be exterminated, is now a thriving society
alignment, and have no tendencies based unto itself, tolerated with contempt by those who
solely on race, despite the biased percep- reluctantly concede to their talents and resourceful-
tion of others. ness. The graveborn resist the horrors that stalk the
Size. Changelings are limited to imitating land as ably and readily as any other race and have
humanoids of a medium size and appear as sometimes even come to the aid of other races. This
thin featureless humanoids in their natural does not mean that graveborn are universally ac-
form. Your size is Medium. cepted, but it has stopped the genocidal plans that
Speed. Your base walking speed is 30 feet. other races once held for these sentient undead.
Darkvision. You can see in dim light within
60 feet of you as if it were bright light,
and in darkness as if it were dim light.
You cannot discern color in darkness, only
shades of gray.
Fey Ancestry. You have advantage on saving
throws against being charmed, and magic
can’t put you to sleep.
Shapeshifter. As an action, you assume the
physical shape of any Medium humanoid
you have seen in the past. Your equipment
remains the same, and none of your ability
scores change. When disguised as a specific
person, you gain advantage on all checks
related to maintaining the ruse. Returning
to your natural form requires a bonus ac-
tion. You automatically revert to your true
form if you are ever incapacitated for more
than a minute.
Languages. You can speak, read, and write
Common and another language of your
choice.

Graveborn
From strange shadows and dark recesses of the
world lurk the graveborn, a grim mockery of life
wound into a strange and somehow prevalent race
of undead creatures. It is said that they form entire
cities in the places that the living fear to visit, but
sometimes these dead creatures spill out into the
world, pressed on by curiosity and caprice.

Though not alive in the usual sense, a graveborn


is given to the usual vicissitudes of life, excepting
12
Ability Score Improvement. Your Constitution score improves by 2.
Age. Graveborn live an indeterminate amount of time. Many are killed, and those who are long-lived
are very secretive. Graveborn can live at least 100 years, and they do not age appreciably.
Alignment. Graveborn tend to retain the alignment they had in life, while others violently move towards
some extreme.
Size. Your size is determined by your Humanoid Heritage (see below).
Speed. Your base walking speed is determined by your Humanoid Heritage (see below).
Type. You are of the humanoid (graveborn) type.
Darkvision. You can see in dim light within 60 feet as though it were bright light and in darkness
or bright light as if it were dim light. You can’t discern color in darkness or bright light, only
shades of gray.
Natural Weapons. Your body realigns itself to adjust to undeath and the hunger that racks your existence.
You gain a bite attack that deals 1d6 piercing damage.
Humanoid Heritage. Graveborn gain traits from their normal race, retaining traces of their time as living
creatures. Choose one humanoid heritage from the table and apply the listed traits.
Hunger for Flesh. You must consume a meal of raw meat each day or suffer the effects of starvation. If you
go 24 hours without such a meal, you gain one level of exhaustion (this is an exception to the graveborn’s
immunity). You cannot stave this off with half rations. While you have any levels of exhaustion, you can-
not regain hit points or remove levels of exhaustion until you spend 1 hour consuming an amount of raw
meat equal to a Small creature (about 30 pounds).
Sunlight Sensitivity. When you, the target of your attack, or anything you try to perceive is in direct
sunlight, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
Undead Vitality. You are infused with the dark energy of undeath, which frees you from some frailties
that plague living creatures. You have resistance to necrotic damage and immunity to poison damage.
You are immune to exhaustion and to the charmed and poisoned conditions. If you die, you cannot
be returned to life by revivify, raise dead, or reincarnate; resurrection and true resurrection return you
to life as your original race. A create undead spell cast so that it targets only your corpse affects you
as a raise dead spell affects the corpse of a once-living creature. You don’t need to drink or breathe.
You don’t sleep the way living creatures do, but during long rests, you enter a dormant state resem-
bling death; during that time, you have disadvantage on Wisdom (Perception) checks.
Languages. You can speak, read, and write common and one language of your choice.

HUMANOID HERITAGES
Ability Score Base Walking Extra
Heritage Size
Increase Speed Language
25 feet (not slowed
Dwarf Wisdom +1 Medium Dwarvish
by heavy armor)
Elf Dexterity +1 Medium 30 feet Elvish
Gnome Intelligence +1 Small 25 feet Gnomish
Halflng Charisma +1 Small 25 feet Halflng
Any (Not
Human Medium 30 feet Choose One
Constitution) +1
Medium 30 feet
Ravenfolk Dexterity +1 30 feet Choose One
Choose one
Tieflng Charisma +1 Medium 30 feet Infernal

13
Ravenfolk Ability Score Increase. Your Dexterity
score increases by 2 and your Charisma
Standing as a human would, these dark feathered
score increases by 1.
creatures straddle the natural and supernatural
Age. Ravenfolk reach adulthood at 10 years
worlds. The ravenfolk origin is shrouded in mystery,
old and can live to be 110.
yet when the tales of their origins are told there is
Alignment. Ravenfolk tend toward chaos
almost always a curse involved in the telling.
thanks to their capriciousness and insa-
Though some consider ravenfolk harbingers of tiable curiosity. Greed overwhelms some
bad luck, they are actually very social creatures and ravenfolk, drawing them toward evil.
can be found among most large population centers, Size. Ravenfolk are slight and shorter than
usually as vagrants and purveyors of skullduggery. humans. They range from 4 feet to just shy
Your ravenfolk character has certain characteristics of 6 feet tall. Your size is Medium.
in common with all other ravenfolk. Speed. Your base walking speed is 30 feet.
Sudden Attack. You have advantage on at-
tack rolls against a surprised creature.
Mimicry. Ravenfolk can mimic any sound
they’ve heard. Make a Charisma (Decep-
tion) check against the passive Wisdom
(Insight) of any listeners. Success indicates
they believe the sound you created was real.
Trickster. You have proficiency in the Decep-
tion and Stealth skills.
Languages. You can speak, read, and write
Common and one language of choice.

Shadeling
Shadelings are born in the shadows, either literally,
figuratively, or metaphysically. Through heritage or
bad luck, their bodies and minds are at ease in the
dark. This does not render shadelings to be bad
people, but it does affect the company that they
keep. Secrets and silence are a shadeling’s bread
and water. Their teachers are the creatures of the
night, be they beast or monster.

Shadelings blend in well with others who revel


in the night time and have a strong tendency to-
wards occupations that others find indignant or il-
legal. They may have a skewed ethical view but are
as likely to be good or bad, even if their viewpoint
of such concepts are strangely skewed.

Shadelings are sometimes born as a result of some


misfortune related to dark shadow magic or creatures
of the shadows (for instance, a pregnant mother being
stricken by a shadow creature). Such births are highly
inauspicious, but even an inauspicious life is too fleet-
ing and fragile to throw away lightly.
14
A given shadeling is not antisocial by default,
Ability Score Increase. Your Dexterity
and they actually rather enjoy adventure and dar- score increases by 2, and your Intelli-
ing. What they may despise is the daytime activity, gence score increases by 1.
but that can be fixed with thick cloaks and covered
Age. Shadelings mature at the same rate
wagons. Though you may technically belong to humans do and reach adulthood at the age
another race, your traits are as follows: of 20.
Alignment. Shadelings tend away from any
lawful alignments but are otherwise likely
to be of any alignment.
Size. Shadelings run the gamut of body types.
They range from 5 to 6 feet tall. Your size is
Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Naturally, you can see in dim
light within 60 feet of you as if it were
bright light, and in darkness as if it were
dim light. You cannot discern color in
darkness, only shades of gray.
Dance of Shadows. When in darkness, dim
light, or a shadow large enough to cover
your body, you can cast the misty step spell.
You can use this ability a number of times
per day equal to your Charisma modifier
(minimum 1), and you regain all expended
uses when you finish a long rest. Charisma
is your spellcasting ability for this spell.
Friend of Shadows. You have proficiency in
the Stealth skill.
Stuart of Darkness. You learn the minor illu-
sion cantrip, though it can only be used to
manipulate an area of dim light or darker.
At 3rd level, you gain the ability to cast
sanctuary once on a target that is in dim
light or darker and regain the ability to use
it after a long rest. At 5th level, you gain
the ability to cast darkness once with this
trait and can regain the ability to use it
after a long rest. Charisma is your spellcast-
ing ability for these spells.
Sunlight Sensitivity. You have disadvantage
on attack rolls and on Wisdom (Percep-
tion) checks that rely on sight when you,
the target of your attack, or whatever you
are trying to perceive is in bright sunlight.
Languages. You can speak, read, and write
Common and another language of your
choice.

15
The only other place that were-kin seem to fit
Were-kin in is in the slums of a major city, where people
Where lycanthropy exists, the curse may linger. can often blend in, and the strange is grudgingly
Whether born to cursed lands or descended from accepted. Many criminal organizations actively
degenerate tribes of were-creatures, the were-kin are recruit were-kin for their toughness or agility, and
blessed and cursed by virtue of their existence, fated entire street gangs can sometimes be composed of
to live as creatures tainted with a bestial nature. these cursed souls.
These were-kin exhibit many unsubtle traits Sometimes, the were-kin trait passes through
that render them apart from family and society. multiple generations in a family without manifest-
Though some may congregate in closed and para- ing its standard characteristics. For decades, the
noid communities, most eke out an existence on curse may remain dormant as it passes from parent
the fringes of civilization as freaks and outcasts. At to child. Sometimes, whether due to luck or dark
times they find a home in communities of crea- forces, a member of one of these quiescent families
tures that are more accepting, such as fey villages manifests as a were-kin from birth.
or gnoll tribes, but even there they are met with
Though were-kin are mostly bestial and not
distrust and disdain. Some still find greater accep-
true shapechangers, they nevertheless have a
tance within actual lycanthrope clans, but finding
potential to unlock the abilities of a lycanthrope
those clans is often difficult.
through intent or accident, sometimes mastering
This dichotomy has led to many were-kin their bodies to better match their strange heritage.
simply seeking a life of open adventure, as many
Were-kin lycanthropes have the following features:
travelers already enjoy the aspersions and suspicion
of civilized folk. As such, were-kin trackers and Note: Caliban, Changeling, Grave Born, Raven-
guides are among the most trusted in circles that folk, Shadelings and Wretched cannot be born as
have grown to see past the strange bestial folk and were-kin.
recognize their abilities.

16
Ability Score Increase. You gain an ability score increase based on the type of were-kin you are,
as well as your base race. See beast type table below, as well as the base race table below that.
Age. A were-kin lives as long as its base race, though many die violent deaths long before reaching old age.
Alignment. Were-kin are not inherently evil, but they have a difficult time relating to lawful align-
ments.
Size. Though you may have a bulk or svelt nature resembling your beast type, your size is the same as
your base race.
Speed. Your base walking speed of 30 feet. This speed supersedes that of your base race.
Darkvision. You see what others do not, or should not. The darkness is your friend, for in it you can
hide from prying eyes. You can see in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can’t discern colors, only shades of grey.
Inspire Disgust. You are abhorred by nearly any who lay eyes on you. When dealing with humanoids
that are not monstrous, you have disadvantage on any charisma checks.
Bestial Empathy. You have affinity with animals of your beast type and gain advantage on all checks
made to influence animals of your beast type. At level 3, you also gain the ability to communicate
simple ideas to animals of your beast type.
Immunity to Lycanthropy. You have enough were blood in you that you cannot contract any lycan-
thropic curse. At 5th level, you also gain advantage on rolls to resist all curses.
Shapechanger. You are considered a shapechanger in addition to your normal type.
Languages. You speak two common languages.

Beast Ability Score Bonus


Bear +2 Strength, +1 Constitution
Boar +2 Constitution, +1 Strength
Rat +2 Dexterity, +1 Intelligence
Tiger +2 Intelligence, +1 Strength
Wolf +2 Dexterity, +1 Strength

Natural lycanthropes have less exposure to their humanoid ancestors’ native cultures. As a result, they
only receive limited benefits from their base race as noted below.

 Humans: Increase one ability score not already increased by your Beast Type.
 Dwarves: You retain your Dwarven Resilience and Tool Proficiency traits.
 Elves: You retain your Keen Senses and Fey Ancestry traits.
 Gnomes: You retain your Gnome Cunning feature.
 Half-Elf: You gain one skill proficiency of your choice. Alternately, you can retain your Fey Ances-
try and increase your Charisma score by 1.
 Half-Orc: You retain your Menacing and Relentless traits.
 Halflings: You retain your Brave and Lucky traits.
 Dragonborn: You retain your Draconic Heritage and Draconic Resistance traits.
 Tiefling: You retain your Hellish resistance and increase your Charisma attribute by 1.

17
Wretched Ability Score Increase. Your Strength
score increases by 1, and your Constitu-
Some undead are created by chance; dark energies
tion score increases by 2.
conspire with fate to wrest unfortunate souls into a
Age. A wretched might have lived a variable
dreary unlife. Yet some undead are crafted by mor-
amount of time (not counting varied com-
tal hands. These unfortunates are usually imperfect
ponent limbs), but from the time of their
beasts, sewn together and given the spark of life by creation, they tend to survive for an average of
either focused magics or strange science. The result 60 years, though could live indefinitely if they
of these unholy efforts are known as wretched. were maintained by an expert in corpse science.
Wretched are often “born” into either a life Alignment. Wretched tend to mimic the
of servitude or abandoned by their creators, set alignment they held in life, or neutral, given
loose on an existence both incomprehensible and the strange circumstances of their existence.
unforgiving. When terrors stalk the streets daily, Non-neutral wretched can sometimes tend
wretched may fit in, though they are rarely regard- to the extremes of their moral ranges.
ed with kindness or familiarity. Size. The wretched are most often made
from plentiful humanoid corpses. Your
size is Medium.
Speed. Your base walking speed is 25 feet.
Living Construct. You occupy a place in the
natural order that is hazy at best. You are
immune to disease. You do not need to
eat or breathe, but you can ingest food
and drink to gain the benefits of doing
so. Instead of sleeping, you enter a state
of suspended animation for 4 hours each
day, looking dead and limp. You do not
dream in this state; you are fully aware of
your surrounding and notice approaching
enemies and other events as normal.
Relentless Endurance. When you are reduced
to 0 hit points but not killed outright, you
can drop to 1 hit point instead. You can’t use
this feature again until you finish a long rest.
Reviled. Wretched can never be proficient in
the skills of animal handling or persuasion.
Unnatural Resilience. You have advantage
on saving throws against being poisoned,
charmed, and gaining levels of exhaus-
tion. You also have resistance against
poison damage.
Languish in Darkness. You are vulnerable to
radiant damage but are immune to necrotic
damage. As a reaction, you can heal hit
points equal to the necrotic damage caused
by any one attack. Healing in such a way
can only be done once per long rest.
Languages. You can speak, read, and write
Common and one other language of your
creator’s choice.

18
Chapter 03 - Horror Classes
While apothecaries are effectively walking
New Class: chemical factories, they often can only create
admixtures that last for short whiles. As such,
The Apothecary they are sought after by various factions for their
The Apothecary is a curious result of the times, seen secrets and abilities. Men of the cloth can some-
by many a dabbler in arts both scientific and occult. times replicate the miracles of an alchemical brew,
The strange science into with these alchemists delve but the apothecary does so without the pretense
is at once beneficial and dangerous, representing a of divinity or moral guidelines. While this can
frontier of exploration that stands to advance the make them valuable allies and assets, the same
healing arts as well as more deadly ones. trait renders them less likely to cleave to an ethical
compass that might stay their hand from poten-
Hinging on ambient magic and the strange prop-
tially dangerous chemical discoveries.
erties of the world, apothecaries work a little magic
into their potions, whether they believe it or not,
and so the effects they produce are half-magic and Disciplined Alchemists
half-science, bound into various different forms
Despite their reputation as unpredictable mad
that distill this stray magic into a chemical form.
scientists, alchemists are scientists first, organized
But that doesn’t diminish the extreme discipline and predisposed to the methodology. Their failings
and deadly art of the Apothecary; they are well are not in being random but in the pursuit of science
studied as wizards, learning and employing their above all else. Some eschew the safety of others and
art to affect the world around them. Many are seen themselves in search of answers and discoveries but
as wandering healers, dispensing medicine to those rarely do they ply their art without a logical ratio-
in need, while others still are considered danger- nale. Those that are rendered mad are made so by
ously violent madmen waiting to dispense their the ambient sanity draining horrors, and not by their
poisons and chemicals on any who cross their path. trade. In fact, some have noticed that apothecaries
Whatever the truth, people tend to see them as a are exceptionally stable, though personal prejudices
wild card in a world beset by horror; scientists able may outshine this distinction.
to transcend the dangers that hide in the shadows,
whether for good or ill. In truth, the real danger of the apothecary is
that they are far too logical, and have a tendency
to view all situations in extreme abstract. A true
Science in Application danger and perhaps special form of madness
unique to the apothecary is the logical extremes
Apothecaries represent a strange new technology with which they view the world. Steeped in the
that eludes even the most learned men of science. science of reality, they may find no issue with
Through the dangerous practice of alchemy, they sacrificing one group for another based on a seem-
work on the edge of accepted science and suffer ingly arbitrary judgment of their worth. While
from setbacks as equally as they bask in its success. the practice of the apothecary is relatively young,
An Apothecary tends to wander, lest their eccen- at least one story has surfaced of stoic alchemists
tric nature and experimental runoff turn a commu- matching the base deeds of the most power-hun-
nity against the new science. gry wizard in horror and scope.

19
Quick Build Philter Distillation
You can make a pharmacist quickly by following Through careful arcane distillation, an Apoth-
these suggestions. First, Wisdom should be your ecary can create various distinct philters that have
highest ability score, unless you take the Surgical different delivery methods. As an apothecary, you
specialization, in which case you will want your use materials similar to a wizard’s material com-
Dexterity to be your highest ability score. Your ponent pouch to concoct philters for later use. To
second highest ability score should be Intelligence, maintain the various different chemical configura-
Constitution, or Dexterity. Second, choose the tions necessary for your philters, you maintain a
guild artisan background. Third choose the poison- manual containing the ingredients and measure-
ous censer and friend dart byproducts, along with ments that create specific philters. These philters
the following 1st-level philters to add to your guild use the same rules as spellcasting except when
book: healing potion, and sleep. noted. See Chapter 10 in the Player’s Handbook
for the general rules. Replace any usage of the
Class Features word “spell” with “philter”, “cantrip” with “byprod-
uct”, and “spellcasting” with “employing a philter”,
As a Pharmacist, you gain the following class features.
save for the following differences.

Philter can be created by using an alchemy lab.


Hit Points Each philter can be made into one of four forms.
The apothecary’s philter list is annotated to show
Hit Dice: 1d8 per Pharmacist level
the forms that each can take. For example, philters
Hit Points at 1st Level: 8 + your Constitution that affect an area can only be made into smoke
modifier
bombs, and oils must be applied topically can only
Hit Points at Higher Levels: 1d8 (or 5) + your be made into potions. Any philter effect requiring
Constitution modifier per Pharmacist level after 1st concentration still requires concentration. Philters
for spells requiring somatic or verbal components
instead require “special admixture” and a “formula
reading” respectively, and these philters are in all
Proficiencies respects treated the same as the spells they mimic.
Armor: Light armor, shields
Weapons: Simple weapons, hand crossbow
 Doses take the form of a glass vial that allows
Tools: Poisoner’s Kit, Medical Kit, Herbalism
a philter to be thrown, and to hit another
Kit, Alchemy lab.
creature(s) within 5 feet of the target. Philters
Saving Throws: Constitution, Wisdom for spells with a range further than touch can
Skills: Choose two from Deception, Medicine, be thrown. The maximum range for such a
Nature, Perception, Sleight of Hand, and Survival philter is 100 feet.
 Drams must be swallowed, and require either
a willing or incapacitated target to be ingested.
Equipment Alternately, they may be poured on objects.
You start with the following equipment, in ad-  Smoke Bombs encompass the area of a
dition to the equipment granted by your back- given philter. Unless the philter effect causes
ground: poor visibility, the smoke bomb does not
otherwise obscure anything, and merely
 (a) a crossbow, or a (b) a mace or (c) a dagger
appears as a light mist or just an invisible
 (a) studded leather armor, or (b) padded
scent. Certain philter effects are delivered
leather armor and a shield
by smoke bombs but are not dependent on
 (a) a scholar’s pack or (b) an explorer’s pack
targets remaining inside of the smoke bomb
 A manual for the effect to persist.
 An alchemy lab
20
Apothecary Class Features
Proficiency Byproducts
Level Features
Bonus Known
1 +2 Philter Distillation, Resistance 2
2 +2 Potion Brewing 2
3 +2 Field of Specialty 2
4 +2 Ability Score Improvement 3
5 +3 Resistance Improvement 3
6 +3 Field Feature 3
7 +3 -- 3
8 +3 Ability Score Improvement 3
9 +4 Resistance Improvement 3
10 +4 Field Feature 4
11 +4 -- 4
12 +4 Ability Score Improvement 4
13 +5 Resistance Improvement 4
14 +5 Field Feature 4
15 +5 Paradoxical Reaction 5
16 +5 Ability Score Improvement 5
17 +6 Resistance Improvement 5
18 +6 -- 5
19 +6 Ability Score Improvement, Resistance Improvement 5
20 +6 Reckless Abandon 5

 Oils require blood contact and can coat a


weapon. An apothecary can prepare an oil and Manual
coat a weapon as a bonus action. Certain oils At 1st level, you have a manual containing two
can be delivered by touch (as noted below) and 1 level philters of your choice. This book contains
st

require only skin contact and can be delivered all your known philters and must be referenced in
subtly with a Dexterity (Sleight of Hand) order to construct an item based on a philter.
check. Unless otherwise stated, a coating of
oil loses its potency 1 minute after coating a The Pharmacist table shows how many philter
weapon. Oil Philters with a range of touch can slots you have to use your philters of 1st level and
only be placed on melee weapons. higher. To use one of these philters you must
expend a slot of the philter’s level or higher. You
Byproducts regain all expended philter slots when you finish
a long rest. Like spells, philters can be made and
When combining numerous chemicals and un-
used with a higher level philter slot than required
guents, an apothecary has so much leftover material
and can give an increased effect as per the same
that it creates chemical waste. An apothecary special-
spell effect.
izes in using these castoff materials to fashion weak but
plentiful reagents and generally has a near unlimited
You prepare the list of pharmacist philters that
supply of these odd concoctions. At 1st level, you know
are available for you to use. You choose a number
2 byproducts of your choice from the Pharmacist phil-
of philters from your manual equal to your Wis-
ter list. You learn additional Pharmacist byproducts of
dom modifier + your Apothecary level (minimum
your choice at higher levels as shown in the “Byprod-
of 1 philter). The philter must be of a level for
ucts Known” column of the Pharmacist table. Byprod-
which you have philter slots.
ucts otherwise work in the same manner as cantrips.
21
You can change your list of prepared philters
Field of Specialty
when you finish a long rest. Preparing a new list of
When you reach 3rd level, you choose a specializa-
philters requires time spent studying your manual
tion, shaping your usage of philters throughout
and memorizing the ratios, ingredients, and timing
your career. You gain an additional feature at levels
you must make to create an item from the philter:
6, 10, and 14. Some of the possible specializations
at least 1 minute per philter level for each philter
are the Chemist, the Forensic Specialist, and the
on your list.
Internal Doctor.

Philter Using Ability Preserve Dram


Wisdom is your “Philter using ability”, which is When you reach 3rd level, you gain the ability to
the equivalent of a “spellcasting ability” for your preserve drams for philters that are designated as
Philters. You are able to use your careful study and drams that are on your philter list. These drams
experience to recreate various liquid distillations have similar guidelines to those of scrolls and their
of potent force. You use your Wisdom whenever
a philter refers to your “philter using ability”, or a
spell refers to your “spellcasting ability”. In addi-
tion, you use your Wisdom modifier when setting
the saving throw DC for philters you can use, and
when making an attack roll with one.

Philter save DC = 8 + your proficiency bo-


nus + your Wisdom modifier
Philter attack modifier = your proficiency
bonus + your Wisdom modifier.

Learning Philters of 1st Level and


Higher
Each time you gain an apothecary level, you can
add two philters of your choice to your manual.
Each of those philters must be of a level for which
you have philter slots, as shown on the Pharma-
cist table. On your adventures, you might find
other philters or spells. You are able to convert any
found spell scroll to a philter if that spell is also
found on the apothecary’s philter list.

Resistance
At level 1, your studies as a pharmacist have
granted you resistance to poison damage. At level
5, you become immune to the poisoned condition.
At levels 9 and 13, you gain an additional resis-
tance to a damage type; choose between Thunder,
Psychic, Radiant or Necrotic. At level 17, your
damage resistance to poison becomes immunity to
poison damage.

22
value (see the Magic Items- Spell Scroll). To craft 1: The target receives the effects of a harm spell
a preserved dram, you must expend resources equal in addition to all of the philter effects.
to the dram’s level, as described in the following 2-5: One of the philters does not work (roll a d6
table. You make 50 gp worth of progress each day. to determine it randomly)
Preserved drams for levels 6 through 9 cannot be 6-10: Roll on the wand of wonder table. The
crafted through this ability, and usually require target of the philters is considered the target
specific formulae, rare components that are in of the wand.
addition to those required by the spell, and are 11-15: The target receives the effects of an eyebite
usually prohibitively expensive in terms of the time (roll a d6 to determine which of the eyebite
and resources needed. Preserved drams are always effects afflicts the target).
treated as having the effect of the lowest spell slot 16-19: The target suffers no negative conse-
at which the philter can be created. quences.
20: The target receives the benefits of a heal spell
Spell Level Resources Expended in addition to all of the philter effects.
1st 50 gp
2nd 100 gp Fields
3rd 300 gp Field of Chemistry
4th 600 gp
All Apothecaries are well versed in chemical
5th 1000 gp
admixtures and effects, but only those specialized
in the field of Chemistry are able to delve into the
Ability Score Improvement secrets and discoveries that separate dabblers from
When you reach 4th level, and again at 8th, 12th, visionaries. This field offers many advantages that
16th, and 19th level, you can increase one ability score focus on the unknown combinations and undis-
of your choice by 2, or you can increase two abil- covered formulae that raise the Apothecary’s craft
ity scores of your choice by 1. As normal, you can’t to new heights.
increase an ability score above 20 using this feature.
Common Philters. At 3rd level, you begin to
Paradoxical Reaction learn new methodologies that change your approach
to philter creation. You can employ the effects of
At level 15, you gain the ability to radically change
philters with the “common” tag without using up a
the effect of a philter, usually in a paradoxical way.
philter slot, but your efforts do not create a philter;
You can create a philter that has an opposite ef-
rather, you simply concoct the effects and deliver
fect. For example, a philter that normally confers a
them as a dram. This process adds 10 minutes to the
specific condition can instead cure it. Some effects
time it would normally take to employ the prepared
have no clear opposite and may have a random
philter. Common philter effects cannot be altered
effect (as per the wand of wonder). Byproducts can-
by any ability that changes the range or targets of
not be affected in this way. You can use this ability
a philter. Common philters are always made at the
as many times as your Wisdom ability score bonus,
lowest required philter slot level.
and regain those uses after a long rest.
Chemical Combinations. At 6th level, your
specialization in the admixture of chemicals has
Reckless Abandon helped you realize new and interesting combina-
At level 20, you can choose to use two or three
tions. Once per day, you are able to create a spe-
philters on yourself, or a willing or unconscious
cialty philter that defies the normal rules; you can
target. If you do so, the target receives the effects
make any philter into either an oil, a dose, a dram,
of the philters and must roll a D20. Consult the
or a smoke bomb. Philters created in this way
following table for the result.
work slightly differently, as follows. At 8th level,
you can create an additional specialty philter

23
Preparing and Using Philters
Apothecary Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 -- -- -- -- -- -- -- --
2 3 -- -- -- -- -- -- -- --
3 4 2 -- -- -- -- -- -- --
4 4 3 -- -- -- -- -- -- --
5 4 3 2 -- -- -- -- -- --
6 4 3 3 -- -- -- -- -- --
7 4 3 3 1 -- -- -- -- --
8 4 3 3 2 -- -- -- -- --
9 4 3 3 3 1 -- -- -- --
10 4 3 3 3 2 -- -- -- --
11 4 3 3 3 2 1 -- -- --
12 4 3 3 3 2 1 -- -- --
13 4 3 3 3 2 1 1 -- --
14 4 3 3 3 2 1 1 -- --
15 4 3 3 3 2 1 1 1 --
16 4 3 3 3 2 1 1 1 --
17 4 3 3 3 2 1 1 1 1
18 4 3 3 3 3 1 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1

 A dram created in this way confers disad- Potent Philters. At level 10, you can concentrate
vantage on saving throws to avoid its effects. your philters to deliver amazing effects. You can
Some creatures can be fooled into drinking it, choose an effect from the following list but must use
though you could also deliver this dram to an a philter slot at least one level higher than normal.
incapacitated foe. These changes can be applied when you employ a
 A dose created this way gains a range of 60 philter’s effects. If a philter has an effect when used
feet if the philter effect did not already have a with a higher philter slot, you combine that effect
range greater than “self ”. You must make a spell with one of the following effects. Byproducts cannot
attack roll even if the original effect does not
be affected by the potent philter ability.
call for one; spell attacks made to grant allies a
beneficial effect are made with advantage.
 An oil created in this way works as normal  Extend Philter. A philter lasts twice as long
but can be integrated into an attack. This oil as normal.
can also be delivered by touch, requiring only  Quickened Philter. You can employ a philter
skin contact to work. Oils made through this as a bonus action if that philter can normally
ability have advantage on Dexterity (Sleight be employed in 1 action. You cannot apply this
of Hand) checks made to subtly deliver the effect to a philter that is also an oil.
philter’s effects. Applying such an oil in com-  Subtle Philter. Philters with somatic or verbal
bat is considered an action. components no longer have them. By quickly
 A smoke bomb created in this way grants a sprinkling the contents of a philter on a person,
spell a 10-foot radius effect. Spells with a du- you may subtly deliver the effect without them
ration greater than instantaneous now require realizing that you were responsible. Your GM may
concentration if they did not already require require a Dexterity (Sleight of Hands) roll con-
concentration. tested against the targets Wisdom (Perception).
24
 Jagged Philter. This effect can only work on Forensic Mark. At 6th level, you gain the ability
doses. When delivered, a philter shatters and to place a special alchemical mark on an opponent.
deals an extra 1d6 piercing damage. This dam- By expending a 1st level philter slot, you can use
age increases to 2d6 when you reach 5th level, a spell attack roll to throw a dose-like philter on a
3d6 at 11th level, and 4d6 at 11th level. creature. For the first 1d4 rounds of combat after a
creature is marked, you receive advantage on attacks
Recombinant Chemistry. At level 14, you can against that creature. Additionally, the mark cre-
combine two philters into one, provided they are ates an aura on the creature that only you can sense
of the same delivery type (e.g. two doses, two through a special alchemical lense meant for such
smoke bombs). One of the philters must be of level purposes. Removing the mark requires either an
1 or 2, but the second philter can be of any level alchemical solvent or a remove curse spell. You gain
philter that you can employ. This effect only uses advantage on Wisdom (Insight) and Intelligence
up a philter slot equal to the highest effect that is (Investigation) rolls to find and identify a marked
employed; it does not use two separate slots. The creature. This ability can be used once, and you re-
target or targets are affected by both philters at gain the ability to do so after finishing a long rest.
once but can make multiple saves against disparate
negative effects. The combined philter is employed
Embalmer. At 10th level, you gain the ability to
using the longest “casting time” of either philter
infuse your weapon strikes with poison. Once on
but otherwise takes no longer to employ than nor-
each of your turns when you hit a creature with a
mal. You can use this ability once, and regain the
weapon attack, you can cause the attack to deal an
use of this ability after a long rest.
extra 2d6 poison damage to the target. When you
reach 14th level, the extra damage increases to 3d6.
Field of Forensics
Some Apothecaries specialize in the field of
Forensic Expert. At 14th level, you can blend
forensics, wanting to turn their craft to the ef-
your forensic abilities with your philters. You can
forts of quelling the murders and crimes that can
add your Forensic Mark ability to any 3rd level
plague the disquiet of urban centers. While many
or lower philter that targets one creature. You can
such specialists eke out a living through analysis
also use your Forensic Mark a total of three times
of criminal activity, others are self-styled trouble-
before needing to take a long rest. In addition,
shooters that relish in the challenge of fighting
your Analyze Scene ability now no longer requires
crime with their wits and abilities.
an expenditure of a philter slot.

Analyze Scene. When you gain this field of


Field of Internal Medicine
specialty at 3rd level, you can use your alchemy lab
to determine information relating to the scene of a Some Apothecaries have seen the potential synergy
crime, particularly related to the death or injury of between alchemy and medicine and decided to put
others. By expending a 1st level philter slot as an them to the test. Alchemical medicine is at best an
action, you gain advantage on Wisdom (Medicine), untested field, but at worst a series of trial and er-
Wisdom (Insight), or Intelligence (Investigation) ror experiments that can do more harm than good
rolls. You can use this ability as often as you are to the test subjects. All the same, the dedication of
willing to expend philter slots. In addition, you can those in this field is admirable; many such Apoth-
spend 10 minutes using your alchemy lab to recre- ecaries will test numerous medicines on themselves.
ate the effects of the detect poison as per the spell.
Experimental Medicine. At 3rd level, you gain
Bonus Proficiency. Also at 3rd level, you gain pro- the ability to experiment with various philter
ficiency in the Insight and Investigation skills. effects. Whenever you grant a beneficial philter
ability to an ally, you can confer the effects of
the lesser restoration spell, but doing so grants the

25
target a level of exhaustion. Levels of exhaustion
granted by this ability cannot be removed with
Apothecary Philters
*Common Philters only apply to Chemist Apoth-
this ability. At 10th level, this ability can instead
ecaries
act as a greater restoration spell. At 15th level, this
ability no longer confers a level of exhaustion on **Spell found in this book
its intended target.

Byproducts (0 LEVEL)
Questionable Dosage. At 6th level, you can Acid Splash (Dose)
confer beneficial philters with alacrity. You can Bellow of the Grave (Dram)**
combine two philters when employing them on an
Chill Touch (Dose)
ally. One philter must heal damage, and one philter
Guidance (Dram)
must grant a benefit with a duration (i.e. healing
Poison Spray (Dose)
word and enhance ability). You only expend a phil-
ter slot for the highest level philter that is part of Produce Flame (Dram)
the effect, and you can combine two philters effects Resistance (Dram)
that require concentration. Combining philters in Spare the Dying (Dram)
this way confers a level of exhaustion on the target. Vicious Mockery (Dose)
If you are the target of this special philter, your
exhaustion level is removed after 1d4 rounds. 1st LEVEL
Charm Person (Oil, can be delivered by touch)
Internal Balance. At level 10, you are able to use Color Spray (Smoke Bomb)
a creature’s own natural healing abilities to restore Command (Dose)
their internal balance, curing your allies of wounds Comprehend Languages (Dram) Common
or maladies. By expending 3 of your own hit dice
Cure Wounds (Dram)
and a 1st level philter slot during a short rest, you
Detect Evil and Good (Dram)
can maximize the amount of hit dice healing for
one ally when they spend their own hit dice to heal Detect Poison and Disease (Dram) Common
themselves. You can also use an action and expend Expeditious Retreat (Dram)
a 2nd level philter slot to allow an ally to expend False Life (Dram)
5 of their own hit dice and heal a negative condi- Feather Fall (Dose)
tion on themselves. If the condition is the result Fog Cloud (Smoke Bomb)
of a curse or powerful spell of 5th level or higher, Healing Word (Dose)
the ally must make a new saving throw, ending the Heroism (Dram)
effect on a success. You can use this ability as often
Hideous Laughter (Dose)
as you can afford to do so, but you can only affect
Inflict Wounds (Dose, Oil)
an ally with one of these effects per short rest. You
cannot benefit from either of these effects. Jump (Dram)
Purify Food and Drink (Dram) Common
Ray of Sickness (dose)
Critical Care. At 14th level, your ability to de-
Sleep (Smoke Bomb)
liver healing is maximized. Whenever you employ
a philter that requires a roll to deliver healing, you
instead use the highest number possible for each 2nd LEVEL
dice. For example, if your philter would normally Aid (Dram)
heal 2d4 damage, it heals 8 instead. Addition- Augury (Dram) Common
ally, any time you employ a philter that removes a Barkskin (Dose)
condition, it now removes an additional condition Blindness/Deafness (Dose, Oil)
as well. This applies to philters modified by your
Darkvision (Dose)
Experimental Medicine ability.
Enhance Ability (Dram, Dose)
26
Gentle Repose (Dram) Common Greater Restoration (Dram)
Prayer of Healing (Dose) Mass Cure Wounds (Smoke Bomb)
Protection from Poison (Dram, Dose) Modify Memory (Dose, Oil)
Ray of Enfeeblement (Dose) Raise Dead (Dram)
See Invisibility (Dram)
Spider Climb (Dose) Common 6th LEVEL
Suggestion (Dose, Oil- can be delivered by Flesh to Stone (Dose, Oil)
touch)
Harm (Dose)
Zone of Truth (Dose, Smoke Bomb) Common
Heal (Dose)
Hero’s Feast (Dram- created 12 drams)
3rd LEVEL
Mass Suggestion (Smoke Bomb)
Animate Dead (Dram)
Mislead (Dram)
Deathly Form (Dram)**
True Seeing (Dram)
Fear (Dose, Smoke Bomb)
Feign Death (Dram) Common
7th LEVEL
Haste (Dram, Dose)
Delayed Blast Fireball (Dose)
Hypnotic Pattern (Smoke Bomb)
Finger of Death (Dose, Oil)
Howl of the Beast (Dram)
Prismatic Spray (Smoke Bomb)
Mass Healing Word (Smoke Bomb)
Regenerate (Dram)
Protection From Energy (Dose)
Resurrection (Dram)
Revivify (Dram)
Simulacrum (Special- Dram that is poured over
Slow (Dose) the material components)
Speak with Dead (Dram) Common
Stinking cloud (Smoke Bomb) 8th LEVEL
Tongues (Dram, Dose) Common Dominate Monster (Dose)
Vampiric Touch (Oil) Feeblemind (Dose)
Water Breathing (Smoke Bomb) Common Glibness (Dram)
Incendiary Cloud (Smoke Bomb)
4th LEVEL Mind Blank (Dram)
Blight (Dose) Power Word Stun (Dose)
Compulsion (Dose, Oil- can be delivered by
touch)
9th LEVEL
Confusion (Smoke Bomb)
Foresight (Dram)
Death Ward (Dram)
Mass Heal (Smoke Bomb)
Divination (Dram) Common
Plague Touch (Oil)** Power Word Kill (Dose)
Stoneskin (Dose) True Resurrection (Dram)

5th LEVEL
Awaken (Dram) Common New Items
Cloudkill (Smoke Bomb) Alchemy Lab (tool): An alchemy lab allows a
Commune (Dram) Common pharmacist to concoct drams, doses, smoke bombs
Contagion (Dose, Oil) and oils. It is a small doctor’s bag full to the brim
Dominate Person (Dose) with ingredients and small tools.

Dream (Dram) Common


27
Archetypes of Horror Primal Path:
Though many of the current archetypes are suit-
able for play in horror games, the following arche- Possessed Berserker
types have an element of corruption or darkness in While many barbarians are simply powerful
them, making them more suitable for players that combatants that can focus their anger as a weapon,
exist in worlds that are untouched by purity or there are those poor souls that are possessed by
hope, but instead, are tainted with darkness. strange forces that coerce them into anger and
conflict. Many of these possessed are prone to
forgetting their own monstrous acts, while some
are unlucky enough to be aware of these acts while
otherwise powerless to stop them. Sometimes it
is a magical compulsion, at other times it is a sen-
tient entity that takes of these cursed individuals.
Whatever the source, the possessed berserker tends
to seek danger, either in hopes that their frenzy
finds a justified target, or perhaps that they meet
their match in battle, as well as their own end.

Saving Throws. Some of your Possessed Ber-


serker abilities will require a saving throw (either
from you or your opponents). The DC is calculated
as follows:

Ability save DC = 8 + proficiency bonus +


Constitution modifier.

Possessed
At level 3, you begin to lose control of your rages,
and can sometimes black out during a rage. When-
ever you enter a rage, you can no longer elect to
end it early. In addition, you must choose a super-
natural affliction that defines your ability to rage.
This decision does not change once you select it,
and will determine the abilities of your primal path.

 Possessing Entity. This entity, though mys-


terious, represents an otherworldly force that
haunts you and influences your urges. Choose
from aberration, fiend, or undead. The first time
in a combat that you attempt to rage and are
in the presence of a creature of this type you
must make a Wisdom saving throw against your
ability save DC. On a failure, you cannot initiate
a rage for 1d4 rounds, after which you can rage
normally without the need for a saving throw.
 Supernatural Curse. A magical force is
the source of your rage, whether initiated
by a sentient malevolence or acquired from
28
a lingering negative ambiance. If there are from a 3rd level slot). You may explicitly target
no hostile combatants left during your rage, yourself with bestow curse. As long as you se-
you must make a Wisdom saving throw. On lect a target, you to ignore the confusion effect.
a failure, you act as if affected by the spell  Unholy Lineage. You can turn the opinions
confusion. As per the spell, you can make a of others into an advantage. As you begin
new saving throw at the end of each of your to master your rage, you can also shape the
turns to end the effect. opinion of others. You may either be seen
as a dark hero, beloved by the downtrodden,
 Unholy Lineage. Some aspect of your blood-
or as a dangerous conqueror, to be feared
line is tainted and causes your erratic behavior.
but also respected. In either case, you are no
When you enter your rage, your appearance
longer required to keep a wretched lifestyle,
changes to resemble some manner of monster.
nor are you at a disadvantage on Charisma
Tales of your monstrous acts become a thing
checks. In addition, you gain advantage on
of rumor and disdain, and you are greeted intimidate skill checks and may use Strength
with hostility and mistrust wherever you go. in place of Charisma.
Your lifestyle is automatically Wretched, and
you cannot pay to increase it. You are also at a Rage Manifest
disadvantage on Charisma checks, except on
At level 10, you gain the ability to resist and con-
in respect to the Intimidate skill.
trol the forces that exert their will upon you. You
may now voluntarily end your rage, and doing so
Supernatural Will does not bestow any negative effects. In addition,
Also at level 3, your rage renders you more resis- any time your rage would end early, or you expend
tant to outside influences, thanks to the one already a use of your rage to cast suggestion spell, specifi-
coercing your emotions. During your rage, you cally worded to attack a specific target or group.
become immune to any possession attempts (such Those that fail their saving throw and follow the
as from the spell magic jar or the special ability of compulsion also gain the benefits of a barbar-
a ghost). Additionally, you gain advantage on any ian’s rage, which ends when the suggestion ends
saving throws against effects that would impart the Similarly, the effect of suggestion ends if the rage
following conditions; charmed, frightened, para- ends. A suggestion spell cast in such a way does not
lyzed, stunned. At level 8, the listed conditions are have a material component and has a duration of
suspended for the duration of your rage, and you can 10 minutes or until it ends prematurely when the
rage even if one of those conditions would prevent target of the rage reaches 0 hit points.
you from doing so.
Chain the Master
Otherworldly Influence At level 14, you have finally overcome the influ-
At level 6, you gain the ability to resist or ben- ence that once controlled your dark impulses. You
efit from your otherworldly powers as you start gain the following feature based on the type of
to master your situation. You gain the following power behind your rage.
feature based on the power of your rage.
 Possessing Entity. You gain the ability to
 Possessing Entity. For the duration of summon creatures, assuming the role of
your rage, you gain advantage to attack the master over the creatures that treated you as
creature type you have chosen at level 3. Ad- a puppet. When you rage, you also manifest a
ditionally, you may now rage in the presence creature of the type that you selected at level
of such creatures without the need to make a 3, of a CR between 1 and 3 (e.g. bearded devil,
saving throw. gibbering mouther, wight). The summoned
 Supernatural Curse. Any time you would creature also gains the benefits of a barbarian’s
gain the effect of confusion as a result of your rage. The creature disappears when your rage
rage ending, you can choose one target upon ends. At level 18, the CR range becomes 3-5.
which to cast the spell bestow curse (cast as if  Supernatural Curse. You no longer suffer
29
from confusion as a result of your rage. In
addition, when your rage begins, you can cast Bonus Proficiencies
bestow curse (now using a 5th level slot) on one When you join the college of tragedy at level 3,
creature. You can no longer cast bestow curse you gain proficiency in shields, and martial weap-
when your rage ends. ons, and the poisoner’s kit.
 Unholy Lineage. You are considered a scion
among men, either because of your strange
lineage or despite it. You gain advantage on all Tragic Word
Charisma checks, and your lifestyle expenses At level 3, you gain the ability to cast doom upon
are automatically comfortable without having
others with but a few words or notes. As a reac-
to pay to maintain it. In addition, you gain a
tion, you can designate an enemy that has taken
frightful presence when you rage. When you
damage, and deal extra damage to them. By
begin your rage, your monstrous appearance
expending one of your uses of Bardic Inspiration
causes all hostile creatures that can see or hear
you to make a Wisdom saving throw. On a to roll your Bardic Inspiration dice, adding the
failure, they gain the frightened condition for result as psychic damage. At level 8, you roll twice
1d4 rounds. as many Bardic Inspiration dice for the purposes
of this ability.

Bard Archetype:
Dirge of Woe
College of Tragedy At level 6, you can use your Countercharm to
Many entertainers dwell in the realm of sorrow, frighten foes. If you use your Countercharm to
delivering dirges and sorrowful sonnets that clench inspire fear, you and your allies gain advantage to
hearts even as they pull them. Some sing as harbin- all Charisma (Intimidation) checks. In addition,
gers of tragedy as morose spectators, or perhaps as your allies are instead immune to the frightened
knowing participants in the march of doom. condition for the duration of the song (but gain no
benefit against charmed effects).

Friend of Despair
At level 14 you gain immunity to necrotic damage
and poison damage. Additionally, you may expend a
Bardic Inspiration when you target an enemy with a
spell or effect that would cause the frightened condi-
tion. If you do so, that enemy has disadvantage on the
roll to resist the condition.

Cleric Archetype:
Entropic Domain
Priests can worship nearly anything, and broad
concepts hold as much power as singular pantheistic
deities. Among those concepts resides one that may
eclipse all others; the inevitable march of entropy.
The worship of doom and decay is perhaps older than

30
sentience, and the recognition of its inexorable might
Entropic Force
is evident in every facet of life. Followers of these ab-
At level 6, your spells are touched with dark energy.
stract forces can either worship a powerful intermedi-
When you cast a spell that deals damage, you can
ary that represents entropy, or they can instead devote
spend your bonus action to modify the spell to treat
themselves to it directly. Though some of the devout
any 1 on the damage dice as 2. When you modify
are responsible worshippers, recognizing the natural
a spell in this way, all of the damage becomes ne-
order and the place that entropy occupies, others view
crotic instead of its normal type. If the spell already
themselves as nihilistic agents of the end times. In
dealt necrotic damage, you can instead treat any
either case, entropists are given wide berth.
1 or 2 on the damage dice as 3. Modifying a spell
uses up your reaction for the round, but does not
Level Spells otherwise affect the casting time.
1st bane, inflict wounds
3rd ray of enfeeblement, shatter Staring into the Void
5th bestow curse, vampiric touch At level 8, you gain a resistance to necrotic dam-
7th blight, phantasmal killer age. Additionally, once on each of your turns when
9th anti-life shell, cloudkill you hit a creature with a weapon attack, you can
cause the attack to deal an additional 1d6 necrotic
damage to the target. When you reach 14th level,
Bonus Proficiencies the damage becomes 2d6.
When you choose this domain, you gain proficien-
cy in the Deception and Intimidation skills. Disciple of Oblivion
At level 17, you gain immunity to necrotic dam-
Shared Loss age, as well as immunity to the frightened condi-
tion. Creatures have disadvantage when resisting
At level 1, you also gain the ability to inflict sympa-
your spells that deal necrotic damage or confer the
thetic harm on creatures near you. When you cast
frightened condition.
inflict wounds, you can choose to alter the spell to af-
fect all creatures within 5 feet of you. At level 5, you
can instead choose to alter inflict wounds to affect a
10 foot square at a range of 60 feet. Once you use
this feature, you cannot use it again until you com-
Druid Circle: Circle of
plete a long rest. When you alter the spell in such a Primordial Might
way, you take 1d8 necrotic damage. This damage can
Just as there is beauty and tranquility in nature,
be reduced or negated by resistance or immunity to
so too is there fury and strength. Druids are often
necrotic damage. At level 15, you can use this ability
servants to both. Occasionally, a druid will steep
again after finishing a short or long rest.
himself in the destructive forces that define nature
as unforgiving and deadly. Some aspects of nature
Channel Divinity: Shroud of Death are corrupting, violent, and decidedly evil. The
Starting at level 2, you can use your Channel Di- Circle of Primordial Might is composed of these
vinity to quicken the march of entropy by focusing druids. From elemental gods that demand timely
the energies of death. When a creature dies within sacrifices to raw predatory hunger that drives wan-
30 feet of you, you can use your Channel Divin- ton bloodshed, this circle is either a driving force
ity as a reaction to regain spell slots equal to the or a decisive servant to the demands that nature
creature’s Constitution modifier (minimum 1). At imposes wantonly.
level 2, you can regain only 1st level spell slots in
this way. At level 10, you can regain 1st or 2nd
level spell slots. You cannot regain more spell slots
in this way than your normal maximum.
31
Primal Points Elemental Wild Shape
At level 10, you can spend 5 primal points when
At level 2, you gain a number of Primal Points
using Wild Shape to transform into an air el-
equal to your Druid level. These points are used to
emental, an earth elemental, a fire elemental, or
power various abilities that you gain through the
a water elemental. You cannot gain any benefits
Circle of Primordial MIght. You regain expended
from your Force of Nature ability when assuming
points after finishing a long rest.
an elemental shape. At level 20, the cost for this
ability is reduced to 1 primal point.
Force of Nature
At level 2, you begin to channel deadly primordial
Nature’s Fury
forces. When you wild shape, you can spend 2 pri-
mal points to add an elemental nature to the form Starting at level 14, your destructive powers
that you take, appearing like an elemental beast. grow to monstrous proportions. As an action, you
Use the following guidelines to alter the beast can spend 5 primal points to summon 3 sham-
form that you take. bling mounds. This summoning explicitly requires
your concentration. Each shambling mound
appears on an unoccupied space within 30 feet of
Air. You gain damage resistance to lightning or
you and can act on your initiative on your next
thunder (you choose when you assume the form).
turn. The shambling mounds remain for 1 hour
While in this form, you can use the dash or dis-
or until dispelled. If you should lose concentration
engage action as a bonus action. At 8th level, your
on this effect, the creatures go berserk and attack
beast form gains a fly speed of 40 feet, even if it
everything in a random path of destruction. You
could not normally fly.
can willingly dispel these creatures at any time
Earth. You gain damage resistance to acid. Your as a bonus action by spending 1 primal point per
armor class cannot be lower than 14. shambling mound you wish to dispel.

Fire. You gain damage resistance to fire. Your


natural weapon attacks deal an additional 1d4 fire
damage. This damage increases to 1d6 at level 8.

Water. You gain damage resistance to cold. You


have advantage on all Strength (Athletics) and Dex-
terity (Acrobatics) checks and can squeeze through a
space as narrow as 1 inch without squeezing. At 4th
level, this ability also confers water breathing and a
swim speed of 40 feet, even if the form you chose
does not have those abilities.

Elementalist
When you reach level 6, you become better
versed in the destructive elemental forces. Add
to your spell list the following spells: acid arrow,
burning hands, f ireball, lightning bolt, scorching ray.
While these spells are prepared, you can explicitly
cast these spells while in wild shape without hav-
ing to supply material or somatic components, but
you must spend primal points equal to the spell’s
level each time you do so.

32
timidate nearby enemies with a bestial howl. Each
Fighter Archetype: creature within 10 feet of you must make a Wis-
dom saving throw. Those that fail are frightened.
Undead Destroyer Undead that are immune to being frightened must
Men at arms fight whatever threatens their exis- still make a saving throw but do so with advantage.
tence, even if these threats take the form of undead Once you have used this ability, you cannot use it
horrors. Some fight their entire lives to push the again until you have benefited from a long rest.
risen dead back into the shadows, at times jumping
into the darkness to slay these enemies once and
for all. The Undead Destroyer does just that, and
Stillness in Death
revels in the fight against such creatures, relishing
in the extermination of the undead and has learned At level 15, you gain the ability to hinder the
secrets that aid in the fight against the tides of movement of the undead. If you make an attack
these abominations, as well as any living allies that on an undead creature with a piercing weapon, you
the undead may command. can attempt to pin the creature in place. If your
attack hits, the creature must make a saving throw,
becoming restrained on a failure. On its turn, the
Saving Throws. Some of your archetype abili-
creature can use an action to pull the weapon out,
ties require your target make a saving throw to
taking 10 piercing damage in the process, and
resist the ability’s effects. The saving throw DC is
lose the restrained condition, but their speed is
calculated as follows:
halved for 1d4 rounds. This ability does not work
against creatures that have a damage resistance or
Maneuver save DC = 8 + your proficiency bonus immunity to piercing attacks. You cannot use the
+ your Strength or Dexterity modifier (your choice) weapon again until it has been pulled free and you
recover it. At the GM’s suggestion, the weapon
may be broken in the process of being pulled out.
Torch-wielder
At 3rd level, you are considered proficient with a
torch. In your hands, it is a light finesse weapon that Scourge of the Undead
deals 1d6 fire damage. At level 8, you can use your ex-
At level 18, when you use your Second Wind,
pertise and 50 gold worth of materials to craft special
you can choose to end one of the following ef-
torches that burn brighter and deal 1d8 fire damage.
fects: poisoned, paralyzed, any one disease. You
If you wield a magic weapon that deals fire damage,
can also activate your Second Wind even if you
you may increase that damage by an amount equal to
are otherwise unable to take actions. Finally, you
your proficiency bonus.
gain resistance to any weapon damage caused by
undead creatures.
Against the Countless Dead
At 6th level, you gain the ability to fight with ef- Monastic Tradition:
ficiency against the throngs of undead. If you miss an
attack, you may use your reaction to attempt an attack Corrupt Contemplative
on another adjacent undead creature. At level 9, this
A corrupt contemplative monk has either gone
ability extends to all creature types.
mad by meditating on mind-bending horrors, or
who has come to a cold enlightenment that leads
Howl of Death to the end of all things. Such meditative warriors
are cold-hearted killers that smell of blood and
At level 10, your experience fighting the undead
move with the grace of a predator. A death-centric
has granted you a preternatural ability to strike
monk that eschews compassion for the purity of
fear in others. As an action, you can attempt to in-
thought and action.
33
duced to 0 hit points. If it succeeds, it takes 10d10
Efficient Executioner
necrotic damage.
At level 3, you gain the ability to deal death
You can have only one creature under the effect of
swiftly, and fell opponents with as little movement
a Touch of Death at a time. You can choose to end
as possible. When you hit a creature with a weapon
the vibrations harmlessly without using an action.
attack, and their hit point total is less than your
potential maximum damage, your unarmed attack This ability is otherwise identical to the Quiver-
deals maximum damage to that creature. At level ing Palm technique for the Way of the Open Hand
8, you can spend 2 ki points to deal maximum monastic tradition.
damage on all attacks for 1 round, regardless of a
target’s hit point total. This ability does not affect
damage other than your unarmed attack, such as a Paladin Oath: Oath of Light
paladin smite or a rogue sneak attack.
The lightbringer paladins take an oath to the light,
but they are not usually bound to a god of the sun.
Thrill of the Kill Rather, they represent the light that holds back
the darkness, and each of those paladins embodies
At level 6, you gain the ability to revel in the
the efforts to beat back the shadows that threaten
death of your enemies. When your attack causes a
to swallow the world. The oath of light is one of
creature to die, you can use a reaction to regain ki
dedication to the cause of fighting and defending,
points equal to that creature’s Constitution modifier
and while it is violent by nature, the tenets of this
(minimum of 1). Once you use this feature, you can-
oath are of love and purity. They forge themselves
not use it again until you finish a long rest.
into a weapon of light through the struggle with
darkness, both within the hearts of people and of
the unspeakable horrors that lurk within the edges
Inimical to Life of sight and sanity.
When you reach level 11, your body becomes
a poison factory, and your very touch can wither
your opponents with a deadly venom. Once per Tenets of Devotion
turn, your unarmed attacks deal an additional 1d6
Though slightly different for each paladin, these
poison damage. This poison damage cannot be
basic truths underline the values and scruples of
maximized by your Efficient Executioner ability.
lightbringers.
At level 15, you can spend a ki point as a reaction
to make the poison linger, forcing a target that Vigilance. Never rest in the face of adversity or
takes poison damage to also make a Constitution peril if lives are at stake. Always be ready for
saving throw. On a failure, they gain the poisoned the threat that looms.
condition for 1 hour. Tenacity. Work to uncover the evil in the world,
and stamp it out. That evil can take many
forms.
Touch of Death Wisdom. Be the leader that tends the flocks.
Show the compassion that the world sorely
At 17th level, you gain the ability to set up lethal needs.
vibrations in someone’s body. When you hit a
Discretion. Do not fight overwhelming odds.
creature with an unarmed strike, you can spend 3
You save more lives by valuing your own.
ki points to start these imperceptible vibrations,
Illumination. Without the combined light of all
which last for a number of days equal to your
good folk, your own light is dim. Cultivate the
monk level. The vibrations are harmless unless you
light in others so that you do not stand alone
use your action to end them. To do so, you and against the terror.
the target must be on the same plane of existence.
When you use this action, the creature must make
a Constitution saving throw. If it fails, it is re-
34
Oath Spells Rebuke Evil
At level 15, your smite is filled with a holy terror
3rd bless, sanctuary that drives evil back. Aberrations, fiends or undead
5th lesser restoration, warding bond that are damaged by your Divine Smite must make
a Wisdom saving throw against your spell save
9th beacon of hope, daylight DC. On a failure, that creature is turned for 1
13th death ward, freedom of movement minute, or until it takes damage.

17th dispel evil and good, hallow A turned creature must spend its turns trying to
move as far away from you as it can, and it can’t will-
ingly move to a space within 30 feet of you, it also can’t
Channel Divinity take reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it
When you take this oath at level 3, you gain the from moving. If there’s nowhere to move, the creature
following two Channel Divinity options. can use the Dodge action.

 Consecrate Ground. You can use your Chan- Angelic Blessings


nel Divinity ability to protect an area from the
depredations of evil. As a bonus action, you At level 20, When you use your Channel Divin-
can create a 10-foot radius aura around your- ity to extend the effects of bless to more people,
self that keeps fiends, aberrations, and undead you may also affect all recipients as per the spell
out. If a fiend or undead wishes to enter the holy aura, disregarding the original radius of the
area or take an action against anyone within spell. This effect does not require concentration
the radius of protection, they must make a and lasts for 1 minute.
saving throw against your paladin spell save
DC. On a failure, they are unable to enter the
aura or take an action against those within the Ranger Archetype:
aura for 1 minute, and they lose their action or
movement for that round. Those who succeed Stalker of Horrors
can ignore the effect. This aura extends to 30
You specialize in the tracking and hunting of the
feet when you reach 18th level as a paladin.
terrible monsters that stalk the shadows. You excel
 Bless the Flock. Your bless spell now blesses
at tracking, stalking and slaying these, and many
more people when you use your Channel
Divinity, doubling the amount that you can know you to be the preeminent expert on the sub-
normally affect (6+2 for each slot level above ject of monsters and their weaknesses.
1st). Each recipient after the 4th must be of
Though you are looked up to by many as a
lower CR or level than your level.
savior, you are likely to be distrusted by authori-
ties that might see you as a threat to their power,
Aura of Light as well as by monsters who see you as a danger to
Starting at 7th level, you can use an action to shed their vile machinations. You may make unexpected
bright light to a radius of 15 feet, and dim light enemies even as you save the innocent from the
to a radius of 15 feet beyond that. This light lasts depredations of evil.
for 1 minute. Ranged attacks made against you or
any allies within the bright light radius are made
at disadvantage. Outsiders and undead that enter Macabre Specialist
the area of bright light for the first time in a turn When you choose this archetype at level 3, you
must make a Wisdom saving throw, taking 3d6 begin to specialize your efforts towards a specific
radiant damage on a failure, or half as much on a type of enemy. You gain a new favored enemy, and
success. At level 18, the radius and damage of this that favored enemy must be from the following
effect is doubled. list: aberration, fey, fiend, or undead. You forfeit

35
your next favored enemy choice at level 6. You may ability does not function if a creature is on an-
still select an additional favored enemy of any type other plane (i.e. the ethereal plane), it does reveal
at level 14. the creature’s location as soon as it returns to the
material plane. Once a creature is marked by this
ability, it lasts for 1 week or until you dismiss the
Exploit Weakness mark. While a creature is marked, you cannot use
your Exploit Weakness ability.
Also at level 3, You can choose to exploit the
weakness of a particular monster. When you are
fighting a creature that you have never encoun-
Slayer of Horrors
tered before, you can spend an action to study
it. You must then make a Wisdom check with a When you achieve 15th level, your ability to stalk
DC equal to 8 + the monster’s CR rating. If the and slay horrors reaches a new nadir. You have
monster is one of your favored enemies, you have advantage on attacks against your favored enemies.
advantage on this roll. If you succeed on this
check, you gain insight into one of the creature’s
weaknesses. Whether or not the creature has a
weakness, your weapon attacks deal an extra 1d8
damage once per turn for the next minute. Once
you use this ability, you must finish a short or long
rest before you can use it again.

Deny Advantage
At level 7, you learn how to exploit the strengths
of a creature, denying it an otherwise mighty
advantage. You can expend a spell slot as a reaction
to deny a creature a legendary action, a lair action,
a bonus action, or a reaction. You can also expend
a spell slot to disrupt the casting of an innate spell.
If you do so, the creature must make a Wisdom
saving throw against your spell save DC, losing the
action or spell on a failure. Lost actions or spells
are expended as if they had been used successfully.
If you use a 3rd or 4th level slot, the creature has
disadvantage on the saving throw to resist losing
its spell or action.

Dark Stalker
When you reach level 11, you strike fear into the
hearts of the beasts that you hunt. When you use
your Exploit Weakness ability on a creature that
is a favored enemy, you now gain a preternatural
ability to track and follow it. You magically are
aware of the creature’s general direction and dis-
tance in relation to you. In addition, if the creature
does not attempt to confront you, it is considered
frightened and must flee from you until you cease
following it, or it confronts you. Though this
36
Rogue Archetype: Detective Network of Contacts
You have a knack for finding things that don’t By 9th level, you gain a number of informants
want to be found and getting involved in danger- and allies that can help you. They are restricted
ous situations. You are still alive, which attests to a general area comprising of up to two of the
to your tenacity and skill, but you walk life on following: a city, a rural area, a trade route, a group
a razor’s edge. There are things out there that of transients (such as a circus or a nomadic tribe).
shouldn’t be known, and yet you intend to know When dealing in or around such an area or group,
them. There may be many reasons you seek the you gain advantage on Intelligence (Investigation)
truth. Perhaps you are looking for something checks due to their ability to keep you informed.
missing within you, or someone important to you. When near your contacts, you may live a poor
Whatever your motivation, it has honed your skills lifestyle without paying the daily lifestyle expens-
as a detective. es, or provide a squalid one for yourself and up to
3 companions. You may also find safe haven with a
Know your Enemy contact who will keep you from danger for a short
Starting at 3rd level, you learn the true strike amount of time (a few hours or a day at most).
cantrip.

Words of Instruction
Powers of Observation At 13th level, you are adept at aiding allies from
Starting at 3rd level, you can use the bonus ac- afar, tutoring them with well-placed words. You
tion granted by your Cunning Action to take the can use your Cunning Action to grant an ally ad-
Search action. In addition, if not already proficient vantage on their next attack roll. This ability works
in Survival, you can add your proficiency bonus to out to a range of 15 feet. If the targeted ally does
Wisdom (survival) checks to follow tracks. not make an attack by the end of their next turn,
the ability lapses until you use it again.
Study Opponent
Starting at 9th level, you can observe your enemies
Deconstruct Opponent
and learn about them through mannerisms and
revealing tells. You must be within 50 feet of an At 17th level, you gain advantage on checks and
enemy to be able to study them. For each minute attacks against any enemy that you have studied
you spend watching the creature, you learn one the for at least 1 minute in the last 24 hours.
following characteristics:

 An ability score
 A skill
 A saving throw
 Total class levels (if any)
 Rogue class levels (if any)

Most information is vague, rather than a nu-


merical score (good, average, impressive, etc). At
the DM’s discretion, you might discover other
information such as a special ability, vulnerability,
or personality trait such as an ideal or bond.

37
Sorcerous Origins: Mind of their Own
At 6th level, you can spend 1 sorcery point and a
Aberrant Bloodline bonus action to make one melee attack with your
flailing arms. At level 11, you can make two at-
You are descendant from a foul creature, and its
tacks when you use this ability.
blood wreaks havoc in your family tree. Those in
your House are rarely and seemingly at random
born hideous, and with terrifying powers, and as Chaotic Mind
such, generation after generation has committed At 14th level, your tainted form has altered the na-
infanticide on the abominations. You are one such ture of your brain, making you resistant to psychic
monster, cursed at birth yet spared the knife by attacks, and more capable of inflicting them upon
your mother, free to live out your miserable span others. You gain resistance to psychic damage and
of existence a freak divorced from society. Yet your have advantage on effects that cause the charmed
power grows, as fearsome as your aspect and as and frightened conditions.
dreadful as your glare.
Additionally, you can emit a mind blast in a
60-foot cone as an action. Choose a number of
Aberration Blood sorcery points to expend, to a maximum of 6. Each
People can either see or sense that you are stranger creature in the cone must succeed on an Intelli-
than most. At 1st level, you either have an awful gence saving throw. taking 1d8 psychic damage for
appearance, or an unnerving presence that confers each sorcery point and gain a level of exhaustion
advantage on Intimidation checks, and a disadvan- on a failure, or take half as much damage and do
tage on Persuasion checks. not take a level of exhaustion on a success. You can
use this ability twice, and regain spent uses after
In addition, your skin is rubbery or thick. Your
finishing a long rest.
armor class increases by 1 when you are wearing
light or no armor. At 6th level, this bonus to armor
class increases to 2 under the same conditions. Becoming the Monster
Finally, you gain darkvision, the ability to see in dim At 18th level, your type is aberration in addition to
light within 30 feet of you as if it were bright light, and your normal type. You can use your action to magi-
in darkness as if it were dim light. You can’t discern cally assume the shape of an aberration of a CR of 4 or
color in darkness, only shades of gray. If you already lower that you have seen before. This ability otherwise
have darkvision, your range increases by 30 feet. works as the shapechange spell. You can retain this shape
for up to 10 minutes in a day and can dismiss it at will
(this requires no action). Once you dismiss the ability,
Alien Corpus
or 10 minutes elapse, you cannot use this ability again
At 1st level, you may automatically succeed on a until you finish a long rest.
saving throw against effects that give the blinded,
poisoned, or paralyzed or any effect that would grant
levels of exhaustion. You must use this ability instead
of dice roll. You may use this ability once, and regain
its use after finishing a short or long rest.

Non-Euclidian Limbs
At 6th level, your arms elongate to a hideously
disproportionate length. In addition, you can bend
them in strange and unnatural ways. Your reach
increases by 5 feet. Your elongated arms also give
you advantage on Strength (Athletics) checks
made to climb.
38
Warlock Pact: Undead Lord Deaden Mind
You have been tainted by an undead creature of Starting at 10th level, you have advantage on sav-
great power, whether it be a lich or a vampire or ing throws against being charmed or frightened.
something else unfathomable and unliving. What-
ever this creature’s reason for granting you power,
they are distant and aloof, nudging you through Dark Apotheosis
dark dreams and subtle whispers. Whether it
Starting at 14th level, you have resistance to cold,
means you are free to do as you please or are con-
necrotic, poison and psychic damage. You also gain
trolled by their imperceptible machinations is un-
a vulnerability to radiant damage.
known to you. What is certain is that your power
grows as your connection to a mortal life wanes.

Expanded Spell List


These spells are added to the warlock spell list for you.

Level Spells
1st bane, false life
2nd levitate, detect thoughts
3rd animate dead, bestow curse
4th dominate beast, phantasmal killer
5th dominate person, telekinesis

Spark of Death
At 1st level, you have been touched with the pall
of death, and are marked by its cold hand. You no
longer have to eat, drink, or even breathe; however,
you do need to sleep. In addition, you gain advan-
tage on rolls to resist gaining levels of exhaustion
or becoming paralyzed or poisoned.

Superior Darkvision
At 1st level, you can see in dim light within 60 feet
of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in
darkness, only shades of grey. If you already possess
darkvision, it extends to 120 feet.

Shapechanger
Starting at 6th level, you can shapechange (as per
the spell) into a Tiny bat or a Medium wolf. Once
you use this feature, you can’t use it again until you
complete a short or long rest.

39
This spell’s damage increases by 1d8 when you
Arcane Tradition: Void Savant reach 5th level (2d8), 11th level (3d8), and
This arcane tradition is dedicated to the study of 17th level (4d8)
things beyond the light of the stars. While some of
their abilities align with the Necromantic tradi-
tion, many of them delve into the matters of sanity, Hedging out the Madness
the bending of reality, and the bridging of time At level 6, you add the magic circle spell to your
and space to visit eldritch horrors upon the world. spellbook, if it is not there already. You are able
Alternately, this tradition may even be the only to cause the spell to affect aberrations in addition
hope for a world that has already known the touch to the types outlined in the spell. In addition, you
of chaos incarnate and is the study of how to lock can cast this spell once without needing to use a
such things away. spell slot and can do so again after a long rest. At
level 12, you can cast this spell without expending
material components.
Student of Madness
At level 2, you gain the ability to resist madness.
Understanding of Chaos
You gain resistance to psychic damage. In addition,
you ignore the effects written text or runes that At level 10, you begin to learn the forbidden secrets
would cause insanity, and you gain advantage on that dance in the minds of creatures stranger than
any other ability that can cause insanity. you can fathom. You can telepathically communicate
with aberrations, undead, and fiends even if they
do not normally have a language. These creatures
have disadvantage when resisting your enchantment
Touch of the Void spells, and can be charmed by your magic regardless
Also at level 2, you begin to internalize the teach- of their condition immunities. However, creatures
ings of the space between the stars. Touch of the that are normally immune get advantage on any
Void is a special cantrip that is available only to relevant saving throws to avoid these conditions.
Void Savants, and those desperate enough to risk Also, these creatures are prone to seek you out in the
their sanity by researching the forbidden spell. The dream realm and whisper dark secrets to you. You
Touch of the Void cantrip functions as follow. are at a disadvantage to resist any madness or sanity
effects originating from an aberration.

Touch of the Void


Necromancy Cantrip Strange Aeons
Casting Time: 1 action At level 14, you can risk the fabric of reality to
Range: 60 feet. bring the madness of the void into being. By
Components: S, M (a small glass container performing a 1-minute ritual, you can gain one of
devoid of air) the following benefits, granted by powers unknow-
Duration: 1 round able and unthinkable. You can have only one such
You cast an invisible bolt that withers the victim. benefit at any one time.
Make a ranged spell attack against a creature. This  Form of Madness. For the next hour, you gain
roll is made with advantage against creatures af- the aberrant type in addition to your own. You
flicted with some form of madness. On a hit, the are immune to the charmed, frightened, para-
target takes 1d8 psychic damage and is exposed to lyzed and stunned conditions. Your strange new
madness. Creatures reduced to 0 hit points with body grants you a reach of 10 feet, a Strength
this spell are not killed; instead, they are incapaci- of 20, and 20 temporary hit points.
tated, have 1 hp, and are afflicted with a perma-  Might of Madness. For the next hour, all of
nent madness. A creature can only receive one such your spell slots from levels 1-2 are instead 5th
permanent madness from this spell. level spell slots.
40
 Touch of Madness. For the next hour, you are If you succeed at the saving throw you can avoid
considered protected as through by the symbol the call of madness; you can benefit from this
spell, using the effect of the glyph of insanity. ability again after you have finished a long rest.
The glyph activates when you are attacked, or Otherwise, you cannot benefit from this ability
when you will it to trigger. You can exclude up again until you perform the sacrifice. At level 18,
to 4 allies from the effect. the ritual necessary to gain these benefits can be
performed in one action.
When any of these effects lapse, you must make As important as a race or class, a character’s
a Wisdom saving throw against your own spell background can speak volumes. In a horror set-
save DC. If you fail, you must perform a sacrifice ting, there are other circumstances that can define
of a sentient being to the Old Ones before the new a person, and here we hope to present ones that
moon. This is a magical effect that compels you to are well suited for such a campaign. As always,
perform the sacrifice as per the geas spell, and can remember that backgrounds represent a rough
only be avoided by a remove curse, greater restora- guideline and that the best background is the one
tion or wish spell cast by another creature. Immu- that best suits your character concept.
nity to the charmed condition or to enchantment
spells does not protect you from this compulsion.

41
Chapter 04 - Horror Backgrounds
exceedingly peculiar. Loved by many, it is this hero
Monster Hunter worship that both allows a monster hunter to con-
To hunt monsters, you must have a strong moral tinue his strange behavior, as well as compounding
compass and clearly understand that evil must be any personality quirks and flaws that are otherwise
pursued and eliminated. You often risk life and left unchecked.
limb to vanquish the plentiful threats that prey on
innocents. Your work is never done, but you won-
D8 Personality Trait
der what there could be for you if there was.
I am hunting a specific monster that
As an adventurer, you bring the fight to the mon- 1
caused me great pain long ago.
sters that threaten everything you love. You seek them I hunt monsters and any that suffer their
in their caves and lairs, hoping to drive terror into 2 presence. Traitors are not safe from my
them as they do to their prey. You may not necessarily wrath!
want to drag others on your personal crusade against My sleep is fleeting and unpredictable.
evil, but you gladly accompany them, as their goals 3 My waking hours are tainted with waking
often match yours. dreams.
Skill Proficiency. Arcana, Religion
I am an ardent follower of a faith or be-
Languages. Two of your choice. 4 lief and tie that practice into my hunting
Equipment. A monster-hunting kit, a vial of practices.
holy water, a set of darkly colored clothing, and a My drive to hunt is fueled by my loved
holy symbol. 5 ones. I want to make the world safe for
them.
I enjoy killing things, but only by killing
Feature: Trusted Savior 6
monsters am I venerated.
As a monster hunter, you are often regarded well by The darkness has a special appeal to me.
those who are helpless against the beasts that roam 7 I wish to study the things I kill and learn
the night. As such, many seek you out for help, but more.
give what they can in return. Among the common Killing monsters is the only way I know
8
people, you can live well, at the equivalent of poor how to make myself feel anything.
without having to expend any of your own resources.
Many openly seek you for your ability to defeat
monsters, and you are often offered employment, D6 Ideals
whether it is to rid the sewers of mutated rats, or Fury. Monsters must be hunted with ex-
1
saving a noble’s son from hungry horrors. Complet- treme prejudice.(Any)
ing these tasks often provide you with the trust and Charity. The people of this beleaguered
2
love of locals who have few other heroes to revere. world need help. (Good)
Madness. Defeating evil is the only thing
3
that quiets the voices. (Chaotic)
Suggested Characteristics Faith. I am driven by higher forces to do
4
A monster hunter tends to be a strange and trou- my holy duty. (Lawful)
bled individual. Whether their intentions are pure,
selfish, or darker still, their personalities tend to be
42
5
Revenge. I will not stop until the objects
of my scorn are destroyed. (Any)
The Investigator
Though you hold no special title or position, you
Balance. The world is swaying into an
6 are an inveterate seeker of truths. To this end, you
age of darkness unless I can stop it. (Any)
find yourself compelled to search in dangerous
locations, and are the first to broach understanding
or gather clandestine pieces of information. These
D6 Bonds
traits can bring you to intense danger, but they do
I owe my life to a mentor who has shown
1 not hinder their quest for knowledge.
me how to combat the dark.
I search for a cure for my sister’s disease, You are likely to gather teams meant to explore
2 the unknown, pushing them into action despite any
brought about by evil forces.
3 My duty is to the helpless innocents. of their natural misgivings. It is your bravado and
The darkness has taken something from ingenuity that keeps your team anchored and united
4 against the darkness and its denizens. What you do
me, and I plan to carve a repayment.
The encroaching darkness has taken from not anticipate, however, is that your search for the
5 truth may lead you to your own end, or worse.
me a special person that I wish to honor.
I hope to inspire others to fight. The dark-
6
ness cannot be combated alone.
Skill Proficiency. Survival, Investigation

Languages. Any Exotic


D6 Flaws
Equipment. Investigator’s kit, traveling clothes,
1 My social skills are lacking. three days rations.
2 I suspect treachery everywhere.
3 I can speak endlessly about monster lore.
I have no need for coin unless it can help
4
me fight evil.
Feature: Trusted Source
I’d rather kill monsters than help the People may see you as a madman seeking informa-
5 tion that no one wishes to unearth, but they realize
wounded or needy.
6 I am as remorseless as the things I hunt. that you are likely to know more than most about
the horrors that rampage across the countryside.
You may, in fact, have a tidbit of information that
may help fell a marauding beast or cure an ob-
scure disease, poison or curse. But more than that,
people see in you a hope against the helplessness
that plagues their daily existence. As the days grow
ever further towards the lip of oblivion, you will be
among the few trusted to help the beleaguered, as
long as they don’t happen to think that you propa-
gated these terrible events.
You are likely to be sought as a voice of reason and
are even given information on various perils. A noble
may trust you to keep his dark secrets, provided you
can help rid him of a supernatural problem. A group of
cloistered clerics may turn to you in their darkest hour
when their monastery is beset by some unimaginable
monster, and these people can become valuable allies
and informants as you continue to seek new and mind-
numbing truths.
43
Alternate Feature: D6 Ideals
Duty. The work of investigation is too
1
Agent of the Crown important to abandon. (Lawful)
Revenge. Information is power, and it can
You are investigating directly under the auspice of 2
bring enemies to their knees.(Any)
some organizational sanction. You may or may not
share this information with everyone, but your ob- Charity. The truth is beautiful. The darkness
3
jectives are aligned with your benefactors. As such, can only be dispelled with light. (Good)
you have a more focused and supportive network Anarchy. Oppressive forces cannot keep
4
of contacts. While you may not garner sympa- the truth from surfacing. (Chaotic)
thy or trust from others, you are backed by your Creativity. The compulsion to learn about
organization, and can regularly expect to receive 5 the world is strong, and I cannot resist its
supplies and equipment as long as you are doing call. (Chaotic)
your duty, as well as safe houses and assistance Tradition. Obligation supersedes many
from other agents that share your cause. 6 things, including fear of the unknown.
(Lawful)
If you are in a large population center, you can
make contact with a fellow agent within 1d12 hours,
and receive a tangible resupply within 3d12 hours.
D6 Bonds
I have a fellow investigator with whom I
Suggested Characteristics 1 trade information. I seldom see them, but
As an investigator, you do things that others our bond is deep.
wouldn’t do and know things that others wouldn’t My family does not like my work, but they
2
think to consider. There are many traits that may love me, and I, them.
exemplify an investigator, but normal would not be My loyalty is to my kingdom, and my
prominent among them. 3 fealty drives me to discover things to help
keep it safe.
I love my benefactor, and do everything
D8 Personality Trait
4 for them, even if they were not of a higher
1 I can’t stop asking questions!
station.
I have amazing powers of deduction, and I
2 A lead is valuable, and I will chase it until
leave no clue uninspected. 5
I can crack it, or discern it as false.
I require silence to do my work. I detest
3 My memories will outlive my descendants
noise. 6
if I can live to complete them.
My art is as important as my investigation,
4
and I often paint what I find.
The truth does not come to those who wait.
5 D6 Flaws
I must seek it regardless of the cost.
1 I dislike sleeping indoors.
The darkness is my friend, and I feel
6 I trust no one unless they have thorough-
lonely without it. 2
ly proven themselves.
I am only at ease when investigating.
7 I speak in a strange affectation, some-
Sitting still for too long is unsettling. 3 times peppering in odd phrases or exotic
Investigation comes easy to me, and it languages.
8
bores me, but I am too good at it to stop. I dress and live like a peasant. I would
4
never want to stand out.
I communicate through writing more of-
5
ten than speech, and I often use ciphers.
6 For me, no topic or knowledge is off limits.

44
The Innocent Suggested Characteristics
The innocent is a rare creature in this world, as they The innocent are a curious lot and come from
have not felt the growth of evil or cynicism in their many walks of life, but their unique viewpoint
hearts. Hope still brims within them, and many makes them stand out in against the tides of
spend entire lifetimes struggling to bring it into the pessimism. That having been said, many of their
life of others. Some may be loved ones or even com- characteristics run counter to that of other more
plete strangers, but the intentions of the Innocent weathered people.
are pure, and their efforts awe-inspiring.
The innocent are unique in that they are largely D8 Personality Trait
ignorant (or tolerant) of the terror and strife that I fight for justice, and I will
shackle the general populace. This trait does not 1
change the world!
give them any special protection against the dep-
Evil is just another
redations of the creatures that lurk in the shadows, 2
nor does it protect them from the evils that exist in word for misunderstood.
the hearts of mortal beings, for that matter. It does What if you could make money by killing
3
these monsters? I could be rich!
motivate them to work, as innocents tend to believe
that a difference can be made; in rare instances, The world needs a healer, and
4
this belief can be realized by these otherwise naive I will take up the mantle.
individuals. I must see the world; the
5
While innocents can sometimes be fooled into danger is just a distraction.
dangerous situations, or are easy prey for the bound- I am on a pilgrimage, and the
less evils of this world, they are sometimes favored and 6
road is my crucible.
protected by other heroes and benefactors, though this
Others must know what I know; they must
arrangement may be only marginally better than being 7
see what I see.
thrown to the proverbial wolves. Purity is an ideal to which I must strive,
8
and I must be the example to others.
Skill Proficiency. Insight, Persuasion
Languages. One standard language of your choice.
D6 Ideals
Equipment. Traveling clothes, a journal, 5 days
worth of rations, and a holy symbol or trinket. Charity. This world is dark enough
1 without compassion. We must help
everyone we can. (Good)
Faith. The only thing we have if the provi-
Feature: Witness of Fate. 2 dence of the higher power. We must vener-
ate it at all cost. (Lawful)
Though many awful forces in the world revel in
Tradition. The past is a thing of beauty and
destroying innocence and purity, there are many 3 a strong beacon of hope. We must preserve
more that simply ignore such objects, their think- it. (Lawful)
ing too alien or maligned to even recognize such Beauty. I wish to bring peace and purity
a concept. A corrupt noble may not notice your 4 into this world, however, limited or fleet-
presence as he flees from the scene of a murder, or ing it may be. (Good)
a twisted monster may move past you and attack Friendship. I owe everything to
a target perceived as more dangerous. This cannot 5 my friends, and gladly repay them
protect you when a creature or person has reason to
each and every day. (Any)
specifically wish you harm, but you can often get by
Against Evil. The shadows cannot swallow
when you are simply a bystander. Not only are you 6 the light. I will fight so that the light can
safe from physical harm, but your non-threatening shine! (Good)
nature also affords you a great many secrets.
45
Skill Proficiencies. Insight, Survival
D6 Bonds Tool Proficiencies. One type of artisan tools
My village is my family, and I work to (your choice).
1
make their lives better.
Languages. Any Exotic.
I enjoy the company of like-minded
2
people, and I hope for their well-being. Equipment. Crude charcoal writing tool, artisan
3 The church is a cause worthy of dying for. tools (matching proficiency), a trinket that wards
I will one day map out these dangerous away bad feelings (roll on trinket table), a crude
4
lands, and that will be my legacy. improvised weapon, a set of tattered but functional
I want to be recognized by those around clothes, and a tin case holding 57 copper pieces
5
me as something more than a simpleton. and a dried eyeball.
Eventually, people will stop
6
thinking that I am so innocent. Feature: Harmless Coot
People very often take pity on you, given your
quixotic relationship with reality. This pity can
D6 Flaws take many forms, but most of them involve being
I will listen to anyone, ignored and patronized. This may or may not
1
and consider all points. please you, but ultimately it has saved you from
2 I am curious to a fault. being questioned by constabularies, bothered by
I will help the innocent whenever I can, no thugs, and even bandit attacks. Unless you are em-
3 broiled in a terrible circumstance, you are ignored
matter the danger to myself.
to your benefit by any authorities or strangers that
Books are my playground, and I seek them
4 might otherwise accost or detain you. No prison
out and read at every available moment.
would keep you out of a desire not to handle your
5 I am a terminal daydreamer.
mental state. You are considered so harmless that
I observe obsessive religious
6 most simply boot you on your way out. You may
taboos and bans.
even be pitied enough that you are given a few
coppers and a meal, in the hopes that it will pla-
cate you enough to prolong your absence.
The Mad You have a shack somewhere in a remote loca-
You have experienced the horrors of the world and
tion that people rarely visit, and where even beasts
have come from the ordeal a little unhinged. You
fear to tread. You are drawn to its natural energies
tend to meddle with these unknown forces, even
which seem to harmonize with your own, and none
pursuing them, drawn to their secrets. You tend to
other. This is a true safehouse for both your body
be less afraid of the concepts of horror, and even
and mind, remote and quiet enough for you to
willing to stomach acts others might find deplorable.
relate to the only person who really gets you.
Many feel a combination of pity and contempt for
you as you pass through this life with less cogni-
zance of the horrors that pervade the world.

You must select a permanent madness or work


with your GM to create a new permanent madness.
This trait defines your interaction with others, and
your ability to handle and cope with reality. You
may be required to observe certain personal taboos
to keep you sane enough to adventure, even if that
requirement rankles your associates. It is likely that
they abide it to avoid whatever consequences may
result from your bouts of insanity.
46
7 I suffer from bouts of amnesia.
Alternate Feature:
8 Delusion. I am a master tradesman.
Wizened Codger
You are considered a foremost expert in some
D6 Ideal
subject, very likely to do with the local surround-
Self. I abhor the things that try to change
ings or some old local legends. You are sought out 1
who I am. (Any)
with some reluctance by people wishing to learn
Knowledge. I have a secret, but I need to
more about you and your information. You (and 2
share it with the right people. (Any)
only you) enjoy a modest lifestyle in whatever
settlement you reside. If you are in a new settle- Charity. I see the madness in others, and
3
ment that may wish to partake of your wisdom I want to help them. (Good)
(GM discretion), you instead enjoy a poor lifestyle Tranquility. We must live at peace with
as you regale the locals with wild tales and your 4 others when possible, so as not to foment
unique personality. more pain. (Any)
Preservation. The monsters of the world
You may also trade information with others,
5 must be wiped out (and that includes
no matter where you are and have an easier time
monsters in human form). (Any)
finding those like you that are adept at gathering
Change. Everyone else is crazy, and I need
information. 6
to make them see the light. (Chaotic)
It should be noted that you are still viewed with
a curious concern by those who deal with you, and
some may even take issue with your strange ways, D6 Bond
but your knowledge is appreciated enough to keep
1 I must recover the corpse of my mother.
you from being openly despised.
A childhood friend misses me, and I need
2
to let them know that I’m ok.
Suggested Characteristics I want to be normal again before I forget
3
A man is afflicted by a pervading madness that what it’s like.
will color their personality and perspective. More- I used to be normal. Something did this
4
over, they are not loners but are often hedged into to me, and I want revenge!
the outskirts of a settlement, away from people Somewhere there exists the source of all
5
who may take offense at their antics. As such, their madness, and I will find it!
madness often has time to ferment. The meaning of life laps at the shores of
6 my mind. Somewhere I can find the miss-
ing pieces.
D8 Personality Trait
I only differentiate people by voice and
1 refrain from identifying someone until I D6 Flaw
hear them speak. I believe that someone close to me is an
2 Every stranger is a friend I haven’t met. 1
imposter, replaced by some sinister force.
I talk to myself as often as possible, stop- I relive a past life in times of extreme
ping only if it is brought to my attention, 2
3 stress, embodying my former self.
at which time I deny having talked to Certain bright colors elicit extreme emo-
myself at all. tional responses. This may be one or more
Maintaining eye contact is an issue for me 3
4 colors or one or more emotions related to
(either too intense or none at all). those colors.
5 I invented a silly walk. 4 I lack empathy.
I like to talk myself through my mental 5 I want a dangerous monster as a pet.
6
logic and invite others to take part. 6 Night Terrors.
47
The Survivor d8 Personality Trait
You are a survivor. Your life has been altered by 1 I cannot betray my emotions until I am alone.
the terror and hardships of the world, and you are I am a realist, and the worst is something
2
inexorably changed by the experience. Your sanity to expect.
may be diminished, but you are hardy and ready to Be ready for life, because it certainly is
3
continue struggling for the next dawn. It is your ready for you.
wisdom and knowledge that will see you through Laughter can unnerve your enemies. A
4
another day, but that doesn’t necessarily endear you quick wit even more.
to others. You may have a soft spot for those who I don’t know how to turn off the instincts
were once like you, less inured to the world and its 5
of a warrior.
challenges, so you may occasionally find compas- Logic is my god, and I worship him with
sion for them. You do not, however, suffer fools. 6
my words and actions.
7 Plans are my area of expertise.
Sadness and anger are the cups from which
Skill Proficiencies: Perception, Survival 8
I drink.
Tool Proficiencies: One type of artisan’s tools
(your choice)
d6 Ideal
Languages: One of your choice Aspiration. Only my efforts can mitigate
1
Equipment: A simple weapon, a tent, a knife, disaster. (Any)
a set of traveler’s clothes, and two days worth of Power. Control is the only comfort I know,
2
rations. and the only guarantee of success. (Evil)
Vengeance. The best revenge is a well-laid
3
trap. (Evil)
Feature: Not on My Watch! Live and Let Live. Don’t bother me. Con-
4
You are so paranoid that you regularly set simple flict only attracts danger. (Neutral)
traps before you sleep. Anyone trying to sneak up Anarchy. Rules and law have failed. Only
5
on you while you sleep does so at a disadvantage. chaos can survive. (Chaotic)
If they succeed, you can act during the surprise Community. Only by watching each
round with disadvantage on all of your attack rolls. 6 other’s backs can we hope to fight back.
Additionally, you are considered awake for half (Lawful)
of the 8 hours while you as asleep, as you have
trained yourself to rest with your eyes open, and at
d6 Bond
times even while standing!
Those around me keep me calm. Solitude
This feature does not work if you are inebri- 1
is maddening.
ated when you go to sleep, or if you have another
2 I failed to help others once. Never again.
person sleeping next to you.
I’m running from something, and I don’t
3
like talking about it.
Suggested Characteristics 4 My mentor taught me everything I know.
My family is safe somewhere. I just need
Survivors have experienced a great deal of emotional 5
to find the tools to make them safer.
trauma, which makes it difficult for them to form emo-
tional attachments. They can be suspicious, possibly to Killing makes the world better if you kill
6
the point of paranoia. Some survivors have difficulty the right things.
thinking about the future, dwelling on the past and
their regrets. Other survivors plan for any contingency,
hoping to avoid future tragedies.

48
d6 Flaw
I only myself and one other person, and
1
that person is dead.
2 Death fascinates me.
3 Strangers are trouble waiting to happen.
The trauma of my past causes me to have
4
flashbacks at bad times.
My life is unimportant if I can take my
5
enemies down with me.
6 People call me eccentric when I let them talk.

49
Chapter 05 - Skills & Feats
Magical spells and weapons, silvered bullets,
wooden stakes and more are not enough in a horror Derived Skills
campaign. Protagonists must possess the inherent Below is a system for using a derived skill called
skills and abilities to take out the horrific foes that Monster Lore. First though, let’s discuss what a
assail them. These skills are often born of madness, derived skill is. This type of skill is one that comes
desperation, or even the occult. They can also be from existing skills but encompasses more than
born of mortal ingenuity, from those who tire of the just one of the focuses of that skill. Monster Lore
depredations of the evils that stalk the night. These is more than just Investigation. It is more than
skills and talents are often focused toward decidedly just Arcana. Based on the type of creature that you
evil creatures, but more often than not, their use can are attempting to get information about, it could
transcend the fight against evil horrors. be any of the five skill focuses that fall under the
Intelligence ability score.

New Skill: Monster Lore


The shambling figure that is coming up the road Table: Monster Lore Affinities
toward your party should be recognizable as a Type Focus Affinity
ghoul to just about everyone in your party. The Aberrations Arcana Monk
current rules for 5th Edition, however, don’t take Beasts Nature Barbarian
into account the all-important knowledge skill of Celestials Religion None
monster identification. Constructs Investigation Bard
The core concept behind Monster Lore is that Dragons Arcana Sorcerer
each class knows a little about monsters that the Elementals Arcana Warlock
class deals with on a regular basis. As such, each Fey Nature Wizard
class can use their proficiency bonus when try- Fiends Religion Paladin
ing to identify and learn more about the creatures Giants History Fighter
that they encounter. In addition, as the character Humanoids History Rogue
gains power and experience, they should also gain
Monstrosities Investigation Ranger
knowledge and insight regarding creatures that
Oozes Investigation None
they have faced before. We are exploring both of
Plants Nature Druid
these concepts in the Monster Lore derived skill.
Undead Religion Cleric

Affinity
Every character class in 5th Edition has certain
natural tendencies that they lean toward when work-
ing out their class skills. You could say it is as simple as
fighters fight, druids do forest stuff and the like. But if
you look at the classes closely each of them have an af-
finity to do certain things. When creating the Monster
Lore rules, we carefully looked at each class and tried
to figure out how they would match up to our chart
in regards to what monsters they should specialize in.
50
Let’s take a look at each of our classes and see why they Ranger – Rangers are attuned to their environ-
have an affinity for certain monster types. ment and when foul monstrosities stalk the
land, the rangers will no doubt be stalking
them. Their affinity for these creatures comes
Barbarian – Encountered frequently in the from experience just as much as folklore.
wilds, beasts are the natural enemy of those
that roam the steppes, plains, and less trav-
eled roads. The children of barbarian tribes Rogue – When the rogue goes looking for that
are brought up listening to the stories of these perfect place to strike, it helps to know that
creatures and how their legendary heroes no matter the size or shape, a humanoid is
defeated them. a humanoid and just about all of them have
hearts, lungs, and other soft parts usually in
the same places.
Bard – Steeped in lore as part of their tradition,
young bards are often regaled with stories
regarding the strange and unusual creations of Sorcerer – The special link that many sorcerers
arcane and divine casters. Golems, animated share with dragons gives these mages a special
items, and other constructs fit prominently affinity for the scaled giants; knowing their
into these tales and so a fair bit of knowledge strengths, weaknesses, and lore.
is transferred in the telling.
Warlock – In tune with the primal forces that
Cleric – Clerics of both weal and woe know un- shape the universe, warlocks understand the
dead creatures all too well. Those of weal seek ties that bind elementals not only to this
to drive them off and destroy these menaces to plane but to their very existence as an almost
their goodly communities while those of woe instinctive feeling.
control these powerful creatures to do their
bidding. Wizard – Fey and their natural affinity for
magic have always fascinated those who study
Druid – Attuned in a spiritual way to the world the arcane arts. Many of them dream of one
around them it is appropriate that druids have day being able to cast spells with the ease and
an affinity for Nature and the natural creatures grace of these unusual and secretive creatures.
that inhabit their territories.

Fighter – Brought out to fight the largest of hu-


manoid monsters, fighters (especially dwarves)
Monster Lore Rules
have an affinity for taking down the biggest of The standard DC for any Monster Lore check is
bullies, the giants. 12. INT is the primary ability score for Monster
Lore so any bonus to the characters INT score will
reduce this base number.
Monk – Finding weaknesses in their enemies is
one of the specialties of these fearsome hand- All creature types line up to a focus on an
to-hand warriors. Despite aberrations some- Intelligence skill as outlined below. This becomes
times-unique physiology it is only a matter of important as certain class features allow for profi-
time before the monk will find their weakness. ciency bonuses to be doubled when working with
certain aspects/focuses of an ability score.
Paladin – Whereas their clerical partners un-
derstand undead, paladins have a particular The Difficulty Class of 12 is modified by Chal-
knowledge of the most evil of creatures, fiends. lenge Rating and Class affinity as follows:
Their affinity runs as deep as their hatred for
these foul creatures from the nether regions.  Monster Challenge Rating– The creature’s
challenge rating is a measure of its power and
in this case, its notoriety. As such, add the chal-
lenge rating to the base DC for the Monster
51
Lore check. The eight-legged basilisk has a
challenge rating of 3, so the base DC to know Working Example
information about the creature would be 15. Let’s take a look at some examples and see how
 Class Affinity – Each class has a certain af- they would work in your game.
finity for a monster type. This affinity is based
Our ranger is 6th level and has an Intelligence
on how often the class would normally have
contact and or interact with that particular score of 14 (+2 bonus). Her base DC for Monster
creature type. For example, clerics would have Lore is 10 (base 12 - 2 for Intelligence bonus). If
more contact and deal with undead than any she encounters a monster with the monstrosity
other class, therefore they have an affinity descriptor, then she gains a +3 proficiency bonus
with that monster type. If the character class due to a class affinity for that particular creature
has an affinity, then they can add their pro- type, reducing the DC to a 7.
ficiency bonus to their Monster Lore check. Farmers have been complaining about their livestock
In the case of our basilisk, rangers are often turning to statues and our ranger is charged to inves-
called out to deal with unnatural monstrosities tigate. Through careful tracking, she finally finds the
and so a ranger would gain their Proficiency horrible beast, a basilisk (monstrosity) roaming through
Bonus when trying to remember information the woods. Wanting to know more about the creature
about the deadly beast. before she dives headfirst into battle the player asks for
a Monster Lore check and rolls a 15. Let’s see what
Once you have a Difficulty Class, the player will that 15 gets her.
roll. Based on how well that roll went they can The ranger’s DC for monstrosities is a 7 and the
gain information about the creature. For every two roll is 8 above it. She would gain the following
points above the minimum roll required, the player information about the
gains a bit more information about the creature as beast from the Game Master:
outlined in the Monster Lore Information Table.

0 - Basilisk, Monstrosity, Challenge 3


MONSTER LORE INFORMATION +2 – Basilisks are eight-legged beasts normally
Roll Information Given encountered in subterranean lairs. The beasts
+0 Name, Type, Challenge Level* act as guardians for treasure troves although
+2 History ** they are terribly difficult to control.
+4 Special Ability/Defense +4 – Their gaze will turn you to stone. If you
avert your eyes you have a chance of avoiding
+6 Weakness/Vulnerability
this fate, however, it is not certain.
Additional information of the
+8 +6 – Fortunately basilisks are not known for
Game Master’s choice
their intelligence and they can be tricked into
attacking their own reflections with their
*Challenge Level – This is a gauge that weighs deadly gaze.
how powerful the creature is versus how powerful
the character is. The scale ranges from Poor, Weak,
Balanced, Dangerous, Overpowered. For instance, a
4th level cleric who correctly identifies a deva would
also be told that they were a celestial and that the
challenge would be Overpowered.

** History – This gives you, the Game Master,


some leeway in regards to what you want to tell the
players. You can give them a bit of interesting lore
regarding the creature or possibly a story that might
give them a hint as to how to defeat it.

52
used (maximum of 9th level). You can alter two
Feats spells in this way and must finish a short or
Many acquired and innate talents can spell the dif- long rest to regain these uses. You can explicitly
ference between success and failure. These potent use this ability to alter innate spells as well as
traits can help someone survive, or to fight against spells gained from being a spellcaster.
the endless horrors. The feats presented here are
geared towards horror campaigns but can be easily Devil’s Eye
adapted or used without modification in nearly any Prerequisite: Wisdom 13+
other campaign setting. As always, these feats, and You have either drilled a hole in her forehead
the use of feats in your game are entirely optional. trying to add a third eye or have supernatu-
rally scarred one of your regular eyes. You gain
the following benefits.
Artisan  As a bonus action, you may activate your
Prerequisite: Proficiency in a set of Artisan’s Tools vision so that you may see invisible creatures
You have mastered the artistry of your chosen for up to 1 minute. You must finish a short or
trade and receive the following benefits: long rest before you can use this ability again.
 Increase your Dexterity score by 1, to a  You can choose to have advantage on an
maximum of 20. initiative roll. If you do so at the start of a
 You pay only ¼ of the material costs for crafting surprise round, you may act as normal during
rather than 1/2, and make 10 gp worth of prog- that round. You must finish a long rest before
ress with each day of crafting rather than 5 gp. you can use this ability again.
 If you are in a population center where your
work is appreciated, you either benefit from Expert Camouflage
the poor lifestyle for free or pay half as much Prerequisite: Proficiency in Stealth.
for a better lifestyle expense not including You have learned techniques to enhance your
aristocratic. stealth abilities. gaining the following benefits:
 You double your proficiency bonus in Dexter-
Brave ity (Stealth) checks. This does not stack with
Prerequisite: Wisdom 13+ other similar effects.
You are fearless and profoundly strong of heart.  In a natural environment, you can spend 10
You gain the following benefits: minutes gathering natural materials to pre-
 Gain advantage on saving throws to avoid pare camouflage, giving you advantage on all
becoming frightened. Dexterity (Stealth) checks while in camouflage
within that environment. Doing this also masks
 Gain advantage on contests in which the
your scent, imposing disadvantage on Wis-
Intimidation skill is being used against you.
dom (Perception) checks to perceive you. This
 You can use your action to ignore a magi-
benefit lasts for 5 hours, or until you remove it.
cal fear for a number of rounds equal to your
At the discretion of your GM, you may have
proficiency bonus. You can use this once and
disadvantage on Charisma checks while you are
regain the ability to do so after finishing a
covered in your natural camouflage.
long rest.
 When you are hidden from a creature that you
miss with a ranged weapon attack, making
Corrupt Spell that attack does not reveal your position.
Prerequisite: Any evil alignment.
Your spells are infused with evil energies. When
you gain this feat, you may alter your spells that
deal damage so that the type becomes necrotic.
If you use this ability to alter a spell that deals
necrotic damage, it is considered to be cast at
one spell slot higher than the slot you actually
53
Friend Of The Dead  Any penalty to your Charisma is instead a
Through some predilection or twist of fate, you bonus when making Charisma (Intimidation)
have found yourself amidst the walking dead, checks. Your penalty is considered 0 when
and they accept you as your own. You gain the making Charisma (Deception) checks.
following benefits:  As an action, you may attempt to cause a tar-
 Undead creatures are indifferent towards you get to become afraid of you. They must make
unless they are magically compelled to be hostile. a Wisdom saving throw, with the DC equal to
(8+ proficiency bonus + your Charisma score
 Choose one of the following conditions:
penalty). If they fail, they become frightened.
charmed, frightened, paralyzed, poisoned. You
You can do this once, and regain the ability to
have advantage on saves to avoid that condition.
do so after finishing a long rest.
 You have resistance to necrotic damage.

Insect Inured
Gambling
Prerequisite: Cha 13+
Prerequisite: Proficiency with a gaming set.
Insects regard you better than they would nor-
You have the ability to locate games of chance mally. You gain the following benefits:
in any reasonably populated area. You are also
 Insects refuse to attack you unless magically
practiced in the art of gambling and calcula-
compelled; compelled creatures have disad-
tion of odds. You gain the following benefits:
vantage when attacking you.
 Increase your Charisma score by 1, to a maxi-
 Swarms will avoid sharing a space with you
mum of 20.
unless there is no other space to occupy.
 You double your proficiency bonus in gam-
 You may attempt to influence insects using a
ing set checks, as well as any Intelligence or
Charisma check, in a manner similar to the
Wisdom checks related to gambling. This does
Animal Handling skill. You add your profi-
not stack with other similar effects.
ciency bonus to all such checks.
 You can spend a day of downtime gambling.
Pick either 2d10 and 1d20, and roll both. If
the one you picked is higher, you gain the dif- Lore of the Monster Hunter
ference in gold pieces. If the one you picked is Prerequisite: Wisdom 13+, Proficiency in the
lower, you lose half that amount in gold pieces. Survival skill
If you don’t have enough to pay, you have a When you gain this feat, choose one of the fol-
debt hanging over your head and may have to lowing creature types to be your chosen prey:
answer to the criminal element. As this is not  aberrations, constructs, fey, fiends, monstrosi-
strictly a gaming set check, you cannot gain ties, or undead.
advantage or apply the above benefits, nor do
 You are skilled at hunting creatures of the
you add your proficiency bonus to this check.
night, and gain the following benefits:
 While using Wisdom (Survival) to track a crea-
Grotesque ture, you treat d20 rolls of 9 or lower as a 10.
Prerequisite: Charisma of 8 or lower  When you roll damage for your attacks
Because of intentional self-mutilation, you have against your chosen prey, you can treat any 1
a hideous face, granting the following bonuses on a damage die as a 2.
(and penalties):  You can make an Intelligence check to recall
 Charisma (Persuasion) checks you make have information about a creature you might have
disadvantage unless your face is hidden or researched, such as a weaknesses, special power,
obscured. method of hunting, preferred prey, etc. The DM
 You become proficient with the Intimida- determines the DC of the check based on how
tion skill. If you are already proficient in the common the monster is and if you have en-
Intimidation skill, you can distort your face countered similar creatures. Once you have used
and doubles your proficiency bonus as long as this feature, you must spend one downtime day
you are in bright light. researching monsters before you can use it again.
54
Marked By Darkness stealing, or otherwise performing acts of lar-
Through some dark pact, you can twist probabil- ceny. Witnesses must roll a Wisdom (Insight)
ity to your whim. On your turn as an action, check opposing your check. If you win, they are
you may impart a luck curse on an target that fooled by your explanation and let you get away.
you can see within 30 feet. That opponent is If you win the contest by 5 points or more, you
considered to fail the next attack roll or ability can even return to your larcenous activity.
check that they make. If they have advantage
on the roll, they instead roll normally, and may Poison Immunity
potentially succeed. You may do this three Prerequisites: Constitution or Dexterity 13+
times, and regain spent uses after finishing
After prolonged exposure to various toxins, you
long rest. No target may be affected by this
are rendered resistant to poisons. You gain the
curse more than once in a 24 hour period.
following benefits.
 You are resistant to poison damage.
Master of Beasts  You have advantage on any saving throws to
Prerequisite: Proficiency in Animal Handling avoid gaining the poisoned condition.
You have an affinity with beasts and can gather  You cannot accidentally poison yourself when
them together whether they are docile or not. handling and applying poisons.
You gain the following benefits:
 Increase your Wisdom score by 1, to a
Rally the Faithful
maximum of 20.
Prerequisite: Proficiency in Religion, good or neu-
 You double your proficiency bonus in Wisdom
tral alignment.
(Animal Handling) checks. This does not
Whenever an ally dies within 60 feet of you, you
stack with other similar effects.
can spend your reaction to inspire up to 6 allies
 The ability to gain a friendly beast of CR ½ or
within 30 feet of you (including yourself ). This
lower for every 3 days spent doing so during
announcement inspires the affected creatures
downtime. You may gather as many creatures
to avenge their fallen comrade. As a reaction,
at once equal to your Wisdom score bonus.
every affected creature is allowed to spend hit
You may not sell these animals, as they only
dice to heal as if they had taken a short rest.
listen to your commands.
Also, each ally removes one deleterious condi-
 Advantage on all Wisdom checks pertaining tion or 1 level of exhaustion, at their choice.
to an individual animal under your care.
Work with your DM to establish what breeds of
Talons
animals are available in your campaign setting.
Prerequisite: Strength 13+
Because of intentional self-mutilation or some
Master Thief other supernatural event, the character has de-
Prerequisite: Proficiency in Sleight of Hand formed arms and hands ending in sharp claws,
You are practiced in the art of freeing yourself which impart the following benefits:
from all non-magical bindings, and receive the  You gain a +1 bonus to AC if you are not
following benefits: holding anything in either hand.
 Increase your Dexterity score by 1, to a maxi-  You hands are considered weapons with the
mum of 20. light and finesse qualities, and deal 1d6 slash-
 You double your proficiency bonus in Dexter- ing damage.
ity (Sleight of Hand) checks. This does not  When you use an attack action with a light
stack with other similar effects. weapon, you can use your bonus action to at-
 Using Thieves’ Tools on locks you cannot see tack with a claw attack as long as you have one
does not incur disadvantage as long hand free.
 as you can touch them with both hands. At your GM’s discretion, you may or may not be
 You can use your reaction to make a Charisma able to retract your claws.
(Deception) check if you get caught sneaking,
55
Touched By Horror Underdog
Prerequisite: Wisdom 13+ You are at your best when things are at their
You have been affected by the horrors that lurk worst. You become stronger when the odds are
in the darkness. You are stronger for it, but you against you, and when your allies need you the
also bear the trauma of darkness that stains most. You gain the following benefits if you
your dreams with terror. You gain the follow- are either within 5 feet of two or more oppo-
ing benefits and penalties. nents, or your hit points are below half.
 Increase your Wisdom score by 1, to a maxi-  Add your proficiency score bonus to damage
mum of 20. once per turn when you are outnumbered.
 You have advantage on rolls to resist being  Increase your armor class by 1, to a maximum
charmed, frightened, or paralyzed. of 20.
 You can take a Dash or Dodge action as a  You must only succeed twice on death saving
bonus action if you are within 10 feet of a throws to become stabilized.
monstrosity, aberration or undead.

56
Chapter 06 - Equipment
The horror genre is interesting in that it pits you Weapon Notes: Some tools require slight
against the forces of evil, often either requiring variations to their rules when being used as
unique items to win the day or forcing victims to weapons.
make use of anything as a weapon. The following Barrel Lid. A barrel lid can be used as an
section details the use of improvised weapons, as improvised shield in a pinch, granting +1 to
well as some equipment that may fit well in a hor- Armor Class, but breaks one minute after be-
ror campaign. ing used to deflect attacks.
Cleaver. Treat as hand axe without the thrown
property.

Tools as Weapons Machete. Treat as a scimitar. This item is made


sturdy, and not prone to breakage.
A trope of many horror stories is that the characters
Meat Hook. Treat as a short sword that deals
(both protagonists and antagonists) often rely on
piercing damage. Special: You can initiate a
improvised weaponry to defend themselves or wreak
grapple on the same turn that you attack with
mayhem. The list below can help you to adjudicate the
this weapon, but the weapon cannot be used
use of such tools as weapons. Unless noted otherwise, as long as the grapple is maintained.
the items below are not suited for long-term use, and
Garrote. This tool can be used to initiate a
are prone to breakage, potentially as a result of one or
grapple and deals damage as a club.
more rolls of a natural 1 when using the tool in combat.
Skillet. This tool is especially tough and is
Some especially well-made tools may be the exception
not prone to breakage. Also, there is a 10%
and can be used without fear of breakage.
chance per skillet that it is constructed from
pure iron. Such a skillet is able to bypass the
damage resistance of fey creatures even if the
TOOLS AS WEAPONS
creature’s resistance is normally bypassed by
Tool Weapon Equivalent other materials.
Barrel Lid Improvised Shield
Broken Bottle Dagger
Crowbar
Hatchet
Mace, light
Handaxe
Horror Equipment Packs
Hoe Quarterstaff
HORROR EQUIPMENT PACKS
Carving Knife Dagger
Kit Price
Chain Club
Apothecary Kit 65 gp
Machete Scimitar
Cultist’s Kit 13 gp
Pitchfork Trident
Fortune Teller’s Kit 48 gp
Poker, Fireplace Shortspear
Ghost Hunter’s Kit 85 gp
Saw Sickle
Grave Digger’s Kit 35 gp
Shovel Quarterstaff
Impoverished Agitant Kit 5 gp
Skillet Club
Sledge Mallet Mace, heavy Monster Hunter Kit 13 gp
Preacher’s Pack 19 gp
Seance Kit 9 gp

57
Soldier’s Kit 63 gp Fortune Teller’s Kit (48 gp, 88 lbs*). This pack
contains the bare essentials for a fortune-teller to
Survival Kit 58 gp
ply their trade at home or abroad. This kit contains
Vampire Hunter Kit 62 gp
a backpack, a bedroll, 10 candles, a cart*, quality
Werewolf Hunter’s Kit 313 gp
fortune-teller’s deck, ink, an ink pen, a hooded lan-
tern, a small mirror, three traveler’s outfit, one enter-
Apothecary kit (65 gp, 42 lbs). An Apothecary’s tainer’s outfit, an iron pot, a pouch belt, a tinderbox,
kit holds all the strange but necessary components 2 days of trail rations, 50 ft of rope, an empty sack, a
and tools needed to work their bizarre craft. This tent, and a waterskin.
kit contains an alchemy lab, a backpack, a bedroll,
a belt pouch, ink, an ink pen, flasks (2), a mess kit, *The weight of the cart is not included.
a tinderbox, torches (2), trail rations (5 days), and
a waterskin.
Ghost Hunter’s Kit (85 gp, 14 lbs). This sturdy
satchel is the quintessential toolkit for detecting
Cultist kit (13 gp, 20 lbs). A strange necessity ghosts and sending them to their final slumber. This
among various cultures, this kit provides all the kit includes 10 candles, three flasks of holy water, a
necessities for preparing and carrying out a sacri- crowbar, a shovel, and holy symbol.
fice. The only things this kit does not provide are
strange and explicit reagents or religious require-
Gravedigger’s Kit (35 gp, 28 lbs). This kit
ments for sacrifices, such as expensive components
provides all the tools necessary to seal a coffin
or foci. As such, it contains one athame (or knife
or other burial container and ensure that it stays
of choice), a bowl for collecting various fluids,
closed. It includes 20 feet of chain, a good lock,
common incense, candles, rope, a small altar or
1 dose of glue, a shovel, 10 nails, and a leather-
statue of relevant significance, and appropriate
bound copy of the Book of the Lore: Undead*.
clothing (usually robes).

58
Impoverished Agitant Kit (5 gp, 11 lbs). Not Survival Kit (10 gp, 58 lbs). Some people
so much a kit as a grouping of items that a peasant wish to live away from the decadent cities and the
might have in the event of a riot. Some leaders may dangers of a crowded metropolis. These people try
potentially keep caches of these items in case they their luck in the wilderness and sometimes excel
want to incite riots or help keep districts defended at avoiding the dangers that lurk in the shadows
from various danger. Items include an improvised away from civilization. These items are typical of
weapon, an improvised shield (see barrel lid above), a a survival kit: A backpack, a bedroll, a mess kit, 10
small pouch of feathers, five flasks of oil, 2 torches, tar. days of rations, 50 feet of hempen rope, 10 torches,
and a waterskin.

Monster Hunter Pack (13 gp, 13 lbs). Some mer-


cenaries fancy themselves monster hunters. While Vampire Hunter’s Kit (62 gp, 10 lbs). This
this line of work has many cowards and charlatans, small, latched wooden case contains numerous
many merchants sell such kits to monster hunters tools and devices used in hunting and slaying vam-
both genuine and otherwise. Such items include a pires. It contains 10 cloves of garlic, ten wooden
book of lore (for a specific creature type), 10 cloves stakes, a hammer, a silvered mirror, 2 vials of holy
of garlic, a flask of oil, a hammer, 5 iron spikes, rope, water, and a holy symbol.
2 pounds of salt, a tinderbox, a pouch of wolfsbane
petals*, and 5 wooden stakes. Though the effective-
ness of this pack may be questionable, the sale of Werecreature Hunter’s Kit (313 gp, 28 lbs). This
this pack is lucrative and ubiquitous. leathery sack has numerous items that are vital in
dealing with a were-creature infestation. It contains
one silvered hatchet, one silvered hunting trap,
Preacher Kit (19 gp, 25 lbs). This pack contains a silvered dagger, and 10 wolfsbane petals. Were
everything that a traveling preacher may need to creatures have disadvantage on saving throws and
tend his various flocks and spread the good word. ability checks related to the silvered hunting trap.
Items include a backpack, a blanket, 10 candles, a
censer, a container of incense, a lock box, preach-
er’s clothing, 2 days of rations, tinderbox, and a
waterskin. Given the dangerous nature of travel, a
preacher may opt to request equipment that helps
in the defense against various monsters.

Seance Kit (9 gp, 9 lbs). This stained mahogany


box contains tools that aid in contacting super-
natural beings either as part of an act or a genuine
ritual. This kit includes 10 candles, 10 candle-
sticks, one entertainer’s outfit, a planchette set*,
one tarot deck, 10 sticks of incense*.

Soldier’s Kit (17 gp, 63 lbs). Essential for a


marching soldier, this kit contains everything
needed to maintain a baseline of operational readi-
ness in the battlefield. Included in the kit are a
backpack, a bedroll, a compass, a hatchet, an iron
pot, a large spade, a woolen mantle*, 2 days of
trail rations, 50 ft of rope, an empty sack, a tent, a
tinderbox, a waterskin, and a whetstone.
59
improvised weapons and is an object with the fol-
New Items lowing statistics (AC 11, 8 hp).

NEW ITEMS
Item Price Weight Incense (1 sp, —). Coming in various forms, a
Book of Lore 10 gp 2 lbs bit of incense can both help sooth anxieties or put
Door variable variable one in the frame of mind for a religious ceremony.
Incense comes in bundles of 10 sticks for 1 silver
Fortune Teller’s
2 gp — piece, or in small pouches to be used in censers.
Deck
Furniture variable variable
Incense 1 sp —
Neck Guard (10 gp, 2 lbs). Made from hardened
Neck Guard 10 gp 2 lbs
leather reinforced with a band of metal, this collar
Plaguemask 15 gp 1 lb
protects the wearer against vampire bites when
Plaguemask worn around the throat. It provides a +1 armor bo-
2 sp 2 lbs
herbs
nus to AC against vampire bites or similar attacks
Planchette Set 1 gp 1 lb
that specifically target the wearer’s throat. Unlike
Skull Mask 5 gp 1 lb
most armor bonuses, the neck guard’s +1 bonus
Wooden Stake 1 cp ¼ lb stacks with the armor bonus of light or medium
Woolen Mantle 1 gp 5 lbs armor, but it provides no additional bonus when
Wolfsbane worn with heavy armor.
1 sp —
Petals

Book of Lore (10 gp, 2 lbs). This book details Plague mask (15 gp 2 lbs). City healers often use
a specific kind of creature (fiend, undead, etc). plague masks when battling outbreaks of disease, but
However, it is usually sought after by cultists, min- others may also find them useful when breathing the
ions, and other unsavory creatures. Owning this foul air of plague or dealing with the rotted air of
book can grant knowledge about a specific subject. an aberration cave. A plague mask is a close-fitting
Depending on the thoroughness of the book’s leather hood fitted with a long, conical “nose,” mak-
contents, the price for such a tome can be much ing the wearer look like raven or crow. The wearer
higher, as would be the risk of owning it. sees through large eyeholes covered in thick red
glass. The plague mask is stuffed with aromatic and
medicinal herbs, which shield the wearer from con-
Door (variable). This portal into a given loca- taminated vapors and foul smells. These fresh herbs
tion serves to promote privacy and safety. Forcing must be replaced each day.
open a common locked door is a DC 13 Strength
check. A door is an object with the following sta- A plague mask provides the wearer with ad-
tistics (AC 13, 15 hp, damage threshold of 4). vantage to Constitution saving throws to resist
inhaled diseases and poisons, as well as effects
caused by foul odors (such as a ghast’s stench). The
Fortune Teller’s Deck (2 gp, —). Use arcana or wearer suffers disadvantage to passive Perception
proficiency in fortune teller deck. checks related to smells and sight.

Furniture (variable). This item, likely made Planchette Set (1 gp, 1 lb). This strange board
from wood, is a perfect object for wedging against is constructed with alleged symbols that call upon
a door. Forcing a door open that is braced with the voices of the dead. There is much debate
furniture is a DC 16 Strength check, often re- among scholars as to the authenticity of a given
quiring the destruction of the door to gain entry. planchette set, but it can be agreed that the major-
Furniture can often be used as one or multiple ity of such sets are mere replicas. What a genuine

60
planchette set would look like and how it would Magic is as much a tool for good as a means of
work are so far undocumented. The listed price for evil. Some settings make magic ultimately be only
this set assumes a planchette set that is not func- from evil sources, potentially causing magic us-
tional for anything other than entertainment. ers to constantly question their own abilities and
actions. Other settings make magic into danger-
ous and destructive forces, no matter the purpose
Skull Mask (10 gp, 1 lb). Similar to a skull hel- behind its use.
met, the skull has part of the cheekbones and the
jawbone removed and part of the cranium scraped
Whatever the case, magic tends to have a fairly
away so that the skull can fit over the wearer’s face.
solid place in stories of horror. Sometimes it is
A wearer can look either through the skull’s own
the only salvation of the innocent, or perhaps the
eyeholes or a set perforated into the bone. There
cause of oppressive evil. The spells and magic
are often motifs and designs adorning the skull
items in this chapter serve either to work for set-
mask, granting it an even more terrible appear-
tings in which the players are heroes and saviors,
ance. When wearing a skull mask, you can make a
or the evil and the damned.
Charisma (Intimidation) check as a bonus action
during the first round of combat.

WoodenStake (1 cp, 1/4 lb). This weapon


deals 1 damage, but against vampires, it deals 1d8
damage when the heart is targeted. Against an
incapacitated or grappled vampire, the stake can
paralyze the vampire until it is removed (see Vam-
pire and Vampire Spawn).

Woolen Mantle (1 gp, 5 lbs). This is a thick


cloak meant to be worn in harsh weather. It can be
standard issue to help soldiers keep warm and dry,
but in practice, it is worn more often by officers,
as well as adventurers and travelers. This mantle is
meant to protect gear from getting wet and can be
very handy for anyone carrying gunpowder.

Wolfsbane Petals (1 sp, —). These petals are


thought to have some property that wards against
werewolves. Though this property can be created with
alchemy, many superstitious people keep wolfsbane
petals in hopes of preventing a werewolf encounter.

61
Chapter 07 - Magic & Mysteries
tures that fail their saving throws also gain a
Spells level of exhaustion from having bone shards
The following spells are intended for horror embedded in their skin. Removing the shards
campaigns, and can alternatingly serve as plot ele- requires an action and a Wisdom (Medicine)
ments, as weapons of the enemy, or as protection check with a DC equal to your spell save DC.
from evil, depending on the spell. It is ultimately Otherwise, the condition is removed with a
up to the GM and players how they wish to use long rest, as normal.
these horror-themed spells. At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot level
Bellow of the Grave above 3rd.
Necromancy cantrip
Classes: Cleric, Sorcerer, Warlock, Wizard Deathly Form
Casting Time: 1 action 3rd-level transmutation
Range: 30 feet Classes: Cleric, Sorcerer, Warlock, Wizard
Components: V, M (grave dirt) Casting Time: 1 action
Duration: Instantaneous Range: self
You bellow with a craven voice that haunts your Components: V, S, M (cured bone)
enemies. Choose one creature within range. Duration: Concentration, up to 1 hour
That creature must succeed on a Constitution
You transform yourself into a shambling undead.
saving throw or take 1d8 necrotic damage. If
When this spell is cast, your type changes to
they fail their saving throw by 5 or more, they
undead, and you no longer have to eat, sleep,
are frightened until the end of their next turn.
or breathe. Any exhaustion levels you have
This spell’s damage increases by 1d8 when you gained are removed but resume once this spell
reach 5th level (2d8), 11th level (3d8), and has lapsed. Additionally, you are immune to
17th level (4d8). poison damage and the poisoned condition.
At Higher Levels. When you cast this spell
Bone Storm using a slot of 4th level or higher, you can
3rd-level conjuration augment your new form with new abilities. If
Classes: Cleric, Sorcerer, Warlock you use a 4th level slot, you become immune
to the frightened condition. If you use a 5th
Casting Time: 1 action
level slot, you also become immune to the
Range: Self (30-foot cone)
charmed condition and gain resistance to ne-
Components: S, M (bone shards) crotic damage. If you use a 6th level slot, you
Duration: Instantaneous also gain resistance to bludgeoning, piercing,
You blow on a small pile of bone shards in your and slashing damage from nonmagical attacks.
hand, which then summons a much larger, If you use a 7th level slot or higher, you no
deadlier storm of bone shards that spread out longer have to concentrate on the spell, and
in a 30-foot cone. All creatures caught in the it lasts up to an hour or until dispelled. All
storm must make a Dexterity saving throw, benefits are cumulative as you cast the spell at
taking 6d10 necrotic damage on a failed save, higher levels.
or half as much on a successful one. Crea-
62
Dim the Moon sion, squared) affected for every two levels
2nd-level enchantment beyond 1st (two targets at level 3, three targets
at level 5, etc). Large creatures can be affected
Classes: Bard, Druid, Ranger
by this spell if they occupy at least two squares
Casting Time: 1 action affected by this spell.
Range: 30 feet
Components: V, S, M (a silver trinket worth 1 SP) Howl of the Beast
Duration: Concentration, up to 1 minute 3rd-level enchantment
A slight glow of moonlight emanates from you, Classes: Bard, Druid, Sorcerer, Wizard
then vanishes. You choose one lycanthrope to
Casting Time: 1 action
transform, causing it to revert to its true form
if it fails a Charisma saving throw. Once re- Range: Self (50 ft. radius)
verted, the lycanthrope must make a Charisma Components: V, S
saving throw any time it wishes to change Duration: Concentration, up to 1 minute
forms for the duration of the spell, wasting the You unleash a horrible, keening wail that
action and staying in its true form on a failure. scythes through your opponents’ souls and
The spell ends if the lycanthrope makes a sav- leaves them unable to effectively defend
ing throw and successfully changes shape, or if themselves. Enemies must make a Wisdom
it resists the spell initially. saving throw, becoming frightened of you on
If the target of this spell is a willing target, the a failure. While frightened, your foes cannot
spell’s duration is 1 hour and prevents involun- move any closer to you and are compelled to
tary transformations for those suffering from move at least 50 feet from you. They are free
the curse of lycanthropy. When cast in this way, to attack you with spells and ranged weap-
the silver trinket is consumed in the casting. ons, though they have disadvantage to do so.
Affected enemies must make a new saving
Hands of the Dead throw at the end of their turns, ending the
effect on a success. If you willingly approach
1st-level conjuration
an affected creature, they are not compelled
Classes: Cleric, Druid, Warlock to leave the spell’s radius but are free to stay
Casting Time: 1 action and attack you at range, or even with melee
Range: 50 feet attacks if you are adjacent to the enemy.
Components: V, S, M (a severed finger or claw)
Duration: 1 minute Hunter’s Senses
You raise your hands in supplication to dark 2nd-level transmutation
forces, creating a number of hands that reach Classes: Druid, Ranger
up from the ground to grapple an opponent. Casting Time: 1 action
You choose a 5-foot square from which the
Range: Self
hands erupt. Any creature of medium size or
smaller must make a Dexterity saving throw Components: V, S, M (a bit of glass)
or be grappled. The creature must make an Duration: 1 hour
escape check at the end of each of their turns This spell grants you supernatural senses. How-
using your spell save DC to escape. The spell ever, you must decide what kind of benefit
does not end once they save, and any character to gain, choosing between sight, hearing, or
entering or re-entering the square, or ending smell. You can only benefit from one of these
their turn in the square must make the same supernatural abilities at any given time. While
saving throw or become grappled. Other char- the spell is in effect, you have advantage on
acters entering the square are affected as well any Perception and passive Perception checks
if they end their turn in that square. that apply to the specific bolstered sense. In
At Higher Levels. When you cast this spell certain circumstances, you are able to use your
using a slot of 3rd level or higher, you can senses to perform supernatural feats, such
increase the number of targets (and by exten- as sighting enemy movement a mile away,
63
tracking by scent, or hearing a distinct sound Casting Time: 1 action
within a crowded city. Range: 60 feet
Components: S, V, M (a body of water)
Nature’s Fury Duration: Instantaneous
3rd-level transmutation This spell transforms still and pure water into a
Classes: Druid, Ranger reflective surface that reveals illusions, ethereal
Casting Time: 1 action creatures, invisible creatures, and shapechang-
Range: Touch ers. Water must be a minimum of 5 ft across. To
make use of this spell, you must be able to see
Components: V, S, M (cured meat)
the reflection of the creature or effect from the
Duration: Concentration, up to 1 minute reflection off of the surface of the water, requir-
To cast this spell, you consume the cured meat ing a Wisdom (Perception) check with a DC
and recite a sacred word that rings deep determined by your GM (typically DC 12).
within you and the target of this spell. You
then touch the target, imbuing them with the
power of nature, augmenting their muscles.
You can also target yourself. As long as this
Rituals of Horror
The following spells, though part of the spells
spell is in effect, the target’s natural attacks
count as magical and silvered and deal an ad- presented in this book, are specifically meant to be
ditional 1d4 damage of the same type as the used as rituals and can be learned and (mis)used by
attack. This spell can affect you or any creature even those with no magical ability.
has a natural attack, and can specifically aug- These occult spells represent dangerous magic
ment an unarmed strike. that reaches out to affect the supernatural. Wheth-
er they ward against it, summon its presence, or
Plague Touch beg its unseen favor, these spells interact somehow
4th-level conjuration with dark forces beyond the grasp of most mortals.
Classes: Cleric, Sorcerer, Warlock, Wizard
Casting Time: 1 action
New Rule: Non-Ritual Casters
Range: Touch
Non-Ritualist. There are many tomes and even
Components: V, S, M (a rat tail)
oral histories that teach hedge magic to the un-
Duration: Instantaneous
initiated. Anyone may attempt to meddle in the
You rub your finger on a diseased rat’s tail before mystic arts, and even wild talents have mastery
touching the exposed skin of your intended over magic, but the untrained do not have the
victim. Those exposed to this spell must make
discipline or knowledge of arcane formulas that
a Constitution saving throw. On a failure, they
prevent catastrophic consequences.
gain a disease of your choice (see “Adventur-
ing: Diseases” in the SRD). The disease can The following spells have special rules for al-
be cured by the usual means but is especially lowing the casting of a ritual spell without any
virulent. For 1 hour after the victim contracts special ritual knowledge. These may be the results
the disease, any creature that is within 5 feet of a sorcerer’s apprentice misremembering their
of the victim must make the same Constitu- master’s teachings, or a foolish adventurer at-
tion saving throw or become infected by the tempting to recreate a ritual through an ancient
same disease. Secondary victims are not extra tome that has a page or two missing. Whatever the
virulent and transmit the disease through the cause, the only requirement is that the non-ritual
normal means.
caster has some access to the ritual’s instructions,
whether they be complete and correct, or not.
Waters of Truth
A non-ritual caster will always perform a
1st-level divination
ritual that is grossly flawed, and often it can be so
Classes: Bard, Druid, Sorcerer, Warlock detrimental that the benefits rarely outweigh the
64
drawbacks. Consider this as a guideline for any Note: You may also elect to have flawed rituals
ritual to be cast by a non-ritual caster, and really available to learn for those spellcasters capable of
anyone foolish enough to meddle with something doing so. Someone practiced at ritual magic can tell
that they barely understand. that a ritual is flawed, whereas an amateur would
not. In the case of an incomplete ritual being cast by
For any other ritual, consider potential nega-
someone capable of ritual magic, make sure that you
tive consequence to the spell being cast, either by
flatly state that not only is there a danger of the spell
creating an imperfect result, or even creating some
going wrong, but hints of what the consequences
random but negative magical surge that affects the
may be. The reason a non-ritual caster gets no such
caster in some way. When in doubt, consult this
warning is that they have no way of knowing when
random table.
they are stumbling into disaster.

RANDOM MISFORTUNE TABLE


Roll a d12
The spell has no effect, and any mate-
rial components are consumed regard-
1-2
less of whether the spell would have
consumed them.
The spell works as written for non-ritual
casters, but you have angered the pow-
3-4 ers that govern mystic secrets. You have
disadvantage on all rolls to save against
or resist magical effects for 24 hours.
The spell works as written for non-
ritual casters, but it affects a random
target or allows the original target to
pick a new target. In the case of a non-
5-6
targeted spell, the spell instead back-
fires and explodes for 1d8 force damage
per level of the spell, affecting a 10-foot
radius centered on the caster.
The spell has no effect, and the spell
creates an anti-magic f ield (as per the
7-8 spell) that lasts for 1 month from the
time of casting, centered on the spot
where the ritual was completed.
The spell summons a storm of mystic
energy. The area encompassing a 100 ft
radius centered on the ritual becomes
difficult terrain due to tumultuous
9-10
winds and unstable magical energy. All
creatures within the storm are subject
to force damage once per round (1d6)
until they can leave the immediate area.
The spell has no effect, and you sum-
11
mon a random outsider. (GM’s choice)
The spell goes wildly out of con-
trol, and works too well! Your GM is
encouraged to create a proper though
12
catastrophic consequence, such as the
summoning of dozens of overzealous
unseen servants, for instance.

65
Magic Seal
Ritual Mishaps as Curses 2nd-level abjuration (ritual)
Consider any of the mishaps either from this
table or from the miscasting of a ritual for a curse Caster: Bard, Cleric, Wizard
effect, whether to add to a cursed item, a result of Casting time: 1 action
divine intervention or a bestow curse spell. Range: 10 feet
The effects of each miscast spell are meant to be Components: V, S, M (chalk containing pow-
interesting and perhaps the fodder for adventur- dered silver, worth 50 gold, which the spell
consumes, and a container, which is effectively
ing, rather than debilitating and show-stopping.
consumed by the spell)
Curses should similarly be interesting, and a
motivation for more adventure, rather than an ob- Duration: Until the container is broken
stacle to be dealt with before more fun can be had. After defeating an enemy of a certain type
Remember that your players should have enough (including celestials, elementals, fey, fiends, or
warning before dealing with a flawed ritual to de- undead), you may imprison their essence with-
in a container. You must have drawn a mystic
cide if they want to cast it, so that they may accept
symbol upon the container beforehand, and
the consequences.
you may only cast this spell on a creature that
is somehow subdued (knocked out, incapaci-
tated, or dead). Sleeping targets are not subject
to this spell.
Ritual Spells
No matter what state the target is in, it must make
Exorcism a Charisma saving throw to resist. If it fails,
2nd-level abjuration (ritual) it becomes trapped within the receptacle, and
Caster: Cleric cannot escape unless an outside force breaks
the container, or they break it from the inside.
Casting Time: 1 hour
A trapped creature may make an attempt to
Range: 10 feet
break its prison at every new moon. At this
Components: V, S, M (a holy symbol, scripture time, the ritual must be cast again, allowing
in any media, such as cuneiform or book) the trapped creature a new saving throw to
Duration: Instantaneous escape. If the ritual is not cast, the creature
Notable disturbances destroy small objects automatically breaks free. If this ritual is per-
around you as you attempt to force an un- formed at every new moon for one year, the
wanted spirit from a possessed individual. seal becomes permanent unless broken from
As long as you maintain concentration for the outside.
the entire hour, you can perform an opposed Non-ritual Caster: A non-ritual caster may at-
Wisdom or Charisma check against the tempt to cast this spell, but the magical prison
possessing entity (you may choose which). is rendered imperfect. The trapped creature
If you succeed, you drive the spirit out at the has advantage on its saving throw to escape
culmination of the spell’s casting. the prison once it has been trapped. More-
Non-ritual Caster: A layman may cast this over, it forges a link with the caster while it is
ritual spell if he is taught by the clergy, though imprisoned, and it can attempt to reason with,
it would be foolhardy to attempt such a task corrupt, or even cast enchantment spells at the
without significant assistance. Non-ritualists caster once each day at sunset. An evil creature
that cast this ritual and fail the contest are at is likely to use this time to thoroughly cor-
risk of being possessed and have disadvantage rupt its warden before instructing them to set
to checks against any such attempts. Whether the creature free. This link is broken once the
the attempt successful or not, the non-ritualist demon is freed, slain, or properly imprisoned.
also gains 1d4 levels of exhaustion.

66
Ritual of the Harvest erworldly and often incorporeal. This may
3rd-level divination (ritual) manifest as a number of physical disturbances,
such as objects being knocked over, or the
Caster: Druid
temperature in the immediate area dropping.
Casting Time: 1 or 2 hours (see text) This is followed by an eerie quiet as the being
Range: Special (see text) turns its attention to the séance participants.
Components: V, S, M (a sacrifice worth at least A called entity (typically a ghost) must make a
100 gold, typically crops or livestock, which Wisdom saving throw. If it fails, and the entity
the spell consumes) is compelled to answer any questions honestly
Duration: Instantaneous for as long as the ritual caster concentrates.
By communing with the spirits of nature, the Once concentration on this spell is broken, the
ritual caster may perform this two-hour ritual entity stays and acts freely until banished, or it
in the form of a raucous feast, culminating in may return to its original location at any time.
the sacrifice and ritual destruction of crops, It is up to the GM to decide if the summoned
livestock, or even a well-made effigy. If the entity is friendly or hostile. The spell caster
casting is uninterrupted, the forces of nature may banish the ghost as an action.
take notice, and the surrounding area out to a Non-ritual Caster: If you are an amateur with
10-mile radius is blessed with a slight boon to proficiency with occultist tools, you may
the next harvest, typically increasing yields by attempt to cast this spell with no special train-
5-10%. A given area may not benefit from this ing or instruction. You must make a Charisma
boon more than once a year. check with a DC of 15. If you fail, a random
Alternately, the caster may instead meditate for entity of the GM’s choice is summoned. An
1 hour, after which the caster is considered to unsuccessful summon can act like beacons for
have an advantage on any Wisdom (Survival) rogue entities asking for or even demanding
and Intelligence (Nature) skill checks, and help from the assembled group.
provides enough sustenance for them and any
companions. These benefits last for 24 hours.
Non-ritual Caster: Unscrupulous ritualists and
spirits may even seek to replace the normal
Magic Items
Monster hunting is arduous, and even the best of the
sacrifice with that of a sentient being, espe-
best need tools to fight them. While some make due
cially if the being happens to be from a rival
with mortal instruments, others seek artifacts to stem
faction. While this is normally unnecessary,
non-ritualists that cast this ritual must use a the tide of darkness. In this section, we examine a
sentient sacrifice. If you are an amateur and number of magical items that are either meant to aug-
are disrupted during the ritual, nature re- ment the hunt for monsters or to act as an aid to evil.
sponds angrily through a local manifestation.
This takes the form of an angry elemental, or
Armor of the Smiling Tyrant
even natural disasters ranging from droughts
to volcanic eruptions. Armor (heavy), uncommon
This armor has details and craftsmanship that
please the eyes. When wearing this armor, you
Séance
have advantage on Intimidation and Decep-
1st-level conjuration (ritual) tion checks. You also have disadvantage on
Caster: Bard, Warlock Persuasion checks made against those that do
Casting Time: 10 minutes not fear or respect you.
Range: Self
Components: V, S, M (a crystal ball, tarot deck Axe of Perdition
or séance board worth at least 10 gp) Weapon (Axe), very rare (requires attunement)
Duration: Concentration This smooth black hand axe appears to be made
Through the use of special divining tools, you of a solid piece of ebony wood, even includ-
summon the attention of something oth- ing the axe head. You gain a +1 to attack and
67
damage rolls with this weapon. In addition, Claws of the Predator
any creature hit by this weapon must make Weapon (claw), rare (requires attunement)
a DC 12 Strength saving throw, they are
This twin set of claws are grasped so that three
knocked prone on a failure, or prone and
blades jut from your hands. The claws other-
stunned for 1d4 rounds if they fail by 5 or
wise function as a pair of short swords that
more. You can use a bonus action to summon
give you +1 to attack and damage rolls. If
the axe back to your hand.
both claws strike the same target during your
Bag of Rats turn, the target must make a DC 13 Wisdom
Wondrous item, rare (requires attunement) saving throw. On a success, there is no effect,
This bag appears to be made from rat fur and is but on a failure, the target is frightened for
uncomfortably itchy to the touch. Once per 1 round, or 1d4 rounds if they fail the saving
day, you can reach into the bag and cause a throw by 5 or more. This ability does not have
swarm of rats to emerge in a space within 10 to be activated but expends a charge. Claws
feet of you. As a bonus action, you can direct have 3 charges that reset at sunset.
the swarm to use its movement, but you cannot
control its action; the swarm attacks anything Cloak of the Slasher
that is in its space, including you. After 1 min- Wondrous item, rare (requires attunement)
ute, the swarm returns to the bag, and can’t be
This billowing cloak moves almost as if on its
summoned again until the next stroke of mid-
own, and trails behind you like an extension
night. If the swarm is defeated or otherwise
of your being. While wearing this cloak, your
lost, the bag does not function again until you
stealth checks are made with advantage. If you
fill it with cheese worth 1 gp.
are in dim light, you can hide as an action,
even if being observed.
Blade of Efficient Murder Curse. Once you draw a weapon, you cannot
Weapon (short sword), rare willingly drop it until you slay a creature. If
(requires attunement) you hold a weapon while wearing this cloak
This handsome blade has a crimson red handle, during a sunset, you must also make a DC
with has marbled red stains along the blade. 13 Charisma saving throw. If you fail, you are
You gain a +1 to attack and damage rolls with considered charmed and are compelled to find
this weapon. You also deal an additional 5 and slay an innocent living creature. The next
slashing damage when you attack a target and morning you awake and have murky memories
no other living creatures are within 30 feet. of the event. You cannot remove this cloak
until you are subject to a remove curse spell.

Blood Gem
Wondrous item, rare
Consecration Salts
Wondrous item, very rare
The blood gem is a sparkling ruby that one
might appraise to be worth 1000 gold or These salts are said to be made from the bodies
more. When it comes into your possession, it of ancient holy men. None know for sure, but
cannot be sold or traded, and other creatures they are certainly of a holy origin. When spread
view it as a worthless rock. around the site of a haunting or the grave of
an unruly ghostly entity, the haunt or entity
Curse. You cannot be rid of this stone, and at-
are rendered nullified for a year and a day. If
tempts to leave it or throw it away are futile;
the site is disturbed or subject to a gruesome
it always reappears on your person. Any time
act (murder, dark ritual, etc), then the activity
you come into contact with coins or gems,
resumes. If the site is not disturbed for a year
you begin to weep blood for 1d4 minutes. The
and a day, the activity is dispelled entirely.
curse ends if you are subject to a remove curse
spell, or if you forsake your worldly posses-
sions and live a life of austerity for a year and Crown of Corruption
a day. In either case, the ruby crumbles to dust, Wondrous item, very rare (requires attunement)
perhaps reforming in some other location. This crown appears to be made of sharp obsidian
68
and is adorned with precious gems that range Curse. The item gives you glimpses of the
from blue to purple. Even just laying eyes hellscape that torture your waking moments.
on it compels people to wear it or seek the With each long rest, there is a 1-50% chance
power that it represents. It has passed hands that you gain no benefit from the long rest
from one kingdom to the next, coveted as a and instead gain a level of exhaustion. If you
spoil of war for ages untold. When worn, the roll 51-100%, then you can rest normally and
crown increases your Charisma to 20 if it is even remove an exhaustion level as normal.
not already 20 or higher. It also allows you to If you die while you own this idol, your soul
expend a charge to cast either the domination is claimed by the Nine Hells. You cannot rid
or suggestion spell. The crown has two charges yourself of the curse until a remove curse is
that recharge at midnight. cast upon you, at which time you must unat-
Curse. Once per week, the crown takes a wicked tune from the idol.
idea from your head and makes it real, as per a
wish. The crown will make anything manifest, Ghost Ward Lantern
short of ending your life, though you are free Wondrous item, uncommon (requires attunement)
to fulfill that wish yourself.
This lantern glows even when not lit, appearing
luminescent and captivating. When lit, the
Dagger of the Death Cult lantern can ward off incorporeal undead, who
Weapon (dagger), rare (requires attunement) can’t approach within 50 feet of the lantern
This dagger appears made from shards of bone unless they make a DC 12 Charisma saving
melded together by unnatural means, with a throw. The lamp burns holy water rather than
small femur for a handle. You gain a +1 bonus oil. 1 flask of holy water lasts for 10 minutes.
to attack and damage rolls made with this Lighting the lantern takes an action. Incorpo-
weapon. If you attack a restrained creature real undead within the radius when the lantern
with this dagger, you deal maximum dam- is lit must make a Charisma saving throw or
age. If you attack an incapacitated creature be frightened for 1d4 rounds and be unable to
with this dagger, the creature takes maximum enter the radius of the lantern.
damage and must make a DC 15 Constitu-
tion saving throw. On a failure, the creature Gladiator’s Blood Gloves
immediately loses all hit points and begins Wondrous item, rare (requires attunement)
making death saving throws. If you deal dam-
This pair of cestus is perpetually coated in dried
age to a creature that is making death saving
blood that cannot be washed off. With them,
throws and use this dagger, they immediately
you add your strength bonus twice to unarmed
die and their soul is stored in the dagger. Only
attacks. You can grapple a creature one size
one such soul can reside in the dagger, and a
larger, or two creatures of the appropriate size
special ritual must be performed to remove
by gripping them with each glove, and you
the soul for more unsavory purposes.
can also initiate a grapple as a bonus action.

Demonic Idol
Gravegood Weapon
Wondrous item, very rare (requires attunement)
Weapon (any), uncommon (requires attunement)
This item attracts the attention of fiends, un-
When a righteous warrior dies and becomes a
dead, and evil fey. This idol can be used in a
zombie, the warrior’s indignation can manifest
special sacrificial ritual that takes 1 hour and
through their weapon. Such a weapon gains
requires the death of an innocent. At the end
magical properties. You gain a +1 bonus to at-
of the ritual, if the ritual is performed correct-
tack and damage rolls made with this weapon,
ly, and summons a horned devil that is loyal
but only against undead. Such weapons are
to you. If the ritual is improperly performed or
known to exist when heroes are slain in rituals
interrupted during the hour, 1d12 lemures are
dedicated to fiends or when transmuted by fey,
summoned that attack everyone in sight for
working against the respective creature types.
1d12 minutes.
69
Grave Robber’s Shovel Holy Fire
Wondrous item, uncommon Wondrous item, rare (requires attunement)
The shaft of this shovel is black and the blade a This flame is imparted by a divine source and
dark grey steel. This shovel can magically ex- can be transferred to others by holy ritual. It
hume a corpse without disturbing the grave or imparts its beneficiary with the ability to speak
coffin. The shovel can do so once and regains and understand any language. It can also be
the ability to do so at midnight. expended to expel a curse, a possession, disease,
or mutation. Once used in such a way, the flame
Heelstrike Arrow flickers out forever.

Weapon (arrow), uncommon


This thin arrow is made entirely from a light steel. Longsword of Piety
When you attack with this arrow, you gain a Weapon (longsword), rare (requires attunement)
+1 to attack and damage rolls. If you strike a Said to be a relic from a defunct religious order,
creature with this arrow, it must make a DC this sword shines with a soft blue glow out to
14 Constitution saving throw. On a failure, its 10 feet, and grants you a +1 bonus to attack
walking speeds are halved for 3d4 rounds. The and damage rolls. In addition, the sword has 1
arrow is destroyed when it strikes a creature, charge. At any time while you are wielding the
but not when it misses its intended target. sword, you can expend a charge to automati-
cally succeed on one saving throw. The sword
Idol of the Pernicious Cat God regains one charge after being bathed in holy
water in the sunlight. This sword functions only
Wondrous item, legendary
as a normal longsword in the hands of any-
This idol looks like an ornately detailed minia- one with an evil alignment and falls out of its
ture statue of a black cat wearing gleaming wielder’s hands if the wielder seeks to harm an
jewelry. When you attune to this idol, you innocent, even if by magical compulsion.
gain wondrous catlike powers. You gain a
climb speed of 40 feet, darkvision out to 60
feet (or 120 if you already possessed darkvi- Observant Statue
sion), and advantage on Dexterity checks and Wondrous item, rare (requires attunement)
saving throws. A statue that can be made from nearly any
Curse. You cannot willingly be parted from this substance, and shaped to appear as nearly any
idol unless you are the subject of a remove curse humanoid shape. This statue, once attuned,
spell. After every long rest, you must make a can be activated to “observe” its surround-
DC 10 Charisma saving throw. If you ever ings when a certain condition is met, such as
fail this saving throw, your soul is bound into when an intruder enters without whispering
the idol, and your body is inhabited by a cat a passcode, or when a certain type of creature
spirit. The cat spirit sows mischief in your (such as an aberration or fiend) approaches
name, acting like a licentious criminal. Each within 100 feet. If such a condition is met,
midnight thereafter, you must make a DC 14 you are magically alerted, and can later touch
Charisma saving throw to return to your body. the statue to “see” what it has seen for up to
Once you have returned, you are not subject 10 minutes from the point when the statue
to the idol’s curse for a month, after which was triggered, though you cannot hear any
the idol attempts to replace you with the same sounds of the event.
mischievous spirit, which seems to delight
in ruining your life and reputation. When
you fail your third such saving throw, you are Robe of Shadows
instead permanently charmed to behave as the Wondrous item, legendary (requires attunement)
cat spirit does, and the idol can be transferred You can slip into the shadows and become invis-
to a new victim. ible as a bonus action. You can plane shift into
the shadowfell once per day. You can use your
bonus action to snuff out spells that create light
70
as long as they are of 3rd level or below, or are fect is otherwise treated as a shapechange spell,
cast with a 3rd level slot or below. lasting 2 minutes. After the first minute, you
must make a Charisma saving throw at the
start of each round to avoid going berserk, us-
Sword of Pursuit ing every action to attack the nearest creature.
Weapon (any sword), rare (requires attunement) This effect can be dispelled prematurely by
This gleaming sword has inlaid runes that undu- magic or if you drop to 0 hit points, but will
late in the light. You gain a +1 bonus to attack otherwise last for the full 2 minutes.
and damage rolls with this weapon. This sword
has 3 charges. Whenever you deal damage to The Wishing Doll
a creature with this weapon, you can spend a Wondrous item, legendary (requires attunement)
charge to designate the creature as your track-
This doll looks devilishly detailed and beautifully
ing target. Attempts to track that creature have
crafted. Close inspection shows that the doll
advantage until the next dawn, at which time
moves ever so slightly, usually shifting its gaze
you can spend another charge to continue at-
in an unsettling way. This item automatically
tempting to track that creature. You also know
attunes to anyone that possesses it for more
the direction (but not distance) of your query.
than a day. Once attuned, your casual wishes
This sword regains spent charges at dawn un-
are granted, usually in the worst possible way. If
less you are actively in pursuit of a creature.
the item is discovered to have magical proper-
ties, it can be used to make conscious wishes,
Teeth of the Dead and similarly makes them result in catastrophe.
Wondrous item, rare (requires attunement) When making a conscious wish, you can make
Once per day, this set of teeth can be inserted a DC 20 Intelligence check. On a failure, the
into the mouth of a corpse, and allow it to wish goes completely awry, resulting in may-
speak. A corpse that has been dead for more hem that outweighs any benefit of the wish.
than a year only speaks its last thoughts, On a success, you can make a good wish that
while a younger corpse can converse with undoes any harm done by any previous harm
varying ability about the knowledge it had done by the doll (often for wishing the doll
in life. The teeth can be used once and must never existed), or gain a random magical boon
be cleaned with a paste made from cremated (your GM can pick a boon from the effects of
ashes before they can function again. a deck of many things from the following list:
the fates, knight, throne, vizier). Whenever a
Undertaker’s Oil good wish is made, the doll vanishes forever
regardless of the wish.
Wondrous item, uncommon
When full, the flask containing this oil seems
transparent and immaterial, though it is not. Wolfsbane Amulet
When poured on a weapon, the weapon Wondrous item, common
similarly appears translucent and can deal This amulet takes the form of a bit of fur kept in
damage to undead as if it were a magic a tiny vial. When worn, you have advantage
weapon. The flask can coat one weapon or 10 to resist the curse of lycanthropy and gain +1
pieces of ammunition, and once poured will to your armor class against lycanthropes. The
function for 5 minutes. small vial can be broken against a lycanthrope,
requiring them to make a DC 13 Wisdom
Werefang saving throw. On a success, the lycanthrope is
frightened for 1 round. On a failure, they are
Wondrous item, very rare (requires attunement)
frightened for one minute.
This pendant is created from the tooth or teeth
of a were-creature. It will not function during
the day, but at night you can call upon it to Wolfsbane Vial
transform you into the same kind of were- Wondrous item, common
creature to which the tooth belonged. This ef- This simple potion is made for emergency situ-
71
ations. Many apothecaries and sages have at Curse. If attuned for more than 1 day, you must
least one vial on hand. Drinking this potion make a DC 20 Constitution saving throw at
can stave off a lycanthropy curse for one night. the end of that day, and each month thereafter.
On a failure, you become a zombie marshall,
Zombie Beacon and the beacon is destroyed. The beacon cannot
be unattuned or separated from you unless you
Wondrous item, legendary (requires attunement)
are subject to a remove curse. The beacon can
This strange monolith is small enough to be be destroyed otherwise by impaling a zombie
moved by cart and horse. Those who come marshall against it and reciting a holy scripture.
across it feel a strange draw to own the mono-
lith. If someone claims the monolith, they
can attune to it by keeping it near them for 3 Zombie Powder
days. On the sunset of the third day, all dead Wondrous item, uncommon
creatures within 100 miles rise as zombies When spread on a corpse that has been dead for
and begin to move towards the monolith. no more than 24 hours, it becomes a docile
zombie servant under your control. The zom-
bie exists for a tenday. If the Zombie comes
into contact with fresh human blood at any
point, it goes berserk in the same manner as a
flesh golem.

72
Chapter 08 - Horrific Hazards
Just as dangerous as the creatures that are born of Bebelith Poison (Injury). This poison must
the night are the less tangible horrors that threaten be harvested from recently slain bebelith and is
the safety and sanity of the innocent. These hazards extremely hard to preserve. Proving the efficacy of
can come in the form of disease, poisons, or even this poison to potential buyers is even harder. A
haunts called upon by the ethereal forces of darkness. creature subjected to this poison must succeed on a
DC 18 Constitution saving throw or take 36 (8d8)
poison damage and gains the poisoned condition.
The following are some hazards that are espe-
The creature must repeat the saving throw at the
cially prevalent in horror games. Some are expand-
end of every minute. With each successive failure,
ed versions of current horrors, such as new poisons,
the poisoned condition persists, and the target
and supernatural diseases. The haunt section
takes an additional 13 (3d8) poison damage. After
provides a new system of supernatural hazards that
two successful saves, the poison ends.
can cause mayhem and distress to your players as
they traverse haunted places and sites of atrocities. Cost: 1,500 gp

Poisons Burning Angel Feather Fumes (Inhaled).


This poison is harvested from both good and evil
outsiders, as demon fat is required to make the
Basilisk Breath (Inhaled). This poison must
feathers burn. A creature subjected to this poison
be harvested from a special gland in the neck of a
must succeed on a DC 15 Constitution saving
Basilisk. A creature subjected to this poison must
throw. On a failure, the creature takes 14 (4d6)
succeed on a DC 12 Constitution saving throw,
poison damage. Additionally, the creature becomes
or become restrained. It must repeat the saving
hideous and has disadvantage on any charisma
throw at the end of the next round. On a failure, it
ability checks for 1d4 days. On a success, the crea-
becomes petrified for 1d4 days. On a success, the
ture suffers no damage, and the disfigurement lasts
creature is no longer restrained and the effect ends.
only 1d4 minutes.
Cost: 750 gp
Cost: 300 gp

POISONS
Item Type Price per Dose
Basilisk Breath Inhaled 750 gp
Bebelith Poison Injury 1,500 gp
Burning Angel Feather Fumes Inhaled 300 gp
Devil’s Eye Injury 400 gp
Giant Centipede Poison Injury 275 gp
Giant Scorpion Poison Injury 375 gp
Giant Spider Venom Injury 250 gp
Lifebane Ingested 600 gp
Sasson Juice Contact 700 gp
Vilestar Contact 800 gp
73
Devil’s Eye(Injury). This poison must be har- well as losing an equal amount from their hit point
vested from an evil outsider; it need not come from maximum. The creature must repeat this saving
a devil, specifically. A creature subject to this poi- throw at the end of each round, taking 9 (2d8)
son must succeed on a DC 13 Constitution saving damage on each successive failure, as well as reduc-
throw or lose all damage resistances and immuni- ing their hit point maximum by an equal amount.
ties for 1d4 rounds. The creature must repeat the After two successful saves, the poison ends.
saving throw at the end of every round, ending the
Cost: 600 gp
poison on a save.

Cost: 400 gp
Sasson Juice (Contact). A creature subjected to
this poison must succeed on a DC 17 Constitution
Giant Centipede Poison (Injury). This poison saving throw or take 18 (4d8) poison damage and
must be harvested from a dead or incapacitated gi- become paralyzed for 1 minute. On a success, the
ant centipede. A creature subjected to this poison creature takes half damage and has disadvantage on
must succeed on a DC 11 Constitution saving any physical ability checks or attack rolls for 1 round.
throw. On a failure, the creature takes 10 (3d6)
Cost: 700 gp
poison damage. If the poison damage reduces
the creature to 0 hit points, the creature is stable
but poisoned for 1 hour, even after regaining hit Vilestar (Contact). A creature subjected to this
points, and is paralyzed while poisoned in this way. poison must succeed on a DC 16 Constitution
Cost: 275 gp saving throw, or have their Strength reduced to 3
for 24 hours. Additionally, the creature gains an
exhaustion level for every turn that it performs an
Giant Scorpion Poison (Injury). This poison action during combat. The creature must repeat
must be harvested from a dead or incapacitated the saving throw at the end of every hour, ending
giant scorpion. A creature subjected to this poison the effect on a successful save.
must succeed on a DC 12 Constitution saving
Cost: 800 gp
throw or take 22 (4d10) poison damage, or half as
much on a successful save.

Cost: 375 gp A note about price: Even though it would seem


that poisonous creatures may become a gold mine
from harvesting their poisons, remember that these
Giant Spider Venom. (Injury). This poison poisons often must be processed for preservation
must be harvested from a dead or incapacitated gi- or efficacy. Doing so generally costs time for craft-
ant spider. A creature subjected to this poison must ing, and requires that half the cost of each dose
succeed on a DC 12 Constitution saving throw or be spent towards this preparation. Additionally,
become poisoned, and gain one level of exhaustion. selling poisons is usually frowned upon, hazardous,
The creature must repeat the saving throw at the and can attract unwanted attention just as with
end of every round, suffering another exhaustion magical items. Access to a guild that deals with
level on a failure. On a success, the poison ends, poisons can generally facilitate such transactions.
and the creature recovers any accumulated exhaus-
tion levels at the rate of 1 per minute.

Cost: Cost: 250 gp

Lifebane (Ingested). A creature subjected to


this poison must succeed on a DC 10 Constitution
saving throw, or take 27 (6d8) poison damage, as

74
weeping sores across their body. At the end of each
Diseases long rest, the creature must make a DC 16 Consti-
With less magical healing, disease is a very real tution saving throw, taking 11 (2d6) necrotic dam-
danger to the inhabitants of the Mists. Mundane age on a failure and gaining 1 level of exhaustion.
diseases claim many lives, and magical disease are On a successful save, the DC of the saving
even more terrifying. throw is reduced by 1d4+1. When the saving
throw DC becomes 0, the disease ends.
Ashen Inflammation
This disease is a mounting fever that eventually con- Calcification Virus
sumes its victims in fire. Those coming into contact This virus slowly turns the victim’s bodily fluids
with infected individuals, or the ash of the immolat- into a solid calcified substance. Sufferers typically
ed victims must make a DC 13 Constitution saving suffocate on their own blood well before their
throw or become infected. Creatures that do not blood completely calcifies. As the body decom-
breath receive advantage on this saving throw. poses, fluids calcify as well, until the body turns
The first symptoms of the disease appear in 1d4 into bones and dust.
+ 1 hours, as the infected begin to develop a heavy The dust carries the disease and can become
fever and rash. The infected creature suffers 1 level infectious if breathed in or ingested. Creatures
of exhaustion; while the infected creature has at least exposed to the disease must make a DC 14 Con-
1 level of exhaustion they are also vulnerable to cold stitution saving throw or become infected.
damage. At the end of each long rest, the infected Within a day, the victim begins to feel pain and
creature must make a DC 15 Constitution saving fatigue. After 3 days, the creature begins to develop
throw. On a failure, they take 2 (1d4) fire damage for rough patches over the skin that feel hard and thick.
each level of exhaustion they possess and gain an- At this stage, the creature has disadvantage on
other level of exhaustion. On a success, they take no Constitution checks (but not saving throw). After 8
damage and lose a level of exhaustion. If the creature days, the creatures become blind and develops stiff
reaches level 6 of exhaustion, they burst into bright joints, gaining disadvantage on Dexterity checks,
flame and then become a pile of loose ash. All crea- as well as reducing their movement speed by half.
tures within 10 feet of the dying creature must make After 18 days the infected creature must make a DC
a DC 14 Dexterity saving throw or take 27 (5d10) 12 Constitution saving throw every hour or begin
fire damage on a failed save, or half as much damage to suffocate. There is no cure for the crystal virus.
on a successful one. Once the infected creature loses Creatures suffering from the disease remain infected
all levels of exhaustion, the disease ends. until the disease is cured with magic or they die.
Curiously, if an infected creature has their shape
changed, they may attempt another save to end the
Rosen Doom
disease when they return to their original form.
The disease known as rosen doom is identified by
the haunting reddish hue that affected corpses take
on. The blood of the deceased victims also remains Marrow Ooze Infection
a strange reddish color even decades after their Though not technically a disease, the marrow ooze
death, partially preserving corpses, and retaining parasite nonetheless infects its victims with its
the virulence of the disease for just as long. presence. A marrow ooze enters the body through a
wound or exposed orifice (potentially the mouth or
This disease is primarily spread through contact
ears) while the victim is sleeping, and begins to con-
with infected blood, although any bodily fluid can
sume the host’s marrow. The victim can make a DC
transfer the disease. A creature that makes contact
13 Constitution saving throw to resist the infection.
with such a fluid must make a DC 16 Constitution
On a success, the marrow ooze escapes avoiding
saving throw, becoming infected on a failure.
being destroyed by the host’s immune system. On a
Symptoms develop within 1d4 days. Infected
failure, the host is infected but actually feels bet-
creatures suffer 1 level of exhaustion. While ex-
ter than ever. Infected creatures begin to look more
hausted, the creature coughs blood and develops
75
attractive, and are healed of any bone deformities, will also remove the disease, and infected individuals
bone conditions, or diseases of the blood. also can benefit from either any means that remove
disease or that remove the petrified condition, both of
Each day thereafter, an infected creature must
which cure the infected.
make a DC 13 Constitution saving throw. On a
There are dreaded tales of entire cities succumb-
failure, the host reduces their hit point maximum
ing to this disease, drawing in the curious and
by 10, to a minimum of 1. Once the host has
the greedy, only to add to the grim menagerie of
reached this minimum, the marrow ooze splits
lifelike statues.
and horrifically transforms the host’s limbs into
new marrow oozes in a process that resembles the
melting of a piece of wax. The host is left without Terror Plague
limbs, but their hit point maximum is restored. Called by some the “rabid fear”, this disease at-
These victims are at increased risk of developing a tacks the mind and is spread through bodily fluids,
traumatic insanity. most commonly by sweat. Victims begin to see
hallucinations of their darkest fears, often attack-
A host that succeeds at two saving throws (they
ing others and spreading infection in an addled
need not be consecutive) can expel the creature,
attempt to fight off the visions of terror.
though the expulsion process is painful and dif-
ficult. Once the expulsion process begins, the host A victim exposed to the body fluids of an infected must
begins to bleed from every orifice and loses body make a DC 12 Constitution save or become infected.
fluids through violent and frequent body emis- Onset happens during the first evening of infection, and
sions. This process reduces deals 2d6 piercing and symptoms manifest as visions of dangerous and deadly
2d6 poison damage unless the host receives proper creatures or hazards, or often the subject of the victim’s
medical care (requiring a DC 15 Wisdom (Medi- phobias or self-doubts. Once these visions begin, the
cine) check). If a victim should die due to this victim sweats profusely, to the point that they drip with
violent process, their insides are liquefied, and 1d2 sweat. Infected creatures are unable to sleep or rest, and
marrow oozes emerge from the body. gain no benefits from a short or long rest other than stav-
ing off exhaustion. Prolonged infection might result in
long-term madness (see madness rules).
Marblewife Syndrome
One cure for this disease is to gouge one’s eyes
Though some legends tell of master crafters creat-
out. Though not a popular cure, it can be a neces-
ing lovers out of stone, this disease was named for
sary one to stave off madness and sleep depriva-
such a fable. The disease turns its victims to stone
tion. This does not so much cure the disease as it
and can be contracted by a not yet petrified victim,
prevents the symptoms, and the victim can still
as well as during “spore” seasons in which the pet-
transmit the disease to others (though they do
rified victim gives off a fungal-like shedding that
not suffer from the heavy sweat that the visions
can further affect other creatures. These seasonal
induce). The only other non-magical cure must
spores complicate attempts to unpetrify victims,
be procured from the blood of a hag and requires
which often leads to the destruction or entomb-
a DC 20 Wisdom (Medicine) check to properly
ment of victims that might otherwise be cured.
distill into a working cure. Whatever the connec-
After physical contact with an infected creature, tion between hags and this disease may be, it only
a victim must succeed on a DC 12 Constitution serves to make each all the more terrifying.
saving throw or become infected. If an infected
statue is sporing, a creature that comes within
Telepathitis
20 feet of the statue must make the same saving
A strange and unusual condition, telepathitis is
throw. Sporing statues are covered with a flaky
transmitted by mental contact with an infected
substance that resembles dried paint.
creature, or more rarely through physical contact
A victim begins to lose points from their Dexter-
with brain tissue. Such contact requires a DC 13
ity score at the rate of 2d4 per 24 hour period. If this
Constitution save if physical contact is made, or
results in a Dexterity score of 1 or less, the victim be-
a DC 11 Wisdom save if mental contact is made.
comes petrified. Any means of unpetrifying the victim
Failure results in infection.
76
A creature so infected can begin to read If allowed to linger in the shadows, the disease
thoughts, but does so erratically, gleaning surface worsens, and the infected creature begins to look
thoughts from any nearby creatures. Through men- as though they are in the shadows even when in
tal strain, an infected creature can hone the ability the light. After three days without exposure to any
and listen to specific thoughts, as per the spell bright light, the creature begins a transformation
detect thoughts. They can only use this ability once into shadow that takes place from sunset to dawn
and regain the ability to do so after each long rest. after the third day of prolonged darkness. The
However, this and other mental stressors cause the infected creature becomes a shadow that is able
disease to worsen, and they begin to deteriorate. An to create other shadows through disease rather
infected victim gains an exhaustion level each time they than by its strength drain ability (which otherwise
strain to use their ability to detect thoughts and gain remains unchanged).
an additional exhaustion level if they read the thoughts The only cure for this disease is prolonged ex-
of a creature with an intelligence score of 18 or higher. posure to sunlight (1 uninterrupted hour), radiant
The infected creature also gains a level of exhaustion if damage (equal to half of maximum hit points),
they are around a crowd of 10 or more for more than or a lesser restoration. Spells and abilities that
a minute. With each level of exhaustion gained, the remove curses or diseases will also end this disease.
infected suffers from a headache of increasing intensity.
When the infected creature reaches 6 levels of Risen Sickness
exhaustion, their head explodes and they die. This Among all disease, few are as feared as risen sick-
can only be prevented by prolonged sensory depri- ness. Fabled to have toppled empires, this sickness
vation and rest. The infected creature cannot have creates undead with staggering efficiency, and at
any levels of exhaustion nor be exposed to any the least ensures a culture of fear and paranoia.
thoughts for a minimum of 3 days. If such condi- Even the rumor of risen sickness is enough to rally
tions are met, they are no longer infected. mobs to stamp it out, and kings have been known
Curiously, creatures that resemble brains are to wipe out entire communities as a safety mea-
susceptible to this disease, which displays more as sure, whether it was merited or not.
a wasting cancerous condition. Intellect devourers,
What is not certain is how the disease starts,
grell, and brain consuming creatures are likely vec-
but when it does, corpses begin to rise and hunger
tors for this disease, which sometimes mercifully
for flesh. This disease often spreads to long-dead
thins their populations.
corpses who have no resistance to the disease
whatsoever, and swell the ranks of the risen.
Shadowed Typhus Walking corpses are considered zombies, replac-
This magical illness infects a victim’s shadow, ing their slam attack with a bite attack that im-
causing the victim to slowly become a dark shade. parts the infection(+3 to hit, 5 ft reach, one target,
This diseases may be contracted if an infected 1d4+1 piercing damage). These corpses infect their
creature stands in your shadow, or by lurking in victims with a disease that kills and raises even
the same shadow as an infected creature. Creatures more walking corpses. An individual exposed to
of the outsider and aberration type are immune to a bite must make a DC 17 Constitution saving
the effects of the disease, but may still carry and throw. Failure means the victim is infected. After
transmit the disease to others. every hour of infection, the infected creature loses
2d6 hit points from their maximum. If this maxi-
Symptoms develop the sunset after contraction.
mum reaches zero, the infected creature dies and
At that time, the victim begins feeling weak, and
rises as a zombie within 1 minute of death.
their shadow appears darker than usual. The victim
There is no simple cure for this disease outside
begins to fear any light and feels pain and anguish
of magic, though there are special herbs that can
if exposed to sunlight (this exposure does not
remove the infection before death. An infected
cause any physical harm). The creature must make
victim that is cured is also restored to their normal
a DC 15 Constitution check to willingly step into
hit point maximum. There are rumors of random
any bright light.
individuals that are naturally immune to the disease,
77
though such tales also say that the immune are car- Although each haunt has a CR, the GM can
riers, and unwittingly help the spread of the disease. determine whether a group has successfully over-
come a haunt, whether that means surviving the
haunt or destroying it.
Haunts
Though the world of horror fantasy certainly Haunt Construction
has ghosts and other ephemeral horrors, they are Haunt Factor CR Adjustment
not the same as the supernatural activity that can 7-9 -1
encompass a “haunt”.
10-12 +0
A haunt is a ghostly resonance that can affect 13-14 +1
a creature that triggers it. Such haunts are very 15-18 +2
likely to occur in places of death and psychic 20+ +3
distress, such as torture chambers, mass grave- Passive Perception to detect
yards, and battlefields. The nature of each haunt is
unique and can cause a milieu of terrible effects,
DC of effect
from a scare all the way to death.
Below 10 -1
10 +0

Building a Haunt 11-12 +1


13-15 +2
The following tables can assist in the guidelines
16-18 +3
for creating a given haunt. Each contributing factor
19-22 +4
can affect the haunt’s final CR, and determine the
difficulty and/or deadliness of encountering one.
Average Damage Dealt
Most haunts have three basic elements that
0-10 +0
might affect its difficulty: The passive perception
11-21 +1
needed to detect and avoid it, its effect, and how
hard it is to overcome the effect. 22-30 +2
30-45 +3
There are also elements of a haunt that do not
affect its CR, such as its trigger, and location. The 46+ +4
base CR of a haunt is 0 before modifications. If a 60+ +5
haunt is still 0 or less after all modifications, it’s 75+ +6
effective CR is 1/2. Add +1 to the CR adjustment for every additional
15 points of damage

Condition
Exhaustion, poisoned, deafened +1
Blinded, frightened, restrained +2
Charmed, paralyzed, stunned, suffocation +3
Death, petrification +4

Maximum number of creatures affected


1 -1
2-3 +0
4+ +1

78
after which it dissipates, the wine bottles ap-
Sample Haunts pear unopened, and the haunt can begin anew
if the trigger conditions are met.
Spectral Knife CR ½
Destroying the Chilling Darkness: A house
Location: Roadside where the highwaymen
servant was once brought to this room and
murdered the newlywed couple.
brutally murdered for attempting to steal
Passive perception to notice: 9 wine. Speaking a prayer of rest for the soul of
Trigger: Any one creature that approaches the house servant can quell the haunt, even if
within 100 feet of the site at night. it is in progress. A DC 14 Intelligence (Reli-
Effect: A young couple once attempted to gion) check might be appropriate to know of
travel to a neighboring town to consult a an appropriate prayer.
sage regarding the bride’s sudden illness.
The highwaymen sought to take the money The Painting CR 9
that the couple had for the sage’s fee. The
Location: Hallway leading to the east wing of
highwaymen killed the couple and took the
the mansion.
money, and were never brought to justice. The
husband’s survival knife drew the blood of Passive Perception to notice: 18
one of the thugs, and still haunts the site. As Trigger: Being adjacent to the painting.
it is a prominent legend in the town, there is Effect: An ominous painting hangs in the
a sign on the highway that warns people not hallway, depicting the former master of the
to approach the road at night. Anyone that mansion. When seen from the corner of the
ignores the warning and approaches the site eye, the master appears craven and ghoulish.
is attacked by a spectral knife. An afflicted Anyone that nears the painting must make
creature must make a DC 11 Wisdom saving a DC 16 Charisma saving throw or become
throw or take 5 (1d10) psychic damage. The charmed and compelled to attack the near-
haunt stops after the first attack but is reset est living creature for up to 5 rounds. If there
once each hour, on the hour until sunrise. are no living creatures to attack, the afflicted
Destroying the animated knife: The haunt can victim must make a DC 16 Wisdom saving
be ended if the brigands are brought to justice. throw or become wracked with nightmarish
Barring that, sprinkling the blood of a mur- visions and is dealt 27 (5d10) psychic damage.
derer on the site will also end the haunt. Those that succeed at the saving throw only
take half damage. Only one such creature can
be afflicted in this way. The haunt can be trig-
Chilling Darkness CR 4
gered only once per night.
Location: Wine Cellar
Destroying the painting: The painting itself can
Passive perception to notice: 14 be destroyed, but it merely reappears at the
Trigger: Three or more creatures present next stroke of midnight. To unravel the haunt,
Effect: When triggered, the corks from all the one must draw a circle of salt on the floor near
wine bottles appear to come out, and the the painting, and perform an esoteric rite of
contents of the bottles spill out into a chilly exorcism. This rite can be performed with a
darkness that envelops the immediate area. DC 16 Intelligence (Arcana) check.
All creatures currently in the wine cellar must
make a DC 13 Constitution saving throw, tak-
ing 14 (3d10) cold damage on a failure, or half
as much on a success. This darkness foils the
darkvision of living things. Those who wish to
exit must make a DC 13 Dexterity check to
avoid falling prone for each round of move-
ment they make, but if no danger is present,
there is nothing inherently dangerous about
the darkness, as the cold damage only occurs
once. The darkness persists for 10 minutes,
79
Chapter 09 - Fear & Madness
Insanity plays a strong part in the elements of
horror, as fear is a cloying presence that can un- GOING MAD
hinge the mind. The madness that takes hold can Various magical effects can inflict madness on
be a signpost of horror, as the protagonists meet an otherwise stable mind. Certain spells, such as
twisted minds that have been broken by inhuman contact other plane and symbol, can cause insanity,
creatures, as well as mortal born cruelties like war and you can use the madness rules here instead of
and terror. the spell effects in the SRD. Diseases, poisons, and
Here we give codified rules on how sanity (and planar effects such as psychic wind or the howling
the lack thereof ) can play a role in your game, and winds of Pandemonium can all inflict madness.
how you can inject the substance of sanity into your Some artifacts can also break the psyche of a char-
game, creating a mood of fear and uncertainty. acter who uses or becomes attuned to them.

Resisting a madness-inducing effect usually


requires a Wisdom or Charisma saving throw.
 Different madness rules (use HP as madness,
and dying gains you a permanent insanity)
 Psychic damage types now deal Sanity damage. MADNESS EFFECTS
 Permanent Insanity can only be removed
Madness can be short-term, long-term, or in-
through extensive downtime activities or
definite. Most relatively mundane effects impose
divine intervention
short-term madness, which lasts for just a few
 Insanity can serve as a mechanical disadvan-
minutes. More horrific effects or cumulative ef-
tage against certain creatures.
fects can result in long-term or indefinite madness.
 As a GM, you can elect to let a player survive
“death”, but gain an insanity specific to the A character afflicted with short-term mad-
cause of death. ness is subjected to an effect from the Short-Term
 Insanity can be a source of inspiration, may Madness table for ldl0 minutes.
work well with backgrounds for RP purposes. A character afflicted with long-term madness is
subjected to an effect from the Long-Term Mad-
ness table for ldl0 x 10 hours.
MADNESS A character afflicted with indefinite madness
In a typical campaign, characters aren’t driven gains a new character flaw from the Indefinite
mad by the horrors they face and the carnage they Madness table that lasts until cured.
inflict day after day, but sometimes the stress of
being an adventurer can be too much to bear. If
your campaign has a strong horror theme, you SHORT-TERM MADNESS
might want to use madness as a way to reinforce dl00 Effect (lasts ldl0 minutes)
that theme, emphasizing the extraordinarily hor- The character retreats into his or her
rific nature of the threats the adventurers face. mind and becomes paralyzed. The
01-20
effect ends if the character takes any
damage.

80
The character becomes incapacitated The character becomes attached to a
21-30 and spends the duration screaming, “lucky charm,” such as a person or an
laughing, or weeping. 46-55 object, and has disadvantage on attack
The character becomes frightened rolls, ability checks, and saving throws
and must use his or her action and while more than 30 feet from it.
31 - 40
movement each round to flee from The character is blinded (25%) or
56-65
the source of the fear. deafened (75%).
The character begins babbling and is The character experiences uncontrol-
41 - 50 incapable of normal speech or spell- lable tremors or tics, which impose
casting. 66-75 disadvantage on attack rolls, abil-
The character must use his or her ac- ity checks, and saving throws that
51 - 60 tion each round to attack the nearest involve Strength or Dexterity.
creature. The character suffers from par-
The character experiences vivid hal- tial amnesia. The character knows
61-70 lucinations and has disadvantage on who he or she is and retains racial
ability checks. 76-85 traits and class features, but doesn’t
The character does whatever anyone recognize other people or remember
71 - 75 tells him or her to do that isn’t obvi- anything that happened before the
ously self-destructive. madness took effect.
The character experiences an over-
76- 80 powering urge to eat something
strange such as dirt, slime, or offal.
81-90 The character is stunned.
91-100 The character falls unconscious.

LONG-TERM MADNESS
Dl00 Effect (lasts ldl0 x 10 hours)
The character feels compelled to re-
peat a specific activity over and over,
01-10
such as washing hands, touching
things, praying, or counting coins.
The character experiences vivid hal-
11-20 lucinations and has disadvantage on
ability checks.
The character suffers extreme para-
21-30 noia. The character has disadvantage
on Wisdom and Charisma checks.
The character regards something
(usually the source of madness) with
31-40 intense revulsion as if affected by the
antipathy effect of the antipathy/sym-
pathy spell.
The character experiences a power-
ful delusion. Choose a potion. The
41-45
character imagines that he or she is
under its effects.

81
Whenever the character takes dam-
age, he or she must succeed on a
CURING MADNESS
DC 15 Wisdom saving throw or be A calm emotions spell can suppress the effects of
86-90 affected as though he or she failed madness, while a lesser restoration spell can rid a
a saving throw against the confusion character of a short-term or long-term madness.
spell. The confusion effect lasts for 1 Depending on the source of the madness, remove
minute. curse or dispel evil might also prove effective. A
The character loses the ability to greater restoration spell or more powerful magic is
91 -95 required to rid a character of indefinite madness.
speak.
The character falls unconscious. No
96-100 amount of jostling or damage can
wake the character.
Optional Madness
System Modifications
This system is an addendum to the normal mad-
ness system and adds both complexity and options
INDEFINITE MADNESS
to your game. You can use some or all of this sys-
dl00 Flaw (lasts until cured) tem, and the list of insanities is handy for use even
01-15 “Being drunk keeps me sane.” if you ignore the system rules within.
16-25 “I keep whatever I find .”
“I try to become more like someone
MADNESS EVENTS
26-30 else I know adopting his or her style of
DC Event
dress, mannerisms, and name.”
Surprised to find a mangled animal
“I must bend the truth, exaggerate, or DC 8
carcass.
31-35 outright lie to be interesting to other
DC 11 Surprised to find a human body part.
people.”
Surprised to find a human corpse,
“Achieving my goal is the only thing of DC 13
finding a stream flowing with blood.
36-45 interest to me, and I’ll ignore every-
thing else to pursue it.” Finding a mangled human corpse,
DC 14 awakening trapped in a coffin, seeing
“I find it hard to care about anything
46-50 a ghoul.
that goes on around me .”
Witnessing a friend’s violent death,
“I don ‘t like the way people judge me
51-55 DC 15 meeting someone you know to be
all the time.”
dead.
“I am the smartest, wisest, strongest,
Experiencing extreme pain, seeing a
56-70 fastest, and the most beautiful person DC 16
corpse rise from its grave.
I know.”
Seeing an evil deity, being the only
“I am convinced that powerful enemies DC 20
survivor of a large-scale massacre.
are hunting me, and their agents are
71 -80
everywhere I go. I am sure they’re
watching me all the time.”

81-85
“There’s only one person I can trust. New Category-
And only I can see this special friend .”
“I can’t take anything seriously. The Permanent Insanity
86-95 more serious the situation, the funnier A character who gains any level of insanity gains
I find it.” 1 point of madness. That point of madness must be
“I’ve discovered that I really like killing removed through some kind of therapy or magic.
96-100
people.” Someone who gains 6 madness points becomes per-
manently insane. You can adjust this number up and
82
down as you like depending on the nature and gritti- Character becomes homicidal, dealing
ness of the campaign. A permanently insane character harm to the nearest person as
61-65
becomes an NPC under the control of the GM. A
proficiently as possible.
character who has gone permanently insane can never
be normal again. He is forever lost in his own world Character has hallucinations
66-70
and from the reality of the environment that sur- or delusions.
rounds him. The character may be a ravening lunatic Characters say or do whatever those
or outwardly indistinguishable from a normal person; 71-75
nearby say or do.
however, the character has fallen into a deep, internal Character is gripped with a strange or
corruption by searching forbidden knowledge. 76-80 deviant eating desire (dirt, slime, hu-
A GM may use Table 1-5: Random Indefinite man flesh, and so on).
Insanity to outline the disorder a permanently Character falls into a stupor (assumes
insane character suffers. 81-90 fetal position or oblivious to sur-
rounding events).
Character become catatonic (can
Expanded Madness Tables 91-100
stand but no willpower or inter-
These tables can offer some alternatives est; may be led or forced to perform
simple actions).

INDEFINITE MADNESS
LONG-TERM MADNESS
The following disorders are examples of perma- D100 Effect (lasts 1d10x10 hours)
nent insanities that might afflict a character. Con- Character performs compulsive rituals
sider them as types of indefinite madness that are 01-10 (constantly washing hands, praying,
available in place of the offered tables. They may also never stepping on cracks, and so on).
represent a deeper permanent madness, though such
Character has hallucinations and delu-
choices are left to the GM as they decide how to run 11-20
sions (at the discretion of the GM).
the character as an NPC.
21-30 Character becomes paranoid.
Character gripped with a severe pho-
SHORT-TERM MADNESS bia (refuses to approach the object of
31-40
phobia except on a successful Wisdom
D100 Effect (lasts 1d10 minutes)
save [DC 18]).
Character faints (can be awakened by
Character has aberrant desires and
vigorous action taking 1 round;
01-20 41-45 obsessions (either with people or
thereafter, the character is shaken objects).
until the duration expires).
Character develops an attachment to
21-30 Character has a screaming fit. 46-55 a “lucky charm” and cannot function
31-40 Character flees in panic. without it (treat as poisoned).
Character shows physical hysterics or Character develops psychosomatic
41-50 emotional outburst (i.e. laughing, 56-65 blindness, deafness, or the loss of the
crying, and so forth). use of a limb or limbs.
Character babbles in incoherent Character has uncontrollable tics or
51-55 speech or in a torrent of coherent 66-75 tremors (disadvantage on physical
speech. ability checks).
Character gripped by intense phobia, Characters have amnesia (Disadvan-
56-60
maybe cementing him to the spot. 76-85 tage on Intelligence based checks that
involve memory or gained knowledge).

83
Character has bouts of reactive psy- Obsessions: The character cannot help think-
86-90 chosis (delusions, hallucinations, and ing about an idea, image, or impulse incessantly,
so on). often involving violence and self-doubt. Obsessive
impulses pose dangerous situations when coupled
Character loses the ability to commu-
91-95 with auditory hallucinations. There might be
nicate via speech or writing.
“voices” urging the character to take a dangerous
Character becomes catatonic (can stand
or aggressive course of action.
96-100 but no willpower or interest; may be led
or forced to perform simple actions). Compulsions: The character insists on perform-
ing ritual actions, such as locking and unlocking
doors, before entering or leaving their apartment.
ANXIETY DISORDERS The need to perform these actions are so great,
Anxiety disorders generally develop from a variety a character may ignore their survival in order to
of risk factors including personality, genetics, and life perform these actions. Performing a ritualistic
events that burden the character. When this anxiety compulsion lasts 1d10 rounds.
builds over a prolonged period of time (especially Phobia or Mania: A character afflicted by a
when combating frightful creatures), the character phobia or a mania persistently fears a particular
may begin to develop an anxiety disorder. object or situation.
Generalized Anxiety Disorders: The character suf-
Phobia: A DC 15 Wisdom saving throw is re-
fers from a variety of physical and emotional symptoms
quired for a character to be able to force themselves
that can be grouped into certain categories. Motor
into (or remain within) the presence of the object
Tension: The character suffers from jitteriness, aches,
of their phobia. On a success, the character has dis-
twitches, and so on. All attack rolls, saving throws, and
advantage on attack rolls and ability checks relating
ability checks involving Strength, Dexterity, or Consti-
to the object. On a failure, the character is fright-
tution have disadvantage.
ened and must flee from the object of the phobia.
Automatic Hyperactivity: The character suffers
from immense sweating, a racing heart, dizziness, Philia: Philias are rarer than phobias. A character
clammy hands, and so on. All saving throws and affected by a philia is inordinately fond of a particu-
ability checks have disadvantage. lar stimulus and takes great pains to be with or near
Expectations of Doom: Anxieties culminate it. For example, a character with Hematophobia has
into a fear and an anticipation of misfortune. All a fear of blood while a character with Hematophilia
attack rolls and ability checks have disadvantage. has an unhealthy attraction to the act of bleeding.
Resisting the impulse to indulge their mania or
Vigilance: The character suffers from distrac- philia is a DC 15 Wisdom saving throw.
tions, inability to focus, insomnia, and so on. All

saving throws and checks involving Intelligence,


Wisdom or Charisma have disadvantage.
Dissociative Disorders
Agoraphobia: The character has a fear of open
places. The character becomes very nervous out- A character who becomes dissociative suffers
side familiar surroundings and must make a DC from a lack of connection to thoughts, memo-
15 Wisdom save in order to leave home or engage ries, feelings, actions, or sense of identity. Certain
socially. The character may also develop a related ordeals are so horrifying for the character that it
phobia, such as uranophobia (fear of the sky), becomes too terrible to remember.
baraphobia (fear of the loss of gravity), or xeno- Dissociative Amnesia: This is the inability to
phobia (fear of strangers). recall important personal information by trying to
avoid unpleasant memories or events. The charac-
Obsessive-Compulsive Disorder: This malady
ter must make a DC 20 Intelligence check to recall
develops into two forms: obsessive thoughts or com-
such details or the cause of amnesia. This check
pulsive actions. Some characters may exhibit both.
can be tried once per day after benefiting from
84
a long rest. At the GM’s discretion, this may or Bipolar Mood Disorder: The character changes
may not affect a Wizard’s ability to memorize and between the two mood states staying in one mood
prepare spells, but it is more likely than not that a for weeks at a time or rapidly switching from one
wizard is not denied their spellcasting just as they to another without notice.
retain their ability to perform other skills or tasks
with no problem.
Dissociative Fugue: The character flees from Personality Disorders
home or work and cannot recall their past. Char- These disorders cause an unpleasant behav-
acters may assume a new identity. Dissociative ior, making it difficult for characters to interact
Identity Disorder: This is the infamous multiple with others. The character has disadvantage all
personality disorder that has provoked the produc- Charisma-based checks. Especially bad checks can
tion of many films and books. Each personality a sometimes lead to creating hostile relationships
character harbors has a distinct name, behavior, with NPCs.
and possibly, even gender. The player needs to keep
track of each of the character’s different person-
alities (each character has the same ability scores Psychospecies Disorders
and games statistics, but different goals, outlooks,
attitudes and so on). Characters with this disorder might believe they
are a different type of creature: animal, undead,
aquatic, and so on.
Impulse Control Disorders
These disorders include compulsive gambling, Schizophrenia Disorders
pathological lying, kleptomania, and pyromania.
Characters suffering from this disorder suffer a
break from reality. Symptoms include hallucina-
MOOD DISORDERS tions, delusions, and cognitive impairment. Char-
acters with this impairment have disadvantage
These affect the character’s outlook and attitude to
to pierce illusions or avoid the effects of illusion
the point where it impinges on their abilities.
school spells.

Depression: This disorder may include symp-


toms of weight gain or loss, too much or too little Sleep Disorders
sleep, persistent feelings of guilt or worthlessness
Insomnia and narcolepsy are two of many types
and can lead to hallucinations, delusions, stupor,
of sleeping disorders. These disorders cause a dis-
or thought of suicide. The character will continue
turbance in the character’s daily activities. Charac-
to accrue levels of exhaustion while suffering from
ters performing demanding tasks such as engaging
depression until they reach 5 levels. These levels
in combat or casting a spell may, when stressed,
cannot be removed by normal or magical means
need to make a DC 15 Constitution saving throw
until the underlying issues have been addressed.
to stay awake and not put themselves in a danger-
The character only dies from exhaustion if they
ous situation.
have received 6 levels of exhaustion that are from a
source outside of this mental illness.
Mania: The character possesses a constant Somatoform Disorders
euphoric or irritable mood. This includes talk-
These disorders are diagnosed when a character suf-
ativeness, great delusional self-esteem, no need
fers from physical symptoms without actual physical
for sleep, easily distracted, and so on. A character
injury or disease. Somatization Disorder: The char-
rolls a d20 at the start of their turn. On a natural
acter suffers from a physical ailment or disease-like
1, they lose focus and take a random action that
effect. Symptoms can include dizziness or impotence
does not involve attacking or helping allies, such as
to blindness and intense pain. The character does
picking flowers or dancing a jig.
85
not believe that their symptoms represent a specific
disease. Treat as poisoned.
REMOVING INSANITY
WITHOUT MAGIC
While the onset of insanity might be a slow
Conversion Disorder: The character has dys-
crawl into crippling madness, some games can
functions that suggest a physical disorder, though
deal with the slow mental healing process. In such
involuntary, the symptoms actually provide a way
cases, insanity can still exact a heavy toll, but he
for the character to avoid some undesirable experi-
slowly reversible through hard work.
ence. Treat as poisoned.

STORY REWARDS
SUBSTANCE ABUSE DISORDERS
The GM may reward players by removing an in-
Characters with a substance abuse disorder find sanity should they foil a great horror or other evil
comfort in using a particular drug. This includes enterprise. This may even coincide with gaining a
alcohol, amphetamines, cocaine, hallucinogens, level or completing a campaign arc.
marijuana, and so on. Characters should feel a
daily personal struggle and Wisdom saving throws
might be used to resist or succumb to such crav-
MENTAL THERAPY
ings. When sober, the character must make a To give useful mental therapy, a therapist must
Constitution saving throw after benefiting from a have the Medicine skill. Intensive treatment can
long rest. On a failure, the character is poisoned. If remove insanities from the troubled character.
the character fails by 5 or more, they are intensely Receiving treatment that is a downtime activity.
physically ill and do not gain the benefits of the A typical insanity can be cured after 100 days of
long rest. This saving throw must be made until treatment. This number can be modified depend-
the character is free from the disorder or they ing on the needs of the campaign, as well as the
indulge in the substance. intensity of the insanity. If a character is suffering
from an especially long bout of temporary insanity,
mental therapy can potentially reduce or remove
PERSONALITY DISORDERS the temporary insanity, as outlined below.
Here is a list of potential personality disorders
that might otherwise not seem like insanities, but MEDICINE SKILL
could be spun that way, especially if they become
Immediate Care: When someone suffers an
severe or overriding personality traits.
episode of temporary insanity, a therapist can
bring them out of it by making a DC 12 Wisdom
 Antisocial Reckless behavior, habitual liar, (Medicine) check. Doing so takes roughly 10 min-
and so on. utes of effort.
 Avoidant Low self-esteem or socially with-
drawn.
Short Term Care: A therapist can also use
 Borderline Impulsive or unable to control.
immediate care to stabilize a character suffering
 Compulsive Perfectionist, authoritarian, or from a bout of symptoms related to their indefinite
indecisive.
insanity. On a successful DC 14 Wisdom (Medi-
 Dependent Lacks self-confidence or subordi- cine) check the character can suppress the effects
nate. of the indefinite insanity for up to 4d6 hours. This
 Histrionic Craves attention and excitement. treatment generally takes an hour of effort and
 Narcissistic Craves attention and admiration. counts towards one day of mental therapy towards
 Passive-Aggressive permanently removing the insanity.
 Stubborn and deliberately inefficient.
 Paranoid Jealous, humorless, or secretive.

86
Long-Term Care: Providing long-term care or the other is used. A result of 01-50 is a suc-
means treating a mentally disturbed person for cess: remove an indefinite insanity. On the result
a day or more in a place away from stress and of 51-100, the healer fumbles the diagnosis or the
distractions. A therapist must spend 3 hours per character rejects the alchemical treatments. He or
day doing nothing but talking to the patient. If she makes no progress is made that month.
the therapist makes a DC 16 Wisdom (Medicine) Benefiting from this treatment is considered to
check at the end of this time, the patient makes be a wealthy lifestyle, and either the character or a
two days worth of progress towards removing a benefactor must pay the daily associated costs. It
specific insanity, or one day’s worth of progress should be noted that despite the lifestyle costs, a
towards removing two insanities. If the therapist character may or may not benefit from the normal
fails by 5 or less, the patient still received the ben- bonuses associated with this lifestyle.
efits of short-term care. A therapist can tend up to
six patients at a time; each patient beyond the first
adds 3 hours to the total time per day that must INSTITUTIONALIZATION
be devoted to therapy. The check must be made Commitment to a good insane asylum is the
each day for each patient. A roll of 1 forces the next best alternative. Therapy using the Medi-
therapist to make a DC 12 Wisdom saving throw cine skill is usually the only treatment available,
against madness. however, primitive institutions might undermine
progress towards treatment.
NPCS & SANITY Roll d% for each game month a character is
in the care of an institution. A result of 01-40 is
While most insanities can be cured by player agen-
a success: remove one indefinite insanity. On the
cy, curing mental impairments for non-player char-
result of 41-100, the NPC rebels against the envi-
acters may be a different process, and take a different
ronment, and no progress can be made that month.
kind of investment of player character resources.
An especially bad asylum is likely to cause more
While treatment of temporary insanity on an insanity, eventually leading to permanent insanity.
NPC can end with a moment of consultation and Benefiting from institutionalization is consid-
a quick Medicine check, treatment of permanent ered a squalid lifestyle, which might be paid by a
insanity is pointless since a character can never friend or relative, though often is paid for by some
recover regardless of the therapist or facility. function of the city or kingdom that maintains the
After 1d6 months, if undisturbed by further institution. In some cases, the institution keeps
trauma and with an agreement with the Game patients in wretched conditions and gains money
Master, an indefinitely insane nonplayer character from some exploitative aspect of the asylum’s
finds enough mental balance to reenter the world. operational procedure, such as selling the hair of
There are three kinds of care that may help the patients to wig makers.
character remove an insanity during this recovery
period. The type of care a character receives are
based on the resources expended towards care.
WANDERING AND HOMELESS
If the two previous cares are not available, an
PRIVATE CARE insane NPC may end up homeless, babbling inco-
herently as he or she struggles for survival. Such
This involves the character finding care at home
a character makes no progress unless he or she is
or in some friendly environment (i.e. a church or
able to join a group of the homeless and find at
the home of a wealthy relative or friend) where
least one friend among them. To find a friend after
constant vigilance and nursing are available. It is
joining such a group the NPC can make a DC 15
a place where personal care is undistracted by the
Charisma (Persuasion) check once per month. If a
needs of competing patients.
friend appears, the affected character removes an
If mental therapy or alchemical medications are indefinite insanity after 6 months, as long as they
available, roll d% for each game month that one are not exposed to stress within that time.
87
For each game month during which an insane As long as a character can afford the correct
NPC lives as a derelict, roll d%. On a result of herbs and alchemical substances and is able to
01- 99, the character survives. On a result of 100, ingest them, the symptoms of indefinite insanity
the NPC dies as the result of disease, exposure, or can be ignored.
violence, or is rendered permanently insane.
Ingesting these alchemical substances and
drugs does not make a character immune or even
FANTASY SETTINGS AND particularly resistant to future insanity. A DC 25
Intelligence (Alchemist’s supplies) check is needed
INSANITY to accurately prepare the correct herbs and sub-
stances and administer the correct dosage.
In a traditional fantasy campaign based on a
medieval setting–or prior–adequate treatment for Long-term alchemical treatment can remove in-
those suffering from mental illness looks bleak. definite insanities, just as the use of the Medicine skill
They are essentially two venues a character has can. Each day that the medication is taken is treated
available in getting treatment: go to a monastery as a day of downtime towards removing the insanity.
or wander.
Receiving the benefits of alchemical treatment
A monastery is a refuge away from the world are expensive, and can cost anywhere from 10-
and is a place where a character can peacefully 100 gold per daily dosage. A character can benefit
collect their thoughts. Some monasteries dedicated from both treatments with the Medicine skill and
themselves wholly to this cause. In order to enter alchemical treatment.
into a monastery, one must give the Abbot all of
his or her possessions. This is used to support the
monastery and the new addition. Removing Insanity with Magic
Use the same rules for Institutionalization. A The way insanity and magic healing interact can
monastery is less likely to abuse its patients, and will greatly affect the feel of your game. At one extreme,
generally not charge for their services, and are more the GM can rule that magic can easily cure insanity, in
disposed to show compassion to their patients. which case insanity becomes little more than a special-
ized condition like frightened or poisoned. In such a
case, characters can usually restore themselves with a
day or two of rest and spellcasting.
Alchemical Treatments in a Fantasy At the other extreme, the campaign might be
Setting
structured so that magical healing can do little or
In a fantasy game, the Game Master should de- nothing to remove insanity, and even powerful di-
cide whether rare herbs and alchemical substances vine spellcasters capable of curing the most deadly
can provide the same benefits that modern psychi- physical malady shy away from those encounters
atric drugs can deliver. Therefore, a Game Master that might inflict mental trauma. The spells that
needs only decide how easily he wants characters can potentially remove indefinite insanity are
to overcome insanity effects. Once the desired tone discussed below.
of the campaign is known, the Game Master can
The Game Master should feel free to choose
determine whether alchemical treatment is avail-
which of these spell effects are present in the
able. You may decide that this variant assumes that
game, but once established, these effects should
skilled alchemists can create substances that offer
not be changed in mid-campaign.
the same benefits that psychiatric drugs can pro-
vide. However, you may feel that, like real-world Keep in mind that these rules are in place of the
history, very few alchemists bothered brewing rules in the SRD regarding the effect of magic on
poultices for curing the mentally ill, but instead insanity, but mostly coincide with the way that
tried to create a formula of turning lead into gold those rules work.
for their rich patrons.

88
Calm Emotions: This spell cannot directly trivializing insanity in general for the adventurers
remove an insanity, but it can temporarily mitigate and their allies.
the effects of temporary or indefinite insanity.
While the spell is in effect, the targets act calmly
and ignore behavior changes caused by temporary You should consider instead allowing for spells
or indefinite insanity. This spell has no effect on to be effective in a slow and protracted process of
those suffering from permanent insanity. removing insanity, with daily castings over many
days (a perfect downtime activity) to remove a
given madness, with deeper madnesses requiring
Heal: In addition to its normal effects, heal longer amounts of time. This way the madness can
removes all forms of temporary insanity. You may still be cured but represents a deep commitment
choose to allow this spell to remove one indefinite from a healer or spellcaster that could potentially
insanity per casting, in addition to its other effects. be a source of madness itself.
This also applies to the mass heal spell.
If you remove magical healing, make sure that
there are other avenues that will help mitigate or
remove insanity, as it could quickly cripple your
Mind Blank: While the spell is in effect, the
players in long-term campaigns.
subject automatically succeeds at all saving throws
against madness.

Miracle: This spell can remove


all insanities. Miracle even heals
permanent insanity. This effect
should be viable even in a campaign
where magic does not normally affect
insanities.

Restoration, Greater: If the caster chooses,


greater restoration can remove all short-term and
long-term insanities, one indefinite insanity, or
permanent insanity, rather than the normal effects
of the spell.

Restoration, Lesser: If the caster chooses,


lesser restoration can remove all-short term
insanity or long-term insanity instead of its
normal effects.

Wish: see Miracle.

Removing Magical Healing


As a function of your campaign, you may not
want for spells to remove madness. Though they
are powerful resources, they are nonetheless easily
acquired by most adventurer groups, eventually

89
Chapter 10 - Horror Adventures
When designing a horror adventure, the loca- monsters that prey upon frightened commoners are
tions and backdrops are key. You won’t get far if not going to scare your group of jaded explorers.
your campaigns take place in sunny meadows or
In this case, you will have to play up a few fac-
well-kept metropolis. The following suggestions
tors. First, you have to tap into a fear that they
will help you not only achieve the mood but also
cannot fight. Lead them into the scene of a hor-
find great locations for your games.
rific crime or event, and highlight the small details
Bear in mind that these are all suggestions, and that evoke the sense of mystery and sadness that
can be implemented partially, in whole, or not at come with it. The deed is done, and they likely
all. Horror is something that is best when per- cannot do anything to change it. This can show-
sonalized. If you can use these design elements to case that evil can and will win out in places that
scare your players, please do. If not, you may have the heroes cannot reach, and that they may be a
the key to creating a horror campaign that your bulwark against the darkness, but they cannot be
players won’t forget. everywhere at once.

Second, you have to tap into existential fears.


They might be able to fight back a demon, but
Horror Based in doing so the ensuing damage to the fabric of
reality might cause small and horrible changes,
Adventure Goals such as the birth of children with demonic essence,
The most important question for you is what or a famine that will starve and kill thousands.
you wish to accomplish with a horror campaign. If every victory comes at a price, the players will
Do you wish to use horror as a backdrop to high- soon understand the bleakness of the world, and
light the heroism of your party, or do you wish perhaps it will encourage them to find solutions to
to truly evoke the gritty dread of horror that will the problems they unknowingly wrought.
ultimately lead to failure and despair despite the But the ultimate point is that you cannot let
party’s best efforts? evil always (or even often) have a face that can be
These questions are of enormous importance punched. When evil is a populace that cannot be
as you plan and modify your campaign. Though swayed away from wrongdoing or an invasion that
5th edition fantasy is intrinsically geared towards cannot be stemmed, then the group will really un-
heroism, big challenges, and big rewards, it can be derstand the struggle for hope and the slow death
subtly modified to fit other paradigms. of optimism.
If you want to play a default horror based cam-
And if you are instead evoking total dread with-
paign, it doesn’t mean that you have to negate any
out so much as a prospect for triumph, then your
dread or fear that your players might otherwise
job is easier, as long as your group understands
experience. It does mean that you will have to
the base assumption; doom is inevitable, and their
work harder at evoking those feelings if your group
struggle is only to see who survives the longest.
is empowered and expecting of glory and victory as
a default assumption. But bear in mind the disclaimer that comes with
horror design. It is easy to be gross, gauche, or
Consider that a group of powerful adventurers
even rude in your presentation of horror. The hor-
may not have anything to truly fear. They may be
ror genre is given to a schlock element that favors
anxious or concerned about a big red dragon, but the
shock value over true fright, and can sometimes
90
step on the boundary of good taste. I implore you
to know your table and stay away from provocative Horror Campaign Events
themes when you can, or at the least treating such Certain events can either be the kick off of a
themes with maturity and dignity. good horror game, or pivotal to its story. Consider
the following events as suggestions for your horror

Horror Treasure campaign. Use and change them as you like, giving
them your personal touch when applying them to
Treasure in most games is simple. It can be your game.
composed of valuables or magic items. However,
in a horror campaign, the paradigm will naturally  A demon lord or army is summoned.
shift. Is food scarce? A source of food may be as  A star falls with varying catastrophic effects
valued as a treasure trove, or more so if gold can’t (widespread destruction, the introduction of a
even buy you food. Is the population diminishing? strange new creature, radiation, space disease, etc).
Lives may be valuable, either illicitly or otherwise,  A god dies or disappears.
as humanoids face potential extinction.  An angel is falls in disgrace to evil.
 The followers of a religion are the target of
While magic items may be a good reward, you
ethnic cleansing.
must be careful not to give something that may ne-
 The worship of a god is perverted.
gate a story element. An item that links to another
plane may either present refuge for your group and  The prayers of the righteous are ignored.
their loved ones, entirely removing any desire to  A plague outbreak threatens lives everywhere.
stay in a domain of dread. An item that somehow  A mass suicide or animal death event cause panic.
solves a supply shortage will diminish the woe felt  An oracle dies, leaving a mysterious and omi-
by the group and their allies. And yet some magic nous prophecy of doom.
items can be perfect for such a campaign. Even an  An unscheduled eclipse causes concern among
item that merely produces light is a treasure for a scholars and the clergy.
group that must venture into an oppressive dark  An entire town or city becomes abandoned,
realm, while an item that can produce fire may and no one knows why.
save lives in a deep and foreboding winter.  A prominent figure or leader is assassinated,
You as the GM are the final arbiter of what is throwing an entire region into chaos and war.
or is not appropriate in your campaign, though a  A natural itself is in upheaval, perhaps as an
horror based campaign will require more thought active and thinking force.
and deliberate effort into the choosing of treasure.  Some force constructs and intends to use a
These choices will surely be of importance to the weapon of mass destruction.
mood and theme of your game and are not to be  A well-known star or other celestial body
taken lightly. disappears from the sky.
 Ominous trumpets are heard over an entire
continent.
 The dead rise from their graves with malicious
intent.
 The world is dying, the sun is being snuffed
out, or some other event seems to indicate
that the end of all life is near.
 No new children are being conceived, and
people grow old and desperate as the end of
civilization approaches as a result.
 A change in the seasons has rendered the land
unbearable. Either eternal winter, eternal sum-
mer, or ceaseless rain has caused a prolonged
catastrophe.
91
Such planar incursions may be the fuel for your
Soft Places: Where the campaign, as the themes of dread are directly tied
to the existential threats that come from such an
Material Plane Blurs invasion. Players may have to petition scholars and
When darkness spreads across the land, it tends planar beings for assistance in ending the threat
to touch across the planes and reach to those and closing the gates to the evil planes forever.
places that exemplify evil and destruction. This is They may even be required to travel to the strange
not merely an analogy, but a real blending of the realms themselves, to deal with its native denizens,
planes. In some places where the sun fails to reach, and close the gate by some means from the other
the shadow plane can take over and start to influ- side, potentially with them in it.
ence the region. Other locations or events can be
The following are a few suggestions for various
tied to realms of evil, such as the sites of violent
planar incursions, and how they might work in
warfare linking to the plane of Gehenna.
your campaign.
The inclusion of such a portal or node in your
campaign can vary greatly depending on your
desire to bring the denizens or geography of the The Elemental Planes. Though not innately
plane into your world. It may be a simple portal evil themselves, the elemental planes can both be
that allows only the weakest of evil denizens to inimical to life on the material plane, as well as
enter, or it may merely be a warping in reality that bring genuine evil into the world by various means.
slowly twists flora and fauna into approximate Some elemental creatures are actually evil, while
aspects of the plane’s themes. A dark forest may evil non-elemental creatures may make its home
start producing shadow wolves, or a cursed desert in the elemental plane. A link to the plane of fire
may spawn forth imps and devil scorpions, while a might cause regional droughts, while a link to the
giant canyon may be the staging ground for a full- plane of water may cause intense storms that can
on planar invasion! destroy regions. It is also said that the plane of air
has links to alien realms that would drive mortals
mad. Though the planes of earth are relatively
benign by comparison, a link to this plane may act
as a trap for mortals who are likely to get lost in
the labyrinthine tunnels within.

The Ethereal Plane. Though the Ethereal Plane


is not inherently evil, there are things that live
within it that either uses it as a staging ground
for nefarious purposes or live there as a matter of
course. Given that many dangerous demiplanes
are adjacent to the ethereal plane, it can act as a
conduit of evil incursions from such planes.

The Evil Planes. As a catchall, there are many


evil planes that are terrifying in their own right,
whether they go by the name of Hell, the Abyss,
Abaddon, or any other number of torturous
dimensions where pain and suffering are a mat-
ter of course. Though the planes themselves may
have traits that are innately dangerous, the bigger
danger comes from the denizens of such places

92
entering the material plane in search of victims. cursions by this plane can usually result in deadly
Even the least of these creatures can wreak havoc wastelands devoid of life, hope, and even color.
on a small community or district.

The Lawful Planes. Though the lawful planes Blurred Zones


seem like they are relatively harmless, the strict Though you may have an idea of the realm you
adherence to law and pattern are likely to cause want to blend into your campaign’s reality, here are
dangerous changes, both by altering traits of the some ideas for the focal points for such incursions.
linked area and for any lawful creatures that might
seek to personally assert these patterns. A small
populace might find themselves enslaved to a Cult Headquarters. Cathedrals and castles
mechanical overlord bent on turning the landscape that belong to cultists are a prime area of planar
into a metallic region of law and order, or even as incursion. Cults are given to activity that seeks to
workers in a giant clockwork machine that has no pierce the planes, or at least call upon planar pow-
discernable purpose. ers. Sometimes their pleas fall on deaf ears. More
often, their call is heard, and dangerous beings
answer with terrible howls and unnatural agendas.
The Realms of Madness. For the relatively
fragile mind of mortals, there are many planes that
would drive their small minds mad. Whether the Haunted Area. Many planar blurs can occur
formless morass of the infinite Plane of Chaos or in places that have been the sight of mass deaths.
the incomprehensible realms that house dead gods Some may be as quaint as a mansion or graveyard,
and stranger things, the composite planar reality while warzones and charnel houses represent more
contains things that are better left unknown. If any dangerous locations. Depending on the severity
such planar location touched the material plane, it and scope of the location, the planar incursion
would likely result in mental and physical suffering could be full blown in scope or activity. Some war
that even a demon could not fathom. zones can create restless undead in mass numbers,
while charnel houses may create a portal into a
realm of death and dread.
The Shadow Plane. The shadow plane is a
natural source of dread and danger, containing
creatures that are either antagonistic towards life, Mountain Top. Many religions give much cre-
represent some aspect of death, or both. The land dence to the idea that a mountaintop is a place of
of shadows contain many of the monsters that spiritual purity. Some even speak of it as a doorway
god-fearing peasants speak of in whispers, and in-

93
into another world, untouched by the fragile hand Such a city need not have a tyrant or evil de-
of man. Whatever the truth, the highest peaks are mocracy in charge, though it certainly could have
often shrouded in clouded mystery, appearing for one as well. What is important is that the common
all purposes like an alien landscape and atmo- people feel oppressed, whether it is by the climate,
sphere. The caves and peaks of these mountains the political landscape, disease, or some other
could perhaps be the location of some strange overwhelming force that diminishes the hope of
realm, whether it be a godly and divine place or the commoner.
bizarre dimension of terror.
The gothic city is a perfect place for cultists and
evil beings to infest, often thriving on the mem-
bership and sacrifice of the downtrodden, whose
Subterranean. The underground is likewise a
sudden absence is unlikely to arouse suspicion
place that fascinates and frightens the supersti-
from any authority. Certain insidious cults can
tious. Surface-bound mortals are rarely suited for
even infiltrate governments, effectively being in
life underground, and mapping such places would
charge of an entire city so as to better oppress the
pose a colossal task. Though some fantasy races
masses and promote their chosen patron.
are at home in the underground, even these groups
do so with the knowledge that they cannot protect Other features of a gothic city can include legal or
from every threat that comes from further below. illegal death matches, dangerous neighborhoods with
Some worlds have caverns that extend for miles varying levels of daily violence, and curses or effects
below the surface. In these deep recesses, there are that can damn entire swaths of the population.
planar links and ancient prisons that could loose
These cities are usually damned in some way or
unimaginable horrors.
another, and not easily fixed through the intervention
of a player group. Whether the infection of a cult or
demonic incursion is removed from a gothic city, it
The Gothic City: often invites a new evil to take the place of the old.
New Urban Location You should not set out to crush the will of players
hoping to improve a gothic city or the life of its citi-
To round out the ideas above, the gothic city is zens, but you should remind them that the city is that
a perfect representation of various goals and ideas way for one or more reasons that define the city.
that persist within the horror genre. It is ripe for
both catastrophic events, small terrors, and every- Making a gothic city into a normal one is likely to
thing in between. It can be the staging ground for be the focus of an entire campaign, or perhaps most
your campaign, as a bastion of civilization against of one, and requires the concerted effort of many
the barren and uninhabitable wastelands, or the well-intentioned people. Some divine intervention
den of evil the wouldn’t hurt either.

The gothic city is a staple of fantasy horror. It is


large enough to get lost in, or ignored, and certainly
large enough to get killed in. Though the word goth-
ic would imply a style of architecture, era, or culture,
here it implies a place of foreboding darkness.

The gothic city is one where things are dreary,


the buildings themselves are oppressive, and evil
can lurk unabated within the plentiful shadows
and alleys that permeate the ill-constructed city.
Any city can be gothic, whether it be Victorian or
Pre-historic, as long as the city is large enough to
welcome the pall of darkness and evil.

94
Chapter 11 - Monsters & Cults
Monsters A Treatise on Villainy
Although monsters are ubiquitous in most fan-
Many would posit that the true star of a given
tasy adventure games, creatures of horror must be
campaign is the villain. Truly, they are the foil
unique to even the horrors that exist in a fantasy
and mirror against which the PCs compare
game. An ogre might be scary or intimidating
themselves. If heroes are defined by their vil-
because they are bigger and stronger than you, but
lains, then it is up to you as a GM to make the
a shadow that stalks your dreams is far scarier. It
villain as memorable and interesting as possible.
is always the silent threats that scare us the most;
the things we cannot see coming, and that we fear While not all villains must be evil (or even
as we gaze into the darkness. Our hind brains urge think like humans do), a villain must oppose
us to fear these unknown elements, wincing at the the heroes, or seek something that is counter
suggestion of their imminent existence. We know to their hopes and goals. What makes a good
too well in our deepest thoughts that such crea- villain is that they are not simply seeking to
tures could, and perhaps do exist. accomplish their goals, but they are multifaceted
creatures that are setting plans into motion and
may have complicated reasons for wanting what
Monsters of this ilk must then be the best of
they want.
predators, and stalk the innocent, attacking only
when our demise is assured. But they do not Even when an unfathomable creature may be
always strike physically, for we fear for the whole- the greatest threat to your campaign world,
ness of our minds and souls just as we do for our consider the motivations of the lieutenants that
health and physical wellbeing. The creatures herein seek to unchain that creature, and what their
represent these dark fears, the strangest and most motivations might be. The head cultist may be
profound dangers that the mind can conceive. the mouthpiece for the creature in a manner
of speaking, and express need for a villain with
depth, with the unfathomable creature merely
being a means to an end for the cultist.

95
A spect of D eath Invisibility. The aspect is invisible.

This gaunt figure wears a thick robe that reveals only bony Motivated. When pursuing its special goals, the aspect
hands and a skeletal face. The figure wavers like a mirage has advantage on ability checks and attack rolls related
when directly observed. to completing its goal. Some aspects have a very specific
goal, and dissipate when their goal is accomplished.
Others have goals that simply can’t be achieved, and
Often mistaken for a grim reaper, or an actual avatar linger on until they are decisively dispelled.
of death, this apparition is in fact a spirit empowered
by death on a grand scale. Graveyards, abandoned
battlefields, and charnel houses are all likely locations A ctions
for an aspect of death. This creature has no particular Multiattack. The aspect makes two claw attacks.
duty or purpose related to the shepherding of the
dead, but such a spirit can often become interested in Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
a strong motivation related to its location. An aspect of one target. Hit: 10 (2d6+3)
death that occupies a ghost town may be obsessed with slashing damage and 27 (6d8) necrotic damage.
slaying the bandits that killed the townsfolk, or one that If the target has any levels of exhaustion, they
occupies a graveyard may simply absorb the myriad must succeed on a DC 18 Constitution saving
motivations of the unfulfilled people that now rest there. throw or gain another level of exhaustion.
At least one aspect of death became a champion of slain
animals, killing butchers and ranchers. Though these Frightening Gaze (Recharge 4-6). The aspect glares
grim creatures can often be murderous and relentless, at one creature it can see within 10 feet of it. The
they are limited by their location; an aspect of death target must succeed on a DC 15 Wisdom saving
can only manifest at night, and returns to its location at throw or become frightened for 1 minute. The
dawn, no matter how far it has strayed. frightened creature can repeat the saving throw at
the end of each of its turns, ending the effect on
A spect of D eath a success. If a target succeeds on a saving throw
or the effect ends, the target is immune to the
Medium fiend, unaligned aspect’s gaze for the next 24 hours.

Armour Class 18 Breath of the Grave (Recharge 5-6). The aspect


Hit Points 209 (22d8 +110) breathes out in a 30 foot cone, and every living
Speed 0ft., fly 50 ft. (hover) creature caught within it must make a DC 18
Constitution saving throw or gain a level of
STR DEX CON INT WIS CHA
exhaustion. Creatures that already have a level of
16 (+3) 26 (+8) 21 (+5) 11 (+0) 16 (+3) 6 (-2) exhaustion are unaffected by this ability.
Saving Throws Int +5
Skills Insight +8, Intimidation + 8, Investigation +5 L egendary A ctions
Damage Resistances bludgeoning, piercing, and slashing
from non magical attacks The aspect of death can take 3 legendary actions,
Damage Immunities cold, fire, lightning, necrotic choosing from the options below. Only
Condition Immunities charmed, exhaustion, frightened, one legendary action option can be
grappled, paralyzed, prone, restrained used at a time, and only at the end
Senses darkvision 90 ft., passive Perception 11 of another creature’s turn. The
Languages understands all languages, but only uses aspect regains spent legendary
gestures actions at the start of its turn.
Challenge 15 (13,000 xp)
Claw. The aspect makes a
Ethereal. The aspect exits on the Ethereal Plane but can claw attack.
interact with creatures or objects on the Material Plane.
Death Stare. The aspect
It can see 90 ft. into the Material Plane.
glares at a target that is
not adjacent to it. That
Fervor of the Dead. The aspect of death will manifest
creature must make a
every night at sunset, and begin to pursue its goals. If
Wisdom saving throw or
it is reduced to 0 hit points, it disappears until the next
be restrained until the end
sunset. It cannot be permanently defeated unless it is
of its next turn.
first defeated at its location, and its location is either
Move. The aspect moves
consecrated or defaced by powerful magic.
half of its speed
Incorporeal Movement. The aspect can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
96
B egrudged S oul A ctions
A transparent and disfigured corpse looms menacingly, its Aging Touch. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 36 (8d8) necrotic
visage twisting as if to mock or frighten any onlookers. Damage. Creatures reduced to 0 hit points by this
attack are immediately considered to have one
Though little is known about begrudged soul, many death saving throw failure.
rumors abound of their origin. Some say they are
ghosts of powerful and influential people that refused Haunt. The soul can use its otherworldly might to
to fade into obscurity. Others say that they form from frighten non-undead creatures within 30 feet.
a coagulation of lesser ghosts when the stars are right. Affected creatures must make a DC 16 Wisdom
Whatever the truth, the begrudged soul is a dangerous saving throw or become frightened for 1d4 turns.
and potent entity that seems less impeded than lesser If a creature’s saving throw is successful, the
ghosts. It can drain the life out of its victims, and even creature is immune to the soul’s haunt for the
take corporeal form if it slays its victim. next 24 hours.

B egrudged S oul
Medium undead, any alignment

Armour Class 11
Hit Points 88 (16d8 +16)
Speed 0 ft., fly 40 ft.
STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 12 (+1) 11 (+0) 14 (+2) 17 (+3)

Saving Throws Wis +6


Damage Resistances acid, fire, lightning, thunder
Damage Immunities cold, necrotic, poison;
bludgeoning, piercing, and slashing from
nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
poisoned, prone, restrained
Senses darkvision 90 ft., passive Perception 12
Languages any languages it knew in life
Challenge 8 (3,900 xp)

Ethereal Sight. The soul can see 90 feet into the


Ethereal Plane when it is on the Material
Plane, and vice versa.

Form of the Deceased. As an action, the soul can


coalesce into the form of a once living creature that has
died in the area (within 1000 feet) in the last 24 hours.
The soul can never take the same form twice. The soul
gains a corporeal form with 40 temporary hit points.
The soul can revert to its normal form as a bonus action,
or reverts automatically once it no longer has temporary
hit points. The soul can do this once, and regains the
ability to do so at the stroke of midnight.

Incorporeal Movement. The soul can move through


other creatures and objects as if they
were difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.

97
B oneseeker next sunset.reduces the target to 0 hit points,
the target begins dying as normally, and is at
You see before you a strange mass of flesh and bone that risk of becoming a boneseeker, unless the target
seems to undulate with patches of hair, and disparate is either revived or its remains burnt before the
next sunset.
humanoid facial features.

The disgusting creature known as the boneseeker


seems to be a walking amalgamation of limbs and tissue,
with many grasping arms. The mass of roiling flesh
seeks out marrow on which to feed, preying on lone
victims when it can, or active ones when its hunger
drives it into a frenzy. When ready to drain victims, the
boneseeker opens one of its many hidden mouths to
reveal rows full of hooked teeth and a proboscis that it
uses to drain marrow and blood. Creatures that die in
such a way sometimes are added, whole or in part, to
the boneseeker’s mass.

B oneseeker
Medium undead, unaligned

Armour Class 12
Hit Points 52 (8d8 +16)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 15 (+2) 3 (-4) 6 (-2) 4 (-3)

Damage Resistances bludgeoning, lightning, necrotic


Damage Immunities poisoned
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)

Undead Nature. A boneless doesn’t require air, food,


drink, or sleep.

A ctions
Multiattack. The boneseeker makes two attacks
with its claws. If the boneseeker is grappling
a creature, it must use drain in place of a
pseudopod attack or release the grapple. A
boneseeker can make two drain attacks if it
begins its turn grappling a creature.

Claws. Melee Weapon Attack: +4 to hit, reach


5 ft., one target. Hit: 4 (1d6+2) bludgeoning
damage. The target is grappled (escape DC 14)
if it is Medium or smaller sized creature and the
boneseeker doesn't have two creatures grappled.

Drain. One creature grappled by the boneseeker


takes 6 (1d8+2) piercing damage. If this attack
reduces the target to 0 hit points, the target
begins dying as normally, and is at risk of
becoming a boneseeker, unless the target is
either revived or its remains are burnt before the

98
C orpse C reeper A ctions
A fleshy head crawls about on spider-like boney Multiattack. The corpse creeper makes two
appendage attacks
appendages.
Appendage. Melee Weapon Attack : +3 to hit,
The corpse creeper is a strange parasite that inhabits reach 15 ft., one Medium or smaller creature.
the darkest caves and dungeons, often threatening to Hit: 2 (1d4) piercing damage and the target is
consume entire ecosystems. When not actively stalking grappled (escape DC 11). The corpse creeper can
for prey, they tend to lay dormant in half-eaten corpses, only grapple one target.
a tactic that is equally for protection as it is for ambush.
Though the corpse creeper is a frighteningly effective Incubation. The corpse creeper uses an action to
invading species, it also has various predators that root injects is larvae, dealing 1 piercing damage to a
them out and eat them, not the least among them being creature that it is grappling. For one next minute,
oozes that are surprisingly adapted to devouring the the larvae can be extracted with a DC 14 Wisdom
disgusting parasite. (Medicine) check. After that minute, magical
remedies such as lesser restoration or remove
disease are required to remove it. The larvae
C orpse C reeper reach maturity within 1d6 days, at which time it
bursts from its host, dealing 28 (8d6) necrotic
Tiny aberration, unaligned
damage in the process. For each day’s worth of
incubation, the target gains a level of exhaustion
Armour Class 15 (natural)
that can’t be removed until the infestation is
Hit Points 28 (8d4 +8)
cured. If the infestation kills the host, a total of
Speed 20 ft.
three corpse creepers are created.
STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 13 (+1) 3 (-4) 14 (+2) 4 (-3)
Damage Immunities poisoned
Condition Immunities poisoned
Senses blindsight 30 ft., passive
Perception 12
Challenge 1 (200 xp)

99
C orpse O ak Corpse Harvester. The corpse oak has many rotting
humanoid bodies hanging from its branches. Each tree
This large oak tree is ash grey, and appears to have a harvests and keeps approximately 7 corpses, though
number of corpses hanging from ropey vines. The bodies some larger specimens may hold more.
appear to sway rhythmically. Dark Harvest. The corpse oak has advantage when
attacking a creature that is adjacent to a wandering
The creature known as the corpse oak comes from a body.
relatively unknowable origin, though many have guessed
its nature. Whether through the ambient corruption Wandering Body. Though the corpse oak is stationary, it
of the land, or an intentional curse wrought by evil can release its corpses, as many as 3 per turn as a bonus
forces, the corpse oak always starts as a normal tree, action. Each corpse uses the statistics of a zombie.
and becomes an insidious murdering monstrosity. The
fact that it harvests corpses for its grisly fruit makes
it all the more dangerous and frightening. Tales tell of
A ctions
entire corpse oak orchards that were once thriving Multiattack. The corpse oak can make three attacks
communities, but if anyone has ever seen such a sight with its branches, or it can hurl two rocks.
and lived, they dare not speak of it.
Branch. Melee Weapon Attack: +7 to hit, reach 15
ft., one target. Hit: 13 (2d8+4) bludgeoning or
C orpse O ak slashing damage. If the corpse oak reduces a
Huge plant, neutral evil living humanoid target to 0 hit points with this
attack, it may use its bonus action to drag it up
Armour Class 16 (natural armour) to be hung on a branch. If the corpse is left up
Hit Points 187 (22d12 +44) on the tree for 24 hours, the corpse becomes
Speed 0 ft. part of the corpse oak’s wandering bodies.

STR DEX CON INT WIS CHA Rock. Ranged Weapon Attack: +7 to hit, range
18 (+4) 4 (-3) 15 (+2) 4 (-3) 11 (+0) 8 (-1) 30/120 ft., one target. Hit: 17 (3d8+4)
bludgeoning damage.
Damage Resistances bludgeoning, lightning, piercing,
poison
Condition Immunities blinded, charmed, deafened,
frightened, paralyzed, prone, stunned
Senses tremorsense 200 ft., passive Perception 10
Languages -
Challenge 8 (3,900 xp)

100
C orpse R eaver A ctions
This creature appears to be an emaciated humanoid corpse Multiattack. The corpse reaver makes two attacks:
one with its bite and one with its claw.
laden with a heap of skulls upon its shoulders. Its fingers
end in claws as long as daggers. Claws. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 12 (2d6+5) slashing damage.

Wizards and warlocks are often trucking with forces


beyond their power, and the corpse reaver is one such L egendary A ctions
unfortunate byproduct. Crafted by debased cabal of The corpse reaver can take 2 legendary actions,
necromancers, the first corpse reaver was an attempt at choosing from the options below. Only one
creating a loyal undead champion; a tireless servitor that legendary action option can be used at a time and only
could serve as a stalwart tomb guardian, a relentless at the end of another creature’s turn. The corpse reaver
hunter, or even provide the muscle necessary to guard regains spent legendary actions at the start of its turn.
frail spellcasters. The cabal succeeded in crafting an
impressive creature capable of great feats of savagery.
The failure came in the creature’s ability to follow Deception. The corpse reaver may attempt a
directions. A glimmer of chaos remained within the Charisma (Deception) contest with another
“mind” of the first corpse reaver, and it quietly waited target’s Wisdom (Insight). If it wins, its next
and plotted, eventually murdering every member of attack has advantage.
the cabal under the auspice of a misunderstood order. Reposition. The corpse reaver moves up to half
Eventually, the undead champion received a dark its speed. This movement does not provoke
inspiration, and began to seek out other necromancers, opportunity attacks.
tempting them with the dark secrets of the construction
of other corpse reavers, each time adding to its dark
army of potent undead warriors.

C orpse R eaver
Medium undead, chaotic evil

Armour Class 15 (natural armor)


Hit Points 136 (16d8+64)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 13 (+1) 11 (+0) 14 (+2)
Skills Deception + 5, Insight +3, Intimidation +5,
Perception +3, Stealth +7
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion,
poisoned
Senses blindsight 60 ft., passive Perception 13
Languages Common
Challenge 6 (2,300 xp)

Legendary Resistance (1/Day). If the corpse reaver


fails a saving throw, it can choose to
succeed instead.

Lone Killer. The corpse reaver deals an extra 3 (1d6)


damage of the appropriate type with each of its weapon
attacks whenever it is not adjacent to an ally.

Magic Resistance. The corpse reaver has advantage on


saving throws against spells and other magical effects.

Turning Defiance. The corpse reaver and any ghouls


or ghasts within 30 feet of it have advantage on saving
throws against effects that turn undead.

101
D ark F olk attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the dark one
A tall and dark figure cuts an intimidating silhouette that isn’t incapacitated and the dark one doesn’t have
against the background. The odd humanoid stares at disadvantage on the attack roll.
you through impossibly black eyes and moves with a
Sunlight Sensitivity. While in sunlight, the dark one
disturbing gait. has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

Creatures that hail from dark places, the dark folk


are either creatures native to some dark realm, or are A ctions
humanoids that have been irrevocably tainted by its Dagger. Melee or Ranged Weapon Attack: +5 to
influence. Whatever the truth may be, these humanoids hit, reach 5 ft. or range 20/60 ft., one target. Hit:
skulk and plot, as they can only trust themselves and the 5 (1d4 + 3) piercing damage.
shadows. Though not every dark one is evil or sneaky,
the suspicion that most cast upon this race of people
fosters a deep mutual distrust between dark folk and
nearly all other races. So far this has not prevented the
other races from seeking their assistance, given the dark
folk and their penchant for skullduggery.

A typical dark folk has a range of skin tones, usually


coal grey or pitch black, but sometimes stark white or
even jaundiced colored. What is relatively consistent
is their pitch black eyes that resemble a pair of inky
black voids. Though not every member of this race is
thin, many are. Some dark folk are considerably tall,
corpulent, or muscular, depending on the strange
anatomical variances within their race. Despite this
variance, nearly all dark folk are unsettling to those of
other races.

D ark C reeper
Small humanoid (dark one), neutral

Armor Class 16 (rag armor)


Hit Points 22 (4d6 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 9 (-1) 10 (+0) 8 (-1)
Skills Stealth +7
Senses darkvision 120 ft. (14 sq.), passive Perception 10
Languages Common
Challenge 1/2 (100 XP)

Death Throes. When reduced to 0 hit points, the dark


one explodes in a burst of blinding light. Each creature
within 10 feet of the dark one must succeed on a DC
12 Constitution saving throw or be blinded for 1 round.
Creatures that are already blinded or that don’t rely on
sight to see are unaffected.

Innate Spellcasting. The dark one’s innate spellcasting


ability is Charisma (spell save DC 9). The dark one can
innately cast the following spells, requiring no material
components:
At will: darkness, detect magic

Sneak Attack (1/Turn). The dark one deals an extra


7 (2d6) damage when it hits a target with a weapon

102
D ark S talker A ctions
Small humanoid (dark one), neutral Multiattack. The dark one makes two melee
attacks.
Armor Class 16 (rag armor)
Hit Points 43 (8d6 + 16) Shortsword. Melee Weapon Attack: +5 to hit, reach
Speed 30 ft. 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

STR DEX CON INT WIS CHA


11 (+0) 17 (+3) 14 (+2) 14 (+2) 12 (+1) 14 (+2)
B onus A ctions
Shadow Step. When in an area of dim light or
Skills Sleight of Hand +7, Stealth +7
darkness, the dark one can use a bonus action to
Senses darkvision 120 ft. (14 sq.), passive Perception 11
teleport up to 30 feet to an unoccupied space it
Languages Common
can see that is also in dim light or darkness.
Challenge 3 (700 XP)

Death Throes. When reduced to 0 hit points, the dark


one explodes in a burst of blinding light. Each creature
within 10 feet of the dark one must succeed on a DC
12 Constitution saving throw or be blinded for 1 round.
Creatures that are already blinded or that don’t rely on
sight to see are unaffected.

Innate Spellcasting. The dark one’s innate spellcasting


ability is Charisma (spell save DC 12). The dark one can
innately cast the following spells, requiring no material
components:
At will: darkness, detect magic
1/day: invisibility

Sneak Attack (1/Turn). The dark one deals an extra


10 (3d6) 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 dark one
that isn’t incapacitated and the dark one doesn’t have
disadvantage on the attack roll.

Sunlight Sensitivity. While in sunlight, the dark one


has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

103
D oll A ctions
This small children’s doll appears to be animate, and Multiattack. The doll makes two knife attacks.
makes a stilted and unnerving movements. Dagger. Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
A doll, looking like a miniature person as it does, can 6 (1d4+4) bludgeoning damage.
inspire both fear and joy in a person, depending on their
state of mind. Dolls can be unsettling to many onlookers,
especially when they look more human than toy. Some
are even receptacles of strange energies, knitting
together a personality from stray fragments. A lternate D oll abilities
The doll occupies different places within the
Some dolls are murderous, seeking some revenge themes of horror. Whether as a voodoo curse holding
or pleasure from the act of murder. These dolls, while a real person’s soul, or as a remorseless construct
not especially strong, are fierce and relentless. Other created for revenge, the doll can be many of these
dolls protect, having received love and warmth from things. The following abilities can be added to the doll
their owners. However, even those dolls that protect without significantly altering its combat efficiency.
may have no compunctions about murdering those who
threaten the doll’s ward.
Soul Doll: The Soul Doll contains a real soul,
and has the personality and mental attribute
Regardless of the kind of doll, most people will of the creature that now inhabits it. When
react to a living doll with fear and loathing, attempting reduced to 0 hit points, the soul within is
to run from or destroy any such doll they come into destroyed, but the doll remains unharmed as
contact with. The exception, perhaps, are the dolls that a receptacle for a new soul. Implanting such
somehow contain the fragmented souls of loved ones. a soul would require a ritual that can either
These dolls are perhaps kept and cared for in the best be performed by a willing subject, or inflicted
case, or sealed away in the worst. There are tales of upon an unwilling one.
these living dolls having the capacity for companionship,
but many more are the stories of murderous toys
Murder Doll: The murder doll is merely a
haunting some forgotten schoolhouse or attic.
mindless automaton that carries out savage
attacks on its enemies, or the enemies of
D oll its creator. The murder doll is immune
to psychic damage, and to the charmed
Tiny construct, neutral condition. They make regular use of exotic
poison on their knives. Though they don’t
Armour Class 14 think or feel like a living being, some murder
Hit Points 62 (14d4+28) dolls are programmed to emote a glee or
Speed 20 ft. savage joy in murdering, unnerving their
STR DEX CON INT WIS CHA victims all the more.

13 (+1) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 13 (+1)


Beloved Doll: Similar to the soul doll, the
Damage Immunities poison beloved doll is not created intentionally, but
Condition Immunities exhaustion, paralyzed, petrified, can come into being through supernatural
poisoned, stunned circumstance. Often a beloved doll comes
Senses darkvision 120 ft., passive Perception 11 to life as the result of a death or emotional
Languages Common ordeal. These dolls think and feel, and may
Challenge 1 (200 xp) mirror the emotions or memories of beings
that imprinted on them (if any), but they are
Immutable Form. The doll is immune to any spell or sentient beings in their own right. Enclaves of
effect that would alter its form.
such creatures may band together and occupy
mansions or ghost towns. Beloved dolls have
Magic Weapons. The doll’s weapon attacks are magical.
a charisma of 16, and gain the following trait:
Spring Limbs. The doll’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start. Innate Spellcasting. The doll’s spellcasting
ability is Charisma (spell save DC 13). The
doll can innately cast the following spells,
requiring no material components:
3/day each: minor illusion
1/day each: feather fall, unseen servant

104
Dragons, Corpse Y oung B lood D ragon
Large dragon, chaotic evil
Engineered by a race foolish or vile enough to
Armor Class: 15
disregard the consequences, corpse dragons are genetic
Hit Points: 153 (18d10+54)
atrocities. The ostensible goal of the experiment was
Speed: 40 ft., fly 60 ft., swim 80 ft.
to create dragons that were tied to humanoid biology.
Whether this was to create a slave race or as a mad STR DEX CON INT WIS CHA
whim is not clear. What is certain is that these creatures,
17 (+3) 20 (+5) 17 (+3) 12 (+1) 13 (-1) 12 (+1)
while still dragons, are abominations that hate nearly all
life. Most corpse dragons are content to spread death Saving Throws Con +6, Wis +2, Cha +4
and pain to every living being, though a few are lucid Skills Deception + 4, Intimidate +4, Perception +2
enough to also advance an agenda that is not directly Damage Vulnerability necrotic, radiant
tied to torture and murder. Condition Immunities prone, paralyzed, restrained,
Although the dragons are relative equals in terms of stunned
ability and destructive power, the soul dragons appear to Senses Darkvision 200 ft., tremorsense 40 ft., passive
have a higher ranking within the pecking order of corpse Perception 12
dragons. Rumors tell of a soul dragon king that secretly Languages Common, Draconic
controls all corpse dragons, and is biding his time before Challenge 8 (3,900 xp)
ordering a draconic cataclysm at the hands of these
malformed creatures, though there appears to be no Amphibious. The dragon can breath air and water
such evidence of a soul dragon king, let alone of any
conspiracy involving the theoretical monarch. Blood Affinity. The dragon has such control over its
blood that it can make its blood deal acid, fire, or poison.
The dragon also gains damage resistance to that damage
type. This ability lasts indefinitely until the dragon
B lood D ragon spends a bonus action to change it.
The unfortunate creature has the appearance of a
Caustic Secretions. The dragon’s blood is inimical to
coagulated crimson ooze in the shape of a dragon, though
living creatures. Any creature that touches the dragon’s
its wings appear to be the only appendage that is not blood, either by attacking or being attacked with a
actively weeping blood. natural attack, is exposed to the dragon’s blood, taking
4d6 damage, depending on the dragon’s affinity.
Of the engineered dragons, the blood dragon is among
Liquid Form. The dragon can enter a hostile creature’s
one of the more successful attempts, and one of the
space and stop there. It can move through a space as
only dragons to remain relatively sane into adulthood.
narrow as 1 inch wide without squeezing.
That said, the blood dragon is tainted with a sadistic
streak that causes it to scheme and plan the suffering of
anything within its moist grasp. A ctions
Multiattack. The dragon makes three attacks; one
The blood dragon is primarily composed of blood, and
with its bite and two with its claws.
as such is poison to most things around it. It naturally
attracts creatures that feed off of its blood, and it can
Bite. Melee Weapon Attack: +8 to hit. Reach 10 ft.,
give freely to hundreds of smaller blood suckers without
one target. Hit: 16 (2d10+ 5) piercing damage,
ill effect. This odd distinction means that a blood dragon
plus disease.
will commonly ally to undead that feast on blood, as well
as any living creature that similarly is sustained on blood
Claw. Melee Weapon Attack: +8 to hit. Reach 5 ft.,
(such as stirges and giant leeches).
one target. Hit: 12 (2d6+ 5) slashing damage,
plus disease.
Blood dragons are amongst the most social of
dragons, though they tend to associate only with non-
Spray of Blood (recharge 5-6). The dragon
draconic creatures. They hate other dragons, and they
vomits a spray of its blood in a 30-foot cone.
especially hate other corpse dragons. This attitude has
Each creature in the area must make a DC 14
led many blood dragons to act against their interest
Constitution saving throw, taking 35 (10d6)
to derail another dragon, even if it means a delay or
damage on a failure, or half as much on a
diversion from death and destruction.
success. The damage type is based on the
dragon’s blood affinity. If a creature fails
this saving throw by 5 or more, they are also
considered poisoned for 1 minute.

105
B one D ragon Calcified Carapace. The bone dragon is immune to any
effects that would alter their size or shape.
This skeleton at first appears like the animated bones
of a dragon, but its eyes and tongue reveal that the High Bone Density. The bone dragon is especially tough
imposing creature is very much alive, and has a thick bony and solid, and gains advantage on any Strength contests
and saving throws.
exoskeleton.
Thick Head. The bond dragon’s superior skull thickness
Among the most sane of the corpse dragons, the bone makes it difficult to afflict its mind. Until it is at half its
dragon tends to be cold and calculating. This is not to maximum hit points (in this case, 47 hit points or lower),
say that bone dragons are reasonable or even safe to it has advantage against effects that impart the charmed
be around, but by comparison they tend to kill more or frightened condition.
discerningly than their brethren. This is helped by their
bony exoskeleton and peculiar anatomy. Weak Wings. The bone dragon’s wings contain some
of the only visible soft tissue, spreading out along its
Their bodies are composed primarily of bones, with wing bones. Because of its density, the bone dragon can
living soft tissues and organs kept inside of marrow only fly in short sprints, cannot hover, and is more often
sacks that are in turn covered in bone casings. As a able to simply glide than gain significant altitude. The
result, they are the resistant to most conventional dragon is thus unable to make hasty retreats, and relies
means of harm, though as a result they are susceptible on its extreme toughness and swift land speed to simply
to unconventional hazards. maraud across the countryside with relative impunity.

The least fluid of the strange genetic dragons, the bone


dragons are perhaps the most grounded and devoted
A ctions
to typical draconic pursuits, after the blood dragons. Multiattack. The dragon makes three attacks; one
They both gather hoards, seek the servitude of minions, with its bite and two with its claws.
and terrorize all within their dominion to assert their
dominance. The bone dragon seems more able to relate to Bite. Melee Weapon Attack: +9 to hit. Reach 10 ft.,
non dragons, if only in pursuit of exploiting non dragons. one target. Hit: 16 (2d10+ 5) piercing damage.

The largest difference is the bone dragon’s obsession Claw. Melee Weapon Attack: +9 to hit. Reach 5 ft.,
with transdragonism, as they see their bony form as a one target. Hit: 12 (2d6+ 5) slashing damage.
strong but unsuitable vessel for their greatness. Some
ironically transcend to lichdom, while others seek to Bone Shards (recharge 5-6). The dragon exhales
find forms that are more majestic or utile. Whatever a cone of bone shavings that cut and suffocate
the case, most bone dragons appear to see their natural those in its path. Victims caught in the cone
form as flawed. must make a DC 14 Constitution saving throw,
taking 40 (9d8) piercing damage on a failure,
or half of that on a success. Those who fail this
Y oung B one D ragon saving throw also inhale bone shards, and have
disadvantage on attack rolls and ability checks
Large dragon, chaotic evil
as they suffer from coughing fits. If they use
their action, they can make another Constitution
Armor Class: 16
saving throw to remove the effect.
Hit Points: 157 (15d10+75)
Speed: 50 ft., fly 20 ft., climb 50 ft.
STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 15 (+2) 18 (+4) 10 (0)
Saving Throws Con +8, Cha +3
Skills History +5, Intimidate +6, Insight +6 Perception +7
Damage Resistances acid, cold, fire, poison;
bludgeoning, piercing and slashing from nonmagical
attacks.
Damage Vulnerability necrotic, radiant, thunder
Condition Immunities petrified, paralyzed, petrified,
poisoned, stunned
Senses Darkvision 200 ft., tremorsense 80 ft., passive
Perception 12
Languages Common, Draconic
Challenge 8 (3,900 xp)

106
S kin D ragon Loose Skin. A skin dragon has a loose layer of thick
skin that hangs off of it like a fleshy robe, and acts as a
protection against many harms.
Though the creature has the form of a dragon, it has a
thick and saggy skin like that hangs off of it like a putrid A ctions
robe. Hair and scabs festoon the dragon’s skin in an Multiattack. The dragon makes three slam attacks.
unsettling display.
Slam. Melee Weapon Attack: +9 to hit. Reach 10 ft.,
one target. Hit: 15 (2d8+ 6) bludgeoning damage,
Perhaps the most grotesque of the corpse dragons,
and the target must make a DC 13 Strength or
the skin dragon appears like a draconic skeleton draped
Dexterity saving throw or become grappled. The
with an ill fitting costume made of fat human flesh. What
dragon does not contest this grapple, and the
is worse is that the roiling mass of skin tissues does
target must make a Strength or Dexterity saving
not seem anchored in any way to musculature or bone,
throw with the same DC at the end of each of
and seems to float free along the dragon’s personage.
their turns. Creatures are dealt 9 (2d8) poison
This can result in distressing sights, especially as the
damage when they start their turn grappled by
dragon seems to have tufts of hair and other anatomical
the dragon. The skin dragon can grapple a total
anomalies that seem to have no purpose than to make
of four small creatures, two medium creatures,
the dragon look like the failed genetic experiment it is.
or one large creature at once.
Worse yet, the dragon appears to feel no pain, and
is constantly beset with oozing wounds and sores that R eactions
seem to bother the creature not at all. Those who brave
a look into such wounds might see soft dragon scales Pustules. The dragon can use its reaction to focus
beneath the creature’s grotesque outer layer. This would on a diseased patch of skin, and cause it to spew
suggest that flaying a skin dragon may be doing it a caustic juice on a creature within 10 feet. That
favor, but none yet have taken on such an odious task. creature must make a DC 12 Constitution saving
throw. On a failure, they are considered blind
In contrast, the skin dragon would appear to be until the end of their next turn. On a success, the
the least sane, and perhaps also the least ambitious creature has disadvantage on attack rolls until
of the corpse dragons. It tends to find ruined palaces the start of their next turn.
and temples, and occupies them in an attempt to feel
relevant and important. Even the other corpse dragons
pity this sad creature, as it is an insult to all of dragon
kind in its stupidity and lack of motivation.

Though a very select few skin dragons have been


known to befriend smaller creatures, many more merely
become psychotic stalkers, content to bring living things
to their lair to “play and dine”. Few survive such play
sessions, and those that do rarely forget the experience.

Y oung S kin D ragon


Large dragon, chaotic evil

Armor Class: 14 (natural armor)


Hit Points: 138 (12d10+72)
Speed: 40 ft., swim 30 ft.
STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 22 (+6) 5 (-3) 8 (-1) 5 (-3)
Saving Throws Con +9, Wis +2
Damage Resistances poison, bludgeoning, piercing and
slashing from nonmagical attacks.
Damage Vulnerability necrotic, radiant
Condition Immunities paralyzed, stunned
Senses Darkvision 200 ft., passive Perception 9
Languages Draconic
Challenge 8 (3,900 xp)

107
S oul D ragon A ctions
This ghostly dragon seems to pulse with glowing light Multiattack. The dragon makes three draining bite
attacks.
where its heart would be. The apparition is so bright and
strong that it appears to burn at whatever it touches. Draining Bite. Melee Weapon Attack: +7 to hit.
Reach 10 ft., one target. Hit: 17 (3d8+ 4) piercing
Among the corpse dragons, the soul dragon is the damage.
most ruthless, angry, and perhaps dangerous. Rumors
say that it was made to resemble the human soul, or Wither (recharge 6). The dragon chooses a
that it is even fused with such a soul. The soul dragon point within 100 feet, and creates a 20 foot
cares not, for whatever its origin, it is inherently mad, radius where motes of light float languidly.
and thoroughly aggressive and ready to spread pain Those caught in this radius must make a DC 15
and madness. Constitution saving throw, or gain one level of
exhaustion. For every level gained by an enemy,
Though not invulnerable, the soul dragon can often the soul dragon regains 9 (2d8) hit points.
rampage with impunity, but many soul dragons choose
not to. Instead, they seek to goad others into doing
their bidding, and arrive to strike only when necessary
or to maximize the mayhem they seek to sow. Soul
dragons adhere to a strict heirarchy, and tend to seek
out other corpse dragons to bully into service. Despite
this adherence to heirarchy, soul dragons rarely play
well together.

Legend says that there exists a soul dragon progenitor


who is a so called king among corpse dragons. The soul
dragon king, if he exists, could represent a catastrophic
danger to all living things. It is reasonable to assume
that whatever race that dared to carry out the horrible
genetic experiments on dragonkind was likely brought to
ruin by the machinations of such a king.

Y oung S oul D ragon


Large dragon, chaotic evil

Armor Class: 15
Hit Points: 91 (14d10+14)
Speed: 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
11 (+1) 18 (+4) 13 (+1) 18 (+4) 15 (+2) 22 (+6)
Saving Throws Con +5, Wis +5, Cha +9
Skills Deception + 9, Intimidate +9, Perception +5
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities cold, necrotic, poison
Damage Vulnerability radiant
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, stunned
Senses darkvision 200 ft., passive Perception 15
Languages Common, Draconic
Challenge 8 (3,900 xp)

Incorporeal Movement. The dragon can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.

108
P hlegmatic D ragon takes polluted roughly 1d10 hours for the water to purify
itself if it is running, or 1d10 days if the water is still.
A large and vaguely dragon shaped ooze drips brackish Exposure to sunlight reduces this time by a factor of
liquids that pool beneath it, punctuated only by teeth, 10. If the dragon carries other diseases, it may transmit
them as well through claw, bite, or breath attacks, in
claws, and diseased eyes.
addition to its default disease. All such diseases use the
saving throw DC of the dragon’s disease ability, and
Phlegmatic Dragons are considered a failed attempt at diseases must be resisted separately by those affected.
engineering dragons, resulting in a disgusting malformed
approximation of dragon that is equal parts disease and Sun Averse. The dragon is at disadvantage to attack
mythical beast. The resulting creature lacks the dignity rolls and saving throws in the sunlight. Any targets of its
usually afforded to dragons, thanks to their nightmarish disease abilities are at advantage to resist the effects of
bodies that constantly drip with fluids. the disease if they are in the sunlight.

Once the sad prisoners of whatever force created Involuntary Emission. If the dragon rolls a 6 to
them, phlegmatic dragons continue to multiply by recharge its breath weapon, it unleashes an involuntary
budding like a fungus. Phlegmatic hatchlings grow emission in addition to recharging its breath weapon.
anywhere that corpses congregated, sometimes This emission targets a single creature within 10 ft
materializing from beneath graveyard or battlefields in who is affected as though it was caught in the dragon’s
a grim mockery of birth. Since their advent, phlegmatic breath attack.
dragons have multiplied in great numbers, but must
remain underground where they can fester freely.
A ctions
Sadly, the minds of these mockeries are also diseased. Multiattack. The dragon makes three attacks; one
Most wish simply to cause as much harm to any living with its bite and two with its claws.
thing in a vain attempt rail against their tragic fate.
Phlegmatic Dragons have a great fear of fire, as well as Bite. Melee Weapon Attack: +7 to hit. Reach 10 ft.,
the sun, as both diminishes their personal power. Old one target. Hit: 14 (2d10+ 3) piercing damage,
wives tales say that they sometimes lurk above ground plus disease.
on stormy days and at night, boldly in search of mayhem Claw. Melee Weapon Attack: +7 to hit. Reach 5 ft.,
to cause. one target. Hit: 10 (2d6+ 3) slashing damage,
plus disease.
Y oung P hlegmatic D ragon Disease. Targets afflicted by the one of
Large dragon, chaotic evil the dragon’s diseases must make a DC 15
Constitution saving throw or be poisoned for
Armor Class: 16 the duration of the disease. Every 24 hours that
Hit Points: 120 (16d10+32) elapse, the target must repeat the saving throw,
Speed: 20 ft., fly 40 ft., swim 80 ft. reducing its hit point maximum by 5 (1d10) on
a failure. The disease is cured on a save. The
STR DEX CON INT WIS CHA target dies if the disease reduces its hit point
17 (+3) 14 (+2) 15 (+2) 8 (-1) 13 (+1) 10 (0) maximum to 0. Exposure to the sun for at least
1 hour a day grants any targets an advantage on
Saving Throws Dex +5, Con +6, Wis +4, Cha +3 the next saving throws to resist the disease. This
Skills Deception + 3, Intimidate +6, Perception +4, disease causes a wet cough in the victim, and
Survival +4 can be spread to others by exposure to these
Damage Resistances bludgeoning, piercing coughs, using the same saving throw DC as the
Damage Immunities poison initial disease.
Damage Vulnerability fire, radiant
Condition Immunities poisoned
Senses darkvision 200 ft., tremorsense 40 ft., passive Diseased Breath (recharge 3-6). The dragon
Perception 14 coughs and sneezes loudly, expelling various
Languages Common, Draconic fluids in a 30-foot cone. Each creature in the
Challenge 8 (3,900 xp) area must make a DC 15 Constitution saving
throw, taking 42 (12d6) poison damage and
Amphibious. The dragon can breath air and water exposure to disease (see above) on a failed save,
or half as much and no disease exposure on a
Ooze. The dragon counts as an ooze as well as a dragon successful save.

Plague Bearer. The dragon may contract any disease,


and gets no saving throw, but also does not suffer the
effects of the disease. Any water in which it swims, up to
the size of a small lake, becomes polluted with disease. It

109
L esser L ich 3rd lvl (3 slots): counterspell, dispel magic,
fireball, stinking cloud
This corpse appears dressed in fine robes, jewelry, and 4th lvl (3 slots): confusion, dimension door,
arcane symbols. A dim glow seems to emanate from its stoneskin
5th lvl (2 slots): cloudkill, conjure elemental,
otherwise empty head.
scrying
6th lvl (1 slot): disintegrate, chain lighting
This pitiable creature was unfortunate enough to 7th lvl (1 slot): delayed blast fireball, finger of
find only half of the necessary rituals and instructions death
for becoming a lich. Though they are immortal, they 8th lvl (1 slot): dominate monster
are only middlingly powerful as a result. A lesser lich
is consumed with the goal of becoming “complete”, Turn resistance. The lich has advantage to saving
killing and dealing with any force that it can, desperate throws against being turned.
to achieve its potential. Somewhat more reckless and
dangerous than a normal lich, in the short term, a
lesser lich is far more likely to engage in combat, make A ctions
mistakes, engage in wholesale slaughter, and have its Paralyzing Touch. Melee spell attack : +10 to hit,
phylactery destroyed. Do not mistake this creature as a reach 5 ft., one target. Hit : 10 (3d6) necrotic
joke; those who go from this lesser state to the greater damage. The target must succeed on a DC 16
one are cold, calculating, and remember every slight. Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw
L esser L ich at the end of each of its turns, ending the effect
on itself on a success.
Medium undead, any evil

Armour Class 15 (natural armor) L egendary A ctions


Hit Points 85 (13d8 +27) The lich can take 1 legendary action from the
Speed 30 ft. options below. The action can be used at the end
of another creature’s turn. It regains its spent
STR DEX CON INT WIS CHA
legendary action at the start of her turn.
11(+0) 15 (+2) 14 (+2) 20 (+5) 14 (+2) 15 (+2)
Saving Throws Con +7, Int +10, Wis +7 Cantrip. The lich casts a cantrip
Skills Arcana+15, History+10, Insight +7, Perception+7, Move. The lich moves up to half of its speed.
Religion+10
Damage Resistances cold, lightning, necrotic
Damage Immunities poison, bludgeoning, piercing, and
slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses truesight 60’, passive Perception 17
Languages Common plus four other languages
Challenge 13 (10,000 xp)

Legendary Resistance (1/Day). If the lich fails a saving


throw, it can choose to succeed
instead.

Rejuvenation. A destroyed lich gains a new body in


10d10 days, regaining all its hit points and becoming
active again. The new body appears within 5 feet of the
phylactery.

Spellcasting. The lich is a 15th-level spellcaster. It’s


spellcasting ability is Intelligence (spell save DC 18,
+10 to hit with spell attacks). The lich has the following
wizard spells prepared:
Cantrips (at will): mage hand, ray of frost, minor
illusion
1st lvl (4 slots): detect magic, magic missile,
shield, thunderwave
2nd lvl (3 slots): detect thoughts, invisibility,
mirror image

110
L onely D eceiver Shapechanger. The deceiver can use her action to
polymorph into a large monster or back into the human
A young man stares at you with questioning eyes. He form (an attractive humanoid of medium size). Its
seems to want you to approach closer. statistics, other than iits size and armor class, are the
same in each form. Any equipment she is wearing or
carrying isn’t transformed. The lonely deceiver reverts to
An oddity among the myriad of creatures that stalk its monster form if she dies. A lonely deceiver typically
their prey, the lonely deceiver is one of the few horrors changes to its monster form before draining its victim,
that attempts to engage its victims on an emotional level apparently a necessity for the creature’s feeding habits.
before leading them to their doom. What we don’t quite
understand is why it acts in such a way. The deceiver
acts like a social predator, seeking out the lonely or the A ctions
secluded victim in the hours of darkness. Once it is alone Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
with its victim, it actually listens and cajoles conversation one target. Hit: 17 (3d8+4) piercing damage and
from its prey, leading some to speculate that the deceiver the target is grappled (Escape DC 15). The lonely
feeds on some aspect of social interaction. However, deceiver can only grapple one creature at a time.
the deceiver does not stop there; once the conversation
reaches its end, the deceiver transforms into a monster Lifedrain. The lonely deceiver attempts to drain
and begins sucking the life force from its victim. If the life force from a creature. The deceiver
interrupted, the deceiver fights like a rabid beast to targets an adjacent creature, which then must
escape, skulking quickly into the night. make a DC 13 Constitution saving throw or
reduce its hit point maximum by 11 (2d10).
The deceiver’s natural shape is that of a hulking Creatures that are surprised grappled by the
brute with black oily skin. When it attacks its prey and deceiver have disadvantage on this saving.
attempts to consume its soul, it opens its large gaping Creatures reduced to 0 hit points in this way
and fanged mouth and reveals a cold and inky void. are cursed to rise at the next sunset as a
lonely deceiver. This curse can be cured with
a combination of remove curse and a spell to
L onely D eceiver return a creature to life., such
Medium Shapechanger, neutral evil as raise dead. Otherwise,
killing the lonely deceiver
Armour Class 15 (natural armor) in monster form, 12 in only damns its former soul
human form into an eternity of torment,
Hit Points 82 (11d8 +33) barring it from resurrection
Speed 30 ft. climb 30’ (monster form) attempts.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 18 (+4)
Skills Deception+5, Persuasion+5, Stealth+4
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 xp)

Cursed. A lonely deceiver is cursed to live as it does, as


a shapeshifting monster that feeds on the innocent. If it
is subject to a remove curse spell, there is a 50% chance
that it will drop dead.

Lifeforce. A lonely deceiver thrives on the life force


of others, and can be satiated if it receives temporary
hit points. When the deceiver is benefiting from
temporary hit points, it can spend an action to restore
hit point damage on a 1 for 1 basis, up to 10 points per
action spent; this also serves to feed the beast, as it
must consume at least 20 hit points worth of life force
energy per week to live. A creature able to grant it daily
temporary hit points can sometimes parley with the
beast, and keep it as a minion. A lonely deceiver prefers
real life force energy to mystically contrived life force,
and so it will seek to slake its thirst even during its
service to its benefactor.

111
M arrow O oze Amorphous. The ooze can move through a space as
narrow a half inch, and as thin as a cut without squeezing.
A pile of rotting organs, skin, hair, and protruding bones
jiggles like a rotting coagulated corpse stew. Camouflage. The marrow ooze is good at hiding, and
can usually adhere itself to flat surfaces, hiding in pots,
The sentient marrow ooze is a terrifying faceless foe on the inside of a shield, or inside the clothes or armor
that is insidiously cunning, despite being an ooze. The of a soldier by entering the space of that object, whether
marrow ooze works insidiously by attempting to enter it is worn or held. Any creature attacking the ooze must
a humanoid body through a wound or opening, usually then attack the object in question. If the ooze is hiding on
when the creature is sleeping. The ooze then begins to a creature’s body, attackers can attempt to hit it, but do
infest the long bones of the host’s body, consuming the so with disadvantage, potentially harming the creature
host’s marrow until it is nearly all gone. This process in question. If the attack misses, use the higher of the
would normally be painful and debilitating, but the ooze two rolls and apply that attack to the creature that ooze
naturally secretes pain killers and endorphins that keep is hiding on, dealing damage as normal. The ooze cannot
the host happy and largely unaware (or unconcerned) hide on a creature that does not wear clothes or armor.
with the apparent infection.

The marrow ooze appears to have a latent psychic


A ctions
ability, and uses it to improve its host body, searching Pseudopod. Melee Weapon Attack: +3 to hit, reach
the host’s mind for its ideal appearance. The marrow 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.
ooze has a unique ability to reshape faces and other
bone structures within the body with minimal pain Infect. The ooze spends its action attempting to
and discomfort. Hosts benefit from a more attractive enter a creature’s body through an opening,
face, and even the healing of any bone deformities or such as a mouth or wound. If the creature is not
conditions. This has led more than a few unscrupulous incapacitated, it can make a DC 10 Dexterity
groups to selling or employing these oozes as a beauty saving throw to remove the ooze, forcing the
or medical product, usually (but not always) with ooze into an adjacent space. If saving throw fails,
some manner of cure to remove the inherent danger or the victim is incapacitated, the ooze enters,
of a marrow ooze infection. The success rate of these and the creature makes a DC 13 Constitution
schemes is usually not worth the risk (see Marrow Ooze saving throw, becoming infected on a failure (see
infection in the Hazards chapter). Marrow Ooze Infection in the Hazard chapter).

The most insidious part of a marrow ooze infection is


its reproduction cycle. When a marrow ooze has finished
consuming the marrow within a victim, it undergoes
a strange mitosis, producing as many offspring as the
host body has limbs. The limbs are then consumed
and transformed into new marrow oozes, leaving the
host victim bereft of extremities. Though this process
is rarely fatal, it is especially traumatizing. Some large
cities have entire wings of their mental institutions
devoted to the limbless victims of this strange creature.

S entient M arrow O oze


Small ooze, unaligned

Armour Class 9
Hit Points 44 (8d4+24)
Speed 20 ft., climb 10 ft.
STR DEX CON INT WIS CHA
13(+1) 9 (-1) 16 (+3) 3 (-4) 6 (-2) 1 (-5)
Skills Stealth+3
Damage Resistances acid, piercing, slashing
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 2 (450 xp)
112
S ensate F iend if the sensate fiend has taken more than 50 points of
damage below its maximum hit point amount.
A large mass of flesh brandishes roughly a dozen thick
fanged tentacles that lash and snap menacingly. Superior Manipulation. The sensate fiend can control
up to three creatures at once, coordinating their attacks
along with its own, as long as it maintains a tether (see
The sensate fiend is a creature from the darkest below). If a remains tethered for two successive days,
depths of some blasted plane of evil. Where exactly the creature is considered addicted and charmed, and
it comes from is unknown. Those that know of the will subconsciously seek to be near to the sensate
creature can only say that it takes humanoid forms, fiend, at least until the creature realizes the fiend’s true
ejecting a single tentacle from such unnerving locations identity as an amorphous horror. This addiction only
as palms, mouths, or even eye sockets. Sensate fiends lasts as long as the fiend maintains a single disguise.
control living beings through these slimey limbs,
connecting to spinal columns with its hooked tentacles.
In doing so, the sensate fiend enjoys living among
his victims, slowly creating addicted minions, and
consuming the nervous systems of those that are of no
further use to the fiend.

When cornered, the sensate fiend can shed its


disguise and reveal itself as a horrid mass of clawed
tentacles, attempting to lash out at as many targets as
it can. When desperate, the creature will also shed the
pretense for manipulation, choosing to smash skulls and
connect its tentacles directly to the ruined hind brains of
its victims.

S ensate F iend
Large fiend (demon), chaotic evil

Armor Class: 18
Hit Points: 187 (22d10+66)
Speed: 30 ft.Swim 60 ft.
STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 17 (+3) 18 (+4) 18 (+4) 20 (+5)
Saving Throws Dex +8, Con +8, Wis +9, Cha +10
Skills Deception + 10, Intimidate +10, Perception +9,
Survival +9
Damage Resistances cold, fire; bludgeoning, Piercing or
Slashing from nonmagical attacks.
Damage Immunities lightning
Damage Vulnerability psychic
Condition Immunities poisoned, charmed
Senses blindsight 60 ft., darkvision 120 ft, passive
Perception 19
Languages Abyssal, telepathy (tentacle)
Challenge 13 (10,000 xp)

Amorphous. When not disguised, the sensate fiend


can move through a space as narrow as 4 inches wide
without squeezing.

Superior Disguise. The sensate fiend can secrete a skin


and even clothes to match any creature it can observe,
or just take a generic but convincing disguise to appear
as any medium sized creature, contracting its skin into
the worn skin. This disguise is purely cosmetic, and
the sensate fiend retains all of its statistics, though the
sensate fiend can actually appear as non-humanoid
creatures such as beasts and aberrations, as long as
that creature is of medium size. The disguise is ruptured
113
A ctions against this control. If the victim remains
tethered by the end of the third turn, it dies, and
Multiattack. The Sensate Fiend makes three the sensate fiend regains 20 hit points. An effect
attacks; one with its bite and two with its that would sever the tongue or restore hit points
tentacles. If it is in a humanoid guise, it can make to the victim ends the control early, and causes
three attacks with a melee weapon, or two with the sensate fiend to be stunned until the end of
a ranged weapon. its next turn.

Bite. Melee or Ranged Weapon Attack: +7 to hit.


Reach 10 ft., one target. Hit: 17 (2d10+ 6) piercing Teleport. The sensate fiend magically teleports,
damage, and the target must make a successful along with any equipment or disguise it is
DC Charisma saving throw, becoming charmed wearing or carrying, up to 120 feet to an
by the sensate fiend on a failure until the tether is unoccupied space it can see. Teleporting while
broken. Severing the tentacle requires an attack. tethered frees any tethered creatures from the
The tentacle has 13 AC and 8 hit points, and the fiend’s control.
same damage resistances and immunities of the
sensate fiend. The sensate fiend can have up to
four tethers at any one time.
L egendary A ctions
Tentacles. Melee or Ranged Weapon Attack: +7 to The sensate fiend can take 3 legendary actions,
hit. Reach 5 ft., or Range 50 ft., one target. Hit: choosing from among the creatures it has
18 (2d12+ 6) bludgeoning damage. charmed. Those creatures do not act on their
own initiative, but can be prompted to move and
Hindbrain Bite. The sensate fiend can make a attack when the sensate fiend uses its legendary
bite attack against a dying creature at 0 hp, actions. Only one legendary action can be
either breaking through the back of the skull, or taken at a time, and only at the end of another
otherwise tearing through the target’s tissues creature’s turn. The sensate fiend regains spent
to reach the hindbrain with its tongue to form legendary actions at the start of its turn. The
a tether. If successful, the fiend can directly sensate fiend can spend 2 actions to make one
control the creature for three turns. This effect of its charmed allies to cast a spell, if the ally is
otherwise works as per the dominate person able to cast spells.
spell. The victim is not allowed a saving throw

114
Skeletons A ctions
Multiattack. The barrow skeleton makes two
attacks with its glaive.

B arrow S keleton Glaive. Melee Weapon Attack: +6 to hit, reach 10


This skeletal moves with a predator’s grace, belied only by ft., one target. Hit: 9 (1d10 + 4)
slashing damage and the target must make a DC 13
the creaking of its rusty armor. Strength saving throw with or fall prone.
A barrow skeleton is created through a special ritual
meant to create a tomb guardian, and is more capable Piercing Laugh (Recharge 5-6). As a bonus action,
than most servile undead. Barrow skeletons are usually the barrow skeleton laughs menacingly, causing
meant to be intimidating, and are garnished with heavy fear in all who hear it. When the skeleton uses
and sometimes impractical armor to add bulk to their this ability, creatures within 30 feet must make a
appearance. They work well in groups of undead, bashing Wisdom saving throw or be frightened until the
their grave robbers to the floor, allowing the other undead start of their next turn.
to creep up to the prone victims more easily.

Barrow skeletons are unintelligent, driven only by


the orders given to them by their masters. From time Skeleton Templates
to time, a lone ancient barrow skeleton can grow slight
personalities and even speak on their own. With the B urning S keleton T emplate
passing of centuries, single barrow skeletons have been Created from the bones of murder victims, burning
known to abandon their posts and wander the land. In skeletons are consumed by an unending blue flame
this sojourn the barrow skeleton goes from stalwart that reflects their hopeless rage. The skeleton keeps its
defender to curious pilgrim. statistics, except as follows.

This pilgrimage rarely lasts long, however, as few Challenge. A skeleton with this
are willing to humor the hulking guardian. Some stories template has its challenge rating
tell of an enclave of these erstwhile creatures in some increased by 1 (or to the next
dark cave, learning from each other, and gleaning some fractional challenge rating), unless
semblance of sapience. its challenge rating is 9 or higher,
in which case the CR remains the
B arrow S keleton same. If you apply this template
to a creature with a higher CR,
Medium Undead, unaligned you may consider raising the fire
damage.
Armour Class 15 (breastplate)
Hit Points 90 (12d8 +36) Resistances. The skeleton gains a
Speed 40 ft. damage immunity to fire damage, but
also gains a damage vulnerability to
STR DEX CON INT WIS CHA
cold damage.
19 (+4) 12 (+1) 17 (+3) 3 (-4) 5 (-3) 5 (-3)
Fiery Body. A creature that touches the
Skills Perception+1
burning skeleton take 3 (1d6) fire
Damage Vulnerabilities bludgeoning, thundering
damage. If the burning skeleton
Damage Immunities necrotic, poison, psychic
can make a melee weapon
Condition Immunities exhaustion, charmed, frightened,
attack, it also adds 3 (1d6)
paralyzed, poisoned
damage do that attack.
Senses blindsight 60 ft, passive Perception 11
Challenge 5 (1,800 XP)

Magical Resistance. The skeleton has advantage on


saving throws against spells and other magical effects.

Necrotic Champion. Whenever the skeleton would take


necrotic damage, it instead gains that many temporary
hit points for 24 hours, to a maximum of 30 temporary
hit points.

115
B urning M inotaur S keleton P lagued S keleton
Large undead, lawful evil These disgusting skeletons are either created
supernaturally through the mass deaths by cause of
Armor Class 12 (natural armor) plague, or purposefully by a necromancer that wishes to
Hit Points 67 (9d10 + 18) spread disease. The skeleton keeps its statistics except
Speed 40 ft. as follows.

STR DEX CON INT WIS CHA


Challenge. A plagued skeletons challenge rating is
18 (+4) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) increased by 1 (or to the next fractional challenge
Damage Vulnerabilities bludgeoning, cold rating) unless its challenge rating is already 9 or
Damage Immunities fire, poison higher, in which case its challenge rating remains
Condition Immunities exhaustion, poisoned the same. If you apply this template to creatures
Senses darkvision 60 ft., passive Perception 9 with higher level CR, you might consider raising
Languages understands Abyssal but can’t speak the DC of the Bone Much ability.
Challenge 3 (700 XP)
Bone Muck. A creature that takes damage from a
Charge. If the skeleton moves at least 10 feet straight plague skeleton’s weapon attack must make a
toward a target and then hits it with a gore attack on DC 12 Constitution saving throw. On a failure,
the same turn, the target takes an extra 9 (2d8) piercing the creatures becomes diseased, and gains
damage. If the target is a creature, it must succeed on a the poisoned condition. Every 24 hours that
DC 14 Strength saving throw or be pushed up to 10 feet elapse, the infected creature must make a DC 12
away and knocked prone. Constitution saving throw, ending the disease
on a success. On a failure, its maximum hit
A ctions point total is reduced by 5. If the creature’s hit
point maximum reaches 0, it dies. Creatures
Scythe. Melee Weapon Attack: +6 to hit, reach 5 ft., slain in this way have a 5% chance of rising at
one target. Hit: 17 (2d12 + 4) slashing damage and the next sunset as another plagued skeleton,
3 (1d6) fire damage. and automatically become a plagued skeleton
if targeted with the animate dead spell. The
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., reduction to the target’s hit point maximum lasts
one target. Hit: 13 (2d8 + 4) piercing damage and until the disease is cured.
3 (1d6) fire damage.

P lagued W arhorse S keleton


Large undead, lawful evil
Armor Class 13 (barding scraps)
Hit Points 22 (3d10 + 6)
Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 2 (-4) 8 (-1) 5 (-3)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 1 (200 XP)

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 11 (2d6+4) bludgeoning damage, and the
target must make a DC 12 Constitution saving throw.
On a failure, the creatures becomes diseased, and gains
the poisoned condition. Every 24 hours that elapse, the
infected creature must make a DC 12 Constitution saving
throw, ending the disease on a success. On a failure, its
maximum hit point total is reduced by 5. If the creature’s
hit point maximum reaches 0, it dies. Creatures slain in
this way have a 5% chance of rising at the next sunset as
another plagued skeleton, and automatically become a
plagued skeleton if targeted with the animate dead spell.
The reduction to the target’s hit point maximum lasts
until the disease is cured.

116
V argouille succeeds on the saving throw is immune to the
shriek of Vargouilles for a day.
A demonic head flies through the sky upon glistening red
bat wings. Its eyes glow with unnatural light, suggesting
Kiss. The vargouille can use its action to kiss an
a monstrous hunger.
incapacitated target. The target must succeed
at a constitution check with DC 14 or contact a
The vargouille only vaguely resembles a head, having terrible, fatal condition. Within 1d6 hours of the
wings for ears and tentacles for hair, and glowing green onset of the disease, the target’s hair fall off and
eyes. Though they originate from the lower planes, terrible migraines plague the victim, conferring
they find their way into other realms, both due to the poisoned condition. In another 1d6 hours,
summoning and their dreadful means of reproduction. the victim’s ear start to lengthen, teeth become
Many rightfully fear the kiss of the vargouille, and elongated and the features become distorted. He or
tales are spun of entire regions plagued by the flying she becomes incapacitated and his or her mental
abominations. The mere suggestion of a vargouille is ability scores are halved. After a final 1d6 hours,
enough to cause an entire peasant village to tremble in the transformation is complete; the victim’s head
fear in the relative safety of their homes. flies off as a vargouille with no memories of its
past and the body dies. Exposure to sunlight (or the
V argouille daylight spell) stops the transformation but doesn’t
reverse it, and it resumes once the target is out
Tiny fiend, neutral evil of the light. To cure the condition, remove disease
must be cast on the victim, immediately alleviating
Armour Class 13 the symptoms.
Hit Points 45 (10d4+20)
Speed fly 30 ft.
STR DEX CON INT WIS CHA
6(-2) 16 (+3) 15 (+2) 6 (-2) 13 (+1) 8 (-1)
Skills Intimidate+3, Perception+ 3, Stealth+5
Senses darkvision 200 ft., passive Perception 13
Languages —
Challenge 1 (200 xp)

Light Sensitivity. While in


bright light, the vargouille
has disadvantage on
attack rolls, as well as on
Wisdom (Perception) checks
that rely on sight.

A ctions
Bite. Melee Weapon Attack:+5 to hit,
reach 5 ft., one target. Hit: 4 (1d4+2)
piercing damage. The target must make
a DC 11 constitution saving throw against
poison, or the victim’s hit point maximum is
reduced by the amount of damage taken. A
lesser restoration spell or remove curse spell
neutralizes the poison and allows the wound
to heal.

Shriek (recharges after a short rest). The


vargouille can unleash a blood-curdling shriek
as an action. Living creatures other than
Vargouilles within 60’ of the Vargouille must
make a DC 12 Wisdom saving throw or become
frightened for 1 minute. If the target fails the
saving throw by 5 or more, the target is also
paralyzed for the same duration and susceptible
to the Vargouille’s kiss. A frightened or paralyzed
creature may repeat the saving throw at the
end of its turn to break the effect. A target that

117
Z ombie M arshall ● Bones in a 20-foot-radius within 90 feet of the
zombie marshall become partially animated,
This well armored corpse appears animate and alacritous, grasping at nearby creatures. Any creature in
as it seems to move with a calculated purpose. the area must make a DC 13 Dexterity saving
throw or become grappled (escape DC 12).
The zombie marshall manifests from especially strong ● A foul aura fills a 20-foot-radius sphere centered
sentient creatures. Though much of their personality is on a point the zombie marshall chooses within
lost in the transformation, their strength of will creates 50 feet of it. The aura spreads around corners
in them a leader for the otherwise uncoordinated zombie and remains until the marshall dismisses it as an
hordes. Zombie marshalls can direct and manage a action, uses this lair action again, or dies. The
throng of zombies in ways that even evil spellcasters aura appears as a strange bodiless shadow that
cannot, and turn a crowd of fumbling undead into a covers the area. Any creature in the aura when it
dangerously organized force of hungry flesh eaters. appears must make a DC 14 Constitution saving
throw, taking 4 (1d8) necrotic damage on a
While the zombie marshall can be created by failure, or half damage on a success. Any undead
necromancers from the corpses of heroes and scions of healed of 1 hit point of damage if they end their
the world, they can also manifest spontaneously when turn within the sphere.
such scions suffer an unholy end at the hands of dark
forces. In either case, the zombie marshall is especially Z ombie M arshall
willful and hard to control, though they sometimes
serve as lieutenants in dark armies. When untethered, Medium undead, chaotic evil
a zombie marshall desires nothing more than to spread
death and suffering to every living thing it can lay its Armour Class 16 (natural armour)
rotting eyes on. Hit Points 112 (15d8 +45)
Speed 30 ft.
A zombie marshall is often accompanied by 2d4 zombie STR DEX CON INT WIS CHA
followers, but accomplished marshalls may have more,
especially if they are a lieutenant in an undead army. 16 (+3) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 18 (+4)
Saving Throws Wis +3
Undead Nature. A zombie doesn’t require air, food, Damage Immunities poison, necrotic; bludgeoning,
drink, or sleep. piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft, passive perception 11
Zombie Marshall’s Lair Languages Common
A zombie marshall makes its lair in old battlefields, Challenge 8 (3,900 xp)
the graveyards of giant beasts, and ghost towns that
have succumbed to disease. Sometimes this is simply Innate Spellcasting. The zombie marshall’s spellcasting
as a result of the marshall having died on that spot, but ability is Wisdom (spell save DC 11). The zombie marshall
more often than not the marshall migrates to that spot can innately cast the following spells, requiring no
material components:
with its retinue of undead followers. In the rare case that
3/day: animate dead
the marshall is beholden to some greater power, they
sometimes make their lairs in the castles and dungeons
that serve as the home to their overlords. In these Legendary Resistance (1/Day). If the zombie marshall
instances, the marshalls take great pains to festoon their fails a saving throw, it can choose to succeed instead.
own lairs with corpses and bones, ensuring that any who
dare enter are haunted by the grim decor. Bolster the Dead. Undead creatures within 100 ft of the
zombie marshall have their speed increased to 30 ft. if
The area around a zombie marshall’s lair becomes their speed was lower than 30.
fallow out to approximately 1 mile. This area fails to
grow anything more than scrub, though some large Undead Fortitude. If damage reduces the zombie
and scraggly looking trees may sprout from the marshall to 0 hit points, it must make a Constitution
ground. If death does not already pervade the area, saving throw with a DC of 5 + the damage taken, unless
many sick animals seek this place to die, creating a the damage is radiant or from a critical hit. On a success,
grim boneyard within 10d10 months, though if the the zombie marshall drops to 1 hit point instead.
zombie marshall is slain, the area returns to normal in
a similar amount of time.

L air A ctions
On initiative count 20 (losing initiative ties), the
zombie marshall takes a lair action to cause one of the
following effects:
118
A ctions L egendary A ctions
Multiattack. The zombie marshall makes three The zombie marshall can take 2 legendary actions,
slam attacks. choosing from the options below. Only one legendary
action option can be used at a time and only at the end
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., of another creature’s turn. The zombie marshall regains
one target. Hit: 12 (2d8 + 3) bludgeoning spent legendary actions at the start of its turn.
damage.
Slam Attack. The zombie marshall makes a slam
attack
Coordinated Assault. The zombie marshall gives a
command to up to two zombies within 30 feet,
and each zombies attacks one target, if able.

119
Horror Templates Mastermind
Some of the most profound horrors are com- A mastermind is an insidious agent that can be
mitted by men and women of various seemingly anywhere, and be anything. Though they usually
civilized races. Monsters may lack the morality to do not put themselves in harm’s way, they real-
restrain their dark urges, but sentient bipeds enjoy ize that there is an important necessity in getting
a creativity that can be put to use in the most your hands dirty, whether to put a knife in the
fiendish of ways. That having been said, there are right back or be a corpse at the right place and
few people that are simply defined by their roles as time. The mastermind likes to be a part of the ac-
serial killers, criminal masterminds, or possessed tion, and better yet, to observe and test their wits
slashers; Rather, these are things that are additive. against other intellects, whether to sharpen them-
selves on the dull rock of a lesser mind or to find
the rare equal so that they can have a true battle of
As such, these traits are better served as tem- minds! A mastermind gains the following abilities.
plates, applied to the NPCs already present in the
5th edition ruleset. Not only does it vary the kind
of murderers and psychopaths you can employ, Ability Score Increase. The NPC’s Intelligence
it also helps scale the encounters that you use score is increased to 18 if it is not already 18.
against your players. A serial killer that is a com- The NPC also gains proficiency in every Intel-
moner may be a threat at low levels, but one that ligence skill.
is a knight or even a gladiator could potentially
frighten a group of players at mid level play. Challenge. The challenge rating for this NPC
is increased by 1 (or to the next fractional
challenge rating) unless its challenge rating is
The following templates give guidelines for how already 6 or higher, in which case its challenge
to adjust and modify the statistics of existing NPC rating stays the same.
statistics to fit the theme and challenge appropri-
ate for your game. Perfect Affect. A true mastermind can imperson-
ate nearly any character. To any observer, they
are what they say they are; a bar employee, a
The “Difficulty” of CR Increases gawky teenager, or even an able blacksmith.
Any character suspicious of the mastermind
CR increases are largely subjective and can
must make a DC 20 Intelligence (Investiga-
take some tempering and testing. While the
tion) or Wisdom (Insight) check to gain
following abilities may change the threat level
any understanding of the mastermind’s ruse.
of an NPC, it may not. When adding an ability
Anyone who happens to pierce the deception
that raises the CR of a given NPC, consider gains the mastermind’s respect and ire.
increasing their hit points by about 20-40 points
per CR point added. One of the most promi-
Feign Death. Any time the mastermind takes
nent mathematical facts of this game’s edition
any damage, they can appear to be dead.
is that monsters and NPCs have to be tough to
Intense medical examination will render
survive more than a few rounds of a fight, and
the character’s heart stopped, pulse stopped,
the increase in CR without also increasing hit and skin clammy. This ability fools medical
points does nothing to address this. It may take examination unless the result of the Wisdom
some time to grow into this mindset, but once (Medicine) check equals or exceeds 20. How-
you go through many combats, you will start to ever, it is very likely that a mastermind will
learn how to adjust hit points for the group’s employ a means of death or a backup plan that
opponents, perhaps even on the fly! will make such an examination unlikely.

120
Paralyzing Intellect. When the mastermind capable NPCs to do their dirty work or simply
reveals themselves, whether by choice or use disposable henchmen to slow or hinder their
otherwise, they can use an action to unleash enemies, with no thought or concern for anyone
a diatribe of intellectually charges speech but themselves.
upon the mastermind’s audience. This could
be a treatise on the deceptions they have been While killing or defeating a mastermind is
carrying out, a list of imminent and pertinent certainly not impossible, a player group is likely
dangers to the audience members or their to wonder if their enemy could potentially return
loved ones, or simply some nonsense jargon from any kind of incarceration or even death. All
meant only to confound. Living creatures the same, a high level party is not likely to be as
with Intelligence scores of 5 or higher must concerned with a mastermind, as their powerful
make a DC 15 Intelligence saving throw or be abilities are more likely to
stunned for 1d4 rounds. If a stunned creature
takes damage at this time, it has the stunned
condition removed and can act normally.

Stunning Action. Any time the mastermind


enters combat, they are considered to have
surprise on their opponents. Any movement
during this round does not provoke op-
portunity attacks from any creatures able to
make them.

Quick Escape. The mastermind can take a


bonus action to take the Disengage, Dash, or
Hide action.

GM note: This is a great template to apply


to virtually any NPC. It can make a commoner
become a brutally intelligent pauper revolution-
ary or a veteran into a vicious disgruntled para-
military leader. Take special care when applying
this template to an assassin, as the combination is
amazingly effective; you may even increase the CR
of the encounter by 2 or 3. You may potentially
want to avoid using this template for the assassin
unless you want to create an especially deadly and
intelligent opponent.

To that point, this template is less about mak-


ing an effective combatant and more about making
a character that can be anywhere can shrug off
attempts to kill or detain them and will attempt
to match wits with the characters at every turn.
While they are apt to use minions to foil the
characters, they are not especially good at direct-
ing said minions and are likely to either co-opt
121
Distraction. The serial killer can misdirect
Serial Killer attempts to locate him, either by casting suspi-
Ubiquitous and iconic, the serial killer is a figure cion on others, or literally causing a visual
distraction when being chased. Attempts to
that captures the imagination, tugging at the fears
chase, track, investigate, locate or otherwise
and curiosity of society. What drives them? How
apprehend the serial killer are made with
do you stop them? While in truth these answers
disadvantage. If the serial killer’s current hit
are both grim and mundane, the fictional serial
point total is half of its maximum or less, they
killer is a distinct character in the horror genre.
lose the benefits of this ability. This ability
The serial killer runs the gamut between greasy increases the CR of the serial killer by 1.
loner to dapper genius, but the more common
thread is a pathological desire to kill. This desire Keen Intellect. A subtle serial killer can outsmart
often sharpens their ability to do so quickly, as their pursuers and weave webs with which to
well as to stage a crime scene to either divert or capture victims. Increase the serial killer’s In-
confound investigators. Some serial killers seem to telligence score to a minimum of 16, or +2 if it
possess a preternatural ability to take damage and is 16 or higher. In addition, the serial killer has
survive nearly any amount of punishment. Some advantage on any Intelligence or Charisma
serial killers have also made pacts or are imbued checks to deceive investigation, lure victims,
with special powers that render them durable and or to conceal their activities. The serial killer
hard to deal with. also gains proficiency with two Intelligence or
Charisma skills. This change does not increase
the CR of the serial killer.
Note: This template is meant to apply to both
a normal but deranged killer, but also with some Quick. The serial killer’s movement speeds are
kind of supernatural slasher. Sometimes the two increased by 10 feet. This does not affect the
concepts can coincide, but options for both kinds CR of the serial killer.
of serial killer are provided.
Unkillable, Greater. The serial killer gains resis-
tance to all weapon damage. When they are
A serial killer gains some or all of the following reduced to 0 hit points, they are automatically
abilities. Some of these abilities come with ad- dead. If their body is not completely de-
ditional choices that are made when the NPC stroyed, they enter a torpor and return to life
is created. with half of their hit point total within 1d4
hours. If restrained by mundane means, the
Challenge. The serial killer can have a number of serial killer can escape its bonds automatically
optional abilities that may or may not affect within 1d4 hours. This ability cannot be added
their final challenge rating. Each ability will to a spellcasting NPC.
say if it will affect the challenge rating and if This ability increases the NPC’s CR by 2. If the
so, by how much. As you build the NPC, you creature has a fractional CR or lower, this abil-
choose what options to include. ity instead raises their CR to 2. If the creature
has a CR of 6 or higher, their CR is increased
by 1. You can award half experience each time
Brutal Attack. When the serial killer attacks
the serial killer is reduced to 0 hit points, or
another victim, and there are no other crea-
full experience if the serial killer is somehow
tures within 30 feet, the serial killer deals an
dealt with permanently.
additional 10 (3d6) damage with any weapon,
unarmed, or natural attack. The damage is The unkillable ability is always paired with some
either of the type caused by the weapon, or achievable means to deal with the serial killer,
necrotic if it is an unarmed or natural attack. such as a ritual, condition, or substance that
This ability increases the CR of the serial will quash their amazing ability to survive
killer by 1 (or to the next fractional level). death. The serial killer cannot have this ability
and Unkillable, Lesser.
122
Unkillable, Lesser (3/day). The serial killer is the curse renews when another greedy soul
tough to kill. Whenever the serial killer is seeks out the cursed gem.
reduced to 0 hit points, there is a 50% chance Anyone bearing the gem cannot benefit from a
of them instead staying at 1 hit points if they long rest and must make a DC 15 Constitu-
succeed. On a failure, they are reduced to 0 hit tion saving throw at the end of each night.
points as normal. This ability does not change Once obtained, the jewel cannot be discarded
the serial killer’s CR. The serial killer cannot as long as the bearer is cursed. On a failure,
have this ability and Unkillable, Greater. they gain a level of exhaustion, as they experi-
ence intense headaches and eye pain. If the
cursed creature gains enough exhaustion levels
to die, they do not die, but instead, have their
Curse Bearer eyes turned into gems. The experience is pain-
Some evils are not people or bad intentions. ful, but their exhaustion levels are completely
Some evils are accidents twisted by a cruel god of removed once the gems are extracted from
fate. Some evils are people who are too selfish or their eye sockets. Gems made from eyes disap-
stupid to seek help or accept their lot in life. Some pear in 1d4 days, reappearing in the tomb of
evils are the doom that cursed individuals bring to the Nameless Lord.
their unlucky comrades. The bearer of the gem can remove this curse by
making a gaze attack (see below). Knowledge
The curse bearer can take many shapes and of this gaze attack may coincide with the
forms. Whether a hapless pawn manipulated by an gem’s legend, but the curse bearer may even
evil master or an unfortunate fool that triggered accidentally confer the curse. If the bearer
some dark magic, the curse bearer has doomed can curse three individuals, the curse is lifted
themselves through some awful turn of events. for the gem bearer, and they can discard the
gem. Those cursed by this gaze are doomed
The nature of the curse is variable but is always
unless the gem is returned to the Temple of
disastrous and far reaching. This template is as
the Nameless Lord, in which case the curse
varied as curses themselves. The following curses is lifted for any and all afflicted individu-
are some examples of the terrible portends that als. Once the curse has run its course, only a
follow the bearer of curses. greater restoration or regeneration spell can
restore the victim’s eyes.
The curse bearer gains the following gaze attack
Challenge. The curse bearer can have a number
and increases their CR by 1. Fractional CRs
of optional abilities that may or may not affect
are increased to 1.
their final challenge rating. Each ability will
say if it will affect the challenge rating and if
so, by how much. As you build the NPC, you Curse of the Jewel. When a creature that can see
choose what options to include. the curse bearer’s eyes starts its turn within 30
feet of the curse bearer, the curse bearer can
force it to make a DC 12 Constitution saving
Conditional Curse. This curse is insidious, as
throw if the curse bearer isn’t incapacitated and
it can potentially be spread easily by those
can see the creature. The creature is cursed on a
willing to do so. These conditional curses are
failure. That night, the creature cannot benefit
usually bound to some seemingly superstitious
from a long rest and must make a DC 15 Con-
activity that directly imparting a curse to oth-
stitution saving throw, or gain a level of exhaus-
ers. The worst of these curses forces the curse
tion. If the creature gains levels of exhaustion
bearer to curse many more people to remove it
that would result in death, they instead have
from themselves.
their eyes painfully turned into gems. Once the
As an example, the “Jeweled Eye of the Name- gems are removed, the creature has their levels
less Lord” is a gem that curses its bearer to of exhaustion completely removed.
stare into the eyes of three other individuals
to spread the curse. Only then can the curses
bearer be free of the gem and the curse, but
123
Cursed by Darkness. The curse bearer has been tures represent an inherent danger to everyone
targeted by dark forces, whether by jealous near them.
mortal hexes or other worldly agents. Curses
of this nature tend to be more focused in Cursed by the Gods. The curse bearer has an-
scope and can spread slight mayhem. The gered the gods, and their wrath spares no by-
petty creatures that hand out such curses often standers. Such curse bearers often bear a mark
delight in spying on their victim and seeing signifying divine disfavor, such as bleeding
what tragedies befall them and their kin. sigil, or having a dead animal affixed to their
While some curses target descendents, most of person. Whatever the case, the cursed is easily
these curses are more immediate. Some ex- identifiable. Wherever the curse bearer goes,
amples include having skin that is poisonous great disasters follow. The curse bearer is likely
to the touch, being unable to gain or main- to herald great catastrophes such as earth-
tain weight or even being the bearer of an quakes, tsunamis, or even the awakening of
unidentifiable disease. Such curse bearers are great and terrible creatures like the Terrasque.
often the source of some deleterious condition This trait is meant as a plot element and does
and bring harm to those immediately around not significantly alter the creature’s ability.
them. Some go on unwittingly spreading the
terrible condition. Dark forces are fond of
Cursed by Magic. Some curses are merely magi-
cursing simple creatures like animals that can
cal constructs, either meant to keep the foolish
happily spread the effects of the curse without
uninitiated from tainting magic with their
a second thought.
unworthy hands, or as mean spirited lessons in
Typical effects imparted by this curse are the humility imparted by cruel magicians.
blinded, deafened, exhaustion, poisoned,
Such curses are more limited in scope, and often
and even petrified conditions. If the effect is
only affect the victim, though the wrong curse
permanent, the creature’s CR is increased by
on the right person could lead to bedlam.
2, or increased by two fractional levels. If it is
Some curses can manifest as mood swings,
temporary, the creature’s CR is increased by
possessions, or even body swaps. Though
1. In either case, the minimum CR for the
potentially troublesome, such curses do not
creature is 1.
change the curse bearer’s CR.

Cursed by the Fates. The curse bearer is doomed


to die. Those that attempt to defy this reality
can bring pain and suffering to those around
them. Secret Cultist
Within 1000 feet of the curse bearer, any ability Secret societies accept those from all walks of
checks or attack rolls that result in a natural 1 life, often being happy to include people who can
cause some sort of terrible accident. This could do their dirty work. Just like any organization,
be as a direct result of the action that called there is a wide hierarchy that insinuates a cult’s in-
for the dice roll, or simply an incidental but fluence throughout all walks of life. The influence
dangerous event. The swing of a sword may of the cultist stems from a strong support network
sever a rope that drops a weight on an inno-
and an ironclad code of silence.
cent bystander, or the opening of a book could
cause a deadly earthquake. Some cults are relatively benign, seeking what
Many of those cursed by the fates are driven to many groups do in gathering resources and influ-
seclusion; the cursed either live in isolated ig- ence. Others seek nothing less than the annihila-
nominy or die a dramatic death that is worthy tion of all life. Whatever their ultimate goals, a cult
of epics and tragedies. Such cursed are most tends to pursuit its goals with ruthless efficiency.
dangerous when they put others in danger by
Perhaps the most insidious thing about a cult is
refusing to isolate themselves.
its secrecy. Many of its victims have absolutely no
A curse bearer with this curse has their CR
idea that they are being spun into a web of deceit
increased by 2, to a minimum of 3. Such crea-
and doom until the cult descends upon them. In
124
a terrifying display of unity and avarice, these Programmed. A cultist that has been pro-
societies are hard to stop, and harder to eliminate, grammed is obsessed with some aspect of the
each member is fanatical enough to carry forth the cult. They are immune to the charmed condi-
goals, whether they have support or not. tion, as they are already charmed by the leader
or the cause, and they have advantage to resist
The secret cultist gains some of the following the frightened condition. They cannot ignore
abilities, as determined when the NPC is created: any command by their cult leader, no matter
how dangerous it may be.

Challenge. The secret cultist’s strength lies in a


Reinforcements. A mid-ranking cultist can call
robust support system, and their inability to
upon their associates to deal with problems.
betray their cause. As such, their CR does not
As an action, the cultist can call in other
increase as they are not in themselves a greater
members. Use the following groupings as a
threat, but can call upon great resources and
guideline:
other members, and the increased challenge is
reflected in the cult’s strength in numbers.  1 veteran, 3 thugs
 5 cultists
Cult Leader. A cult leader has a charismatic  2 guards, 3 scouts
power over your followers. At any one time,  1 cult fanatic, 3 guards
they have no less than a dozen charmed NPCs
in their service. They can be from nearly any
NPC type, as appropriate. When the cult
leader is killed, roll a percentile dice. On a
result of 1-50%, the charmed cultists sink into
a murderous frenzy and attack those respon-
sible. On a result of 51-100, the cultists sink
into a wailing despair and take no actions.

Friends in High Places. The infrastructure of a


cult is diverse. A cultist can whisper in the
right ear and call down the wrath of local
law enforcement, judiciary, or even nobility.
Though this rarely results in outright violence,
some desperate high ranking cultists can even
call down on pet assassins to deal with curious
party members. When a cultist is murdered,
the cult seeks revenge whether or not their
secret was revealed, and will sometimes seek
an eye for an eye.

Iron Will. A cultist has been conditioned never


to reveal a cult’s secrets, let alone speak its
name to outsiders. If an effect would coerce
the cultist to reveal anything about the cult,
they have advantage on checks and saving
throws to avoid doing so. Those attempting
to coerce the cultist have disadvantage on any
checks meant to do so. This ability ceases to
function if the cultist is charmed

125
Imposter Impersonating the PCs
One of the most horrifying nightmares faced by The imposter villain has the unique ability
people is the possibility that their loved ones have to be able to copy nearly any creature, includ-
been replaced. This nightmare can manifest in a ing the player characters. In this case, you could
variety of terrible ways. Some imposters are killed simply take a player’s character sheet, copy
and worn as suits, as is the case with the intel- it, and apply the relevant abilities. This could
lect devourer and its feeding habits. Others are even work for lower level versions of your PCs,
cloned, created whole, while the original person is especially if there are many imposters with the
captured or dead. Others are merely impersonated face of one or more of your player characters.
by mundane or supernatural means. Whatever the This could make for an interesting encounter or
method, the disturbing thought of a loved one be- combat, especially if each of the players has to
ing a doppelganger is enough to strike terror into fight their double. This could prove to be tricky,
the hearts of any man or woman. but subtle antagonism by these duplicates could
be an unnerving way to promote horror in your
An imposter gains some of the following abili-
campaign, especially if press the players to slay
ties, as determined when the NPC is created:
numerous duplicates of themselves.

Challenge. An imposter rarely has abilities that


10 hit points and 10 AC, 10 for all of its ability
make them
scores, can move 15 feet per round, and no way
to attack on its own.
Picture Perfect. The imposter is a perfect visual
copy of the creature they are impersonating.
Clone. The imposter is a grown or created copy
Nothing is out of place, including birthmarks
of the impersonated person or creature. The
and other physical attributes. Any attempt to
creature is such a perfect copy that they regis-
discern that the creature is a fake based only
ter as the original through magical detections
on visual evidence has disadvantage.
such as locate person. The clone may or may
not have some or all memories of the origi-
Emotionless Doll. The creature cannot emulate nal, up to the point of creation. Many clones
emotions or does so in a way that is inappro- are “born” with various defects, either being
priate. It may or may not be blatantly obvious unable to grow, heal, or change, while others
that the creature is an imposter. Attempts to still are innately drawn to kill and replace the
discern that the creature is a fake based on creature from which they were copied.
social or emotional evidence have advantage.
However, the imposter is also immune to the
Vague Memories. Whatever the type of impos-
charmed and frightened conditions.
ter, this ability allows it to have some vague
memories of the creature it is impersonating.
Skinwearer. The imposter is somehow inhabit- These memories can help it to avoid be-
ing the body of the person, rather than just ing discovered and can negate penalties that
imitating it. The creature cannot be damaged would make it easier for others to discover
without damaging the host. Treat the creature the imposter’s nature. The memories are not
as a disease, which is expelled if the diseases perfect and can render the imposter confused
are somehow cured, or an expert surgery is or addled while they try to conjure memories.
performed, requiring a DC 18 Wisdom (Medi-
cine) check. Some creatures kill the host before
Shapechanger. Imposters with this ability can
inhabiting it, so curing the disease effectively
actively copy any creature with which they
releases the corpse from the skinwearer’s con-
come into contact. This ability is extremely
trol. The skinwearer can be anything from a tiny
dangerous and allows the imposter to hide
slug to a small sized humanoid that wears the
and infiltrate more easily. Creatures with this
body like a shell. In either case, the creature has
126
ability increase their challenge rating by 1, to a
minimum of 1 for a fractional CR. This ability Doom Bringer
otherwise acts as the alter shape spell, but with The doombringer is either a nihilist that would
no duration or concentration.
see the world undone, or a tyrant bent on us-
ing death and terror to rule as much as they can
Evil Twin. Through some strange magic or grasp. Whether through promises to dark powers,
dimensional anomaly, the imposter is actually or some personal ability, the doombringer can tap
the same person it is impersonating, but with into thanatotic powers that help them to see their
an alternate personality. This could be an op- plans to vile fruition. The doombringer gains some
posite alignment, a dangerous mental illness,
of the following abilities*.
or even a dangerous curse (see curse bearer
above). Evil twins are thinking breathing be-
ings, and not mere copies, and often are just as
Touch of Doom. The doombringer is adept at
impressive or ingenious as their originals.
linking to dark energies and unweave the tap-
estry of reality. Any time that the doombring-
er rolls necrotic damage, they add 1 additional
necrotic damage per dice rolled.

Undying. The doombringer is effectively undead


through their connection to the forces of entro-
py. When killed, they rise again within 3 nights,
and can only be stopped by a potent magical
force, such as a great evil ritual gone wrong, or
some extremely deadly spell or effects, like a
river of lava or the disintegrate spell.

Doom’s Herald. The doombringer is a 4th level


spellcaster. Its spellcasting ability is Charisma,
and its Charisma score becomes 16. Its spell
save DC is 14, and it has +6 to hit with spell
attacks. The doom bringer has the following
spells prepared.

Cantrips (at will): chill touch, mage hand,


poison spray
1st level (4 slots): bane, disguise self, false life,
inflict wounds
2nd level (3 slots): blindness/deafness, hold per-
son, locate object, ray of enfeeblement

In addition to these spells, the doombringer has


a minimum CR of 5 or increases its CR by 3
if it is already a higher CR (adjust the statis-
tics accordingly for proficiency bonus). The
doombringer also has a minimum of 50 hit
points, or more if it already possessed more.

Avatar of Doom. The doombringer is a 12th level


spellcaster. Its spellcasting ability is Charisma,

127
and its Charisma score becomes 16. Its spell likely to forfeit their soul when the deal is done,
save DC is 14, and it has +6 to hit with spell no matter how large or small the gain.
attacks. The doom bringer has the following
A demon friend gains some or all of the follow-
spells prepared.
ing abilities.

Cantrips (at will): chill touch, mage hand, poi-


son spray, minor illusion Challenge. The demon friend can gain various
1st level (4 slots): bane, disguise self, false life, abilities that increase their challenge rating.
inflict wounds, ray of sickness Each ability describes the way in which its
2nd level (3 slots): blindness/deafness, hold per- challenge rating is increased, if at all.
son, locate object, shatter
3rd level (3 slots): animate dead, bestow curse, Demon Affinity. Demon friends can sometimes
dispel magic benefit from their connection to the dark ties
4th level (3 slots): blight, confusion, locate to evil forces. A demon friend cannot be will-
creature ingly attacked by a fiend. If a fiend is magi-
cally compelled to attack the demon friend,
5th level (3 slots): cloudkill, dream, insect
whether through summoning or charmed
plague
condition, those attacks are made with disad-
6th level (2 slots): create undead, disintegrate vantage. Additionally, the demon friend has
advantage on saving throws from spells and
abilities originating from fiends. Most demon
In addition to these spells, the doombringer has
friends must fulfill a condition to maintain
a minimum CR of 10 or increases its CR by 3 if
this protection, often requiring dark acts being
it is already a higher CR (adjust the statistics ac-
committed in the name of some dark lord.
cordingly for proficiency bonus). The doombringer
also has a minimum of 100 hit points, or more if it
already possessed more. Summoner. A consummate ally of the dark, the
demon friend can summon the forces of evil
An avatar of doom can also cast a special ritual either on a whim or through ritual and effort.
that can bring great calamities to the world. It is The demon friend can summon a single fiend-
up to you, the GM, to discover what great doom ish ally of an equal CR or lower. This ability
they can conjure, and up to your PCs to stop the increases the demon friend’s CR by 1, to a
avatar of doom from succeeding. minimum of 1, and any CR adjustments count
for the purposes of this ability.
*The doombringer cannot gain more than
one spellcasting ability from this category. These
Hellfire. The demon friend can summon gouts of
abilities cannot be applied to an NPC that already
fire. They know the fire bolt cantrip. Charisma
possesses spellcasting.
is their spellcasting ability for this spell. The
demon friend’s CR is increased to 1 if it was a
fractional CR.
Demon-friend
There are many who would cavort with the Blood Bound. Those people who are bound to evil
forces of evil, either as short-term partnerships or by blood are inexorably linked to them. A de-
even on a long-lasting contractual basis. No matter mon friend with this trait is counted as a fiend
the length, associating with evil will leave mortals for all purposes, as well as their normal type.
changed both inside and out. Demon-friends can This does not affect the demon friend’s CR.
often trade their skin and soul for power, or merely
profess their admiration for the evil outsiders by Damned. Something about a dark and evil
pledging fealty. These demon-friends can be will- energy is so insinuated in the demon friend
ing slaves or canny partners, depending on how that their death is a violent and dangerous
able they are, and all but the wisest and clever are event. When the demon friend reaches 0 hit
128
points, their soul is immediately shunted into remorseless and efficient assassin. Zerod can barely
some dark plane. This event is accompanied by behave like a human being in normal society, but
a violent pandemonium. Though the sensa- his cult connections mean that he can live a quiet
tion of this pandemonium can vary, it always life of prayer to an evil god when he isn’t carrying
has the same rough effect. All creatures within out the dark whims of his masters.
50 feet must make a Wisdom saving throw,
taking 1d6 psychic damage per CR of the
demon friend on a failure, or half as much on Z erod , C ult E nforcer
a success. This ability increases the CR of the
demon friend by 1, to a minimum of 1. The Medium humanoid (human), chaotic evil
new CR is used to calculate the damage at the Armour Class 13 (hide armor)
time of the demon friend’s death. This creature Hit Points 133 (18d8 +54)
cannot regenerate or return from this damna- Speed 30 ft.
tion unless they are saved with a wish spell. Str Dex Con Int Wis Cha
6 (+3) 12 (+1) 17 (+3) 9 (-1) 11 (+0) 4 (-3)
Demon Loved. Through some dint of fate, the Senses passive perception 10
demon friend is considered especially coveted Languages Common
by fiends. Fiends treat the demon friend favor- Challenge 5 (1,800 xp)
ably, but may jealously guard this relationship. Brutal Attack. When the Zerod attacks another victim,
A demon loved with this trait is likely to be and there are no other creatures within 30 feet, he
traveling with a retinue of other demons that deals an additional 10 (3d6) damage with any weapon,
unarmed, or natural attack. The damage is either of
worship or protect the creature. A demon the type caused by the weapon, or necrotic if it is an
friend with this trait is also subject to strange unarmed or natural attack.
rituals that encompass dark prophecies and may
be protected as the subject of a future sacrifice Damned. When the Zerod reached 0 hit points, his soul
is immediately shunted into some dark plane. This event
that will advance some fiendish agenda.
is accompanied by a violent pandemonium of illusory fire
This trait does not increase the demon friend’s and devilish shrieking. All creatures within 50 feet must
CR other than by grouping the demon friend make a Wisdom saving throw, taking 17 (5d6) psychic
with other demons with their own CR ratings. damage on a failure, or half as much on a success.

Distraction. Zerod can misdirect attempts to locate him,


either by casting suspicion on others, or literally causing

Sample Villain a visual distraction when being chased. Attempts to


chase, track, investigate, locate or otherwise apprehend
him are made with disadvantage. If Zerod’s current hit
Here is an example of an NPC modified using
point total is half of its maximum or less, he loses the
the various templates above. In this case, I took the benefits of this ability.
base of the berserker NPC from the SRD and ap-
plied abilities from the secret cultist, demon friend, Programmed. Zerod cannot be charmed or frightened.
He must follow all orders from the cult leader or high
and serial killer template groups to create a brutish
ranking demons.
cult enforcer. You may note that I increased his
hit point maximum, gave him an extra attack, and Reckless. At the start of its turn, Zerod can gain
changed his Charisma score (to reflect his mon- advantage on all melee attack rolls during that turn, but
attack rolls against Zerod have advantage until the start
strous personality). Such tweaks are part of the fun of its next turn.
of crafting an NPC.

Zerod is the witless but capable killer that en-


A ctions
forces the cult doctrine. Having been inducted into
Multiattack. Zerod makes two short sword attacks.
the cult from an orphanage, he knows only than Shortsword. Melee Weapon Attack: +7 to hit, reach
the brutality and nihilism that the cult espouses 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage
and the marginal favor that the cult leader grants and the target must make a DC 14 Constitution
saving throw, taking 10 (3d6) poison damage on a
him for a job well done. The emotional scraps
failed save, or half as much on a successful one.
he gets as rewards for murdering have left him a
129
 Possessed: These characters are less evil and
Other Villains more manipulated by outside forces. There are a
Though the above templates are a great way number of options available, such as the cursed,
or demon-friend templates that have options
to express villains through the current offering of
that might reflect a possessed character.
NPCs, you don’t necessarily have to even alter the
NPCs by very much to have a memorable villain.  Disease: Similar to the curse bearer, disease is
The following ideas can express villains with no a potent obstacle. While disease can some-
rules modifications. times be the work of a sentient being, it is
often just a microbial threat with no central
 Betrayer: This NPC is a long time friend or source to defeat. Disease can render people
trusted ally of the group, and turns out to be a into living bio-weapons, or frenetic violent
betrayer! This type of villain is largely situ- monsters. A disease is easily implemented into
ational and conditional, but easy to run and NPC stat blocks.
fun to use on your players.
 Black Guard: Though this is a well-known
category of villain for fantasy games, it is easy
enough to use NPCs (particularly the knight)
and add a template to represent their area of
villainy, such as a secret cultist. The acts of evil
are what define a blackguard the most!

130
OPEN GAME LICENSE Version 1.0a You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original
The following text is the property of Wizards of the Coast, Open Game Content you Distribute.
Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wiz-
ards”). All Rights Reserved. 7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to compatibility,
1. Definitions: (a) “Contributors” means the copyright except as expressly licensed in another, independent Agreement
and/or trademark owners who have contributed Open Game with the owner of each element of that Product Identity. You
Content; (b) “Derivative Material” means copyrighted material agree not to indicate compatibility or co-adaptability with any
including derivative works and translations (including into Trademark or Registered Trademark in conjunction with a work
other computer languages), potation, modification, correc- containing Open Game Content except as expressly licensed in
tion, addition, extension, upgrade, improvement, compilation, another, independent Agreement with the owner of such Trade-
abridgment or other form in which an existing work may mark or Registered Trademark. The use of any Product Identity
be recast, transformed or adapted; (c) “Distribute” means to in Open Game Content does not constitute a challenge to the
reproduce, license, rent, lease, sell, broadcast, publicly display, ownership of that Product Identity. The owner of any Product
transmit or otherwise distribute; (d) “Open Game Content” Identity used in Open Game Content shall retain all rights,
means the game mechanic and includes the methods, proce- title, and interest in and to that Product Identity.
dures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over 8. Identification: If you distribute Open Game Content You
the prior art and any additional content clearly identified as must clearly indicate which portions of the work that you are
Open Game Content by the Contributor, and means any work distributing are Open Game Content.
covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product 9. Updating the License: Wizards or its designated Agents
Identity. (e) “Product Identity” means product and product may publish updated versions of this License. You may use any
line names, logos and identifying marks including trade dress; authorized version of this License to copy, modify and distrib-
artifacts, creatures, characters, stories, storylines, plots, thematic ute any Open Game Content originally distributed under any
elements, dialogue, incidents, language, artwork, symbols, version of this License.
designs, depictions, likenesses, formats, poses, concepts, themes 10. Copy of this License: You MUST include a copy of
and graphic, photographic and other visual or audio representa- this License with every copy of the Open Game Content You
tions; names and descriptions of characters, spells, enchant- distribute.
ments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, 11. Use of Contributor Credits: You may not market or
magical or supernatural abilities or effects, logos, symbols, advertise the Open Game Content using the name of any Con-
or graphic designs; and any other trademark or registered tributor unless You have written permission from the Contribu-
trademark clearly identified as Product identity by the owner of tor to do so.
the Product Identity, and which specifically excludes the Open
12. Inability to Comply: If it is impossible for You to com-
Game Content; (f ) “Trademark” means the logos, names, mark,
ply with any of the terms of this License with respect to some
sign, motto, designs that are used by a Contributor to identify
or all of the Open Game Content due to statute, judicial order,
itself or its products or the associated products contributed to
or governmental regulation then You may not Use any Open
the Open Game License by the Contributor (g) “Use”, “Used”
Game Material so affected.
or “Using” means to use, Distribute, copy, edit, format, modify,
translate and otherwise create Derivative Material of Open 13. Termination: This License will terminate automatically
Game Content. (h) “You” or “Your” means the licensee in terms if You fail to comply with all terms herein and fail to cure such
of this agreement. breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game 14. Reformation: If any provision of this License is held to
Content may only be Used under and in terms of this License. be unenforceable, such provision shall be reformed only to the
You must affix such a notice to any Open Game Content that extent necessary to make it enforceable.
you Use. No terms may be added to or subtracted from this Li-
cense except as described by the License itself. No other terms 15. COPYRIGHT NOTICE
or conditions may be applied to any Open Game Content
Open Game License v 1.0a Copyright 2000, Wizards of the
distributed using this License.
Coast, Inc.
3. Offer and Acceptance: By Using the Open Game Con-
System Reference Document 5.1 Copyright 2016, Wizards
tent You indicate Your acceptance of the terms of this License.
of the Coast, Inc.; Authors: Mike Mearls, Jeremy Crawford,
4. Grant and Consideration: In consideration for agreeing Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
to use this License, the Contributors grant You a perpetual, Robert J.
worldwide, royalty-free, non-exclusive license with the exact
Schwalb, Bruce R. Cordell, Chris Sims, and Steve Town-
terms of this License to Use, the Open Game Content.
shend, based on original material by E. Gary Gygax and Dave
5. Representation of Authority to Contribute: If You are Arneson.
contributing original material as Open Game Content, You
A Shoggoth. Nottsuo - nottsuo.deviantart This file is li-
represent that Your Contributions are Your original creation
censed under the Creative Commons Attribution 3.0 Unported
and/or You have sufficient rights to grant the rights conveyed
license.
by this License.
5th Edition Horror. © 2018, Fat Goblin Games; Author:
6. Notice of License Copyright: You must update the
Ismael Alvarez
COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and
131
5th Edition Horror

132

You might also like