TEXT: By Travis Legge
  
  This product was created under license. SCARRED LANDS and its logo, and Slarecian VAULT and its logo, are trademarks of Onyx Path Publishing. 
  All Scarred Lands setting material, art, and trade dress are the property of Onyx Path Publishing. www.theonyxpath.com
  This work contains material that is copyright Onyx Path Publishing. Such material is used with permission under the Community Content Agreement for 
  “Slarecian Vault” Community Content. All other original material in this work is copyright 2018 by TRAVIS LEGGE and published under the Community 
  Content Agreement for “Slarecian Vault” Community Content.
  2
  Worse Than Death
  An Undead creature Collction for Scarred Lands 5e
  By Travis Legge
  Some Art © Jack Badashski, used with permission
  
  3
  by Travis Legge
  Acid Shambler
  Acid shamblers are unfortunate humanoids who have 
  been reanimated due to exposure to the dark energies of 
  a bane cloud. Their brief existences are filled with rage 
  and agony. They lash out mindlessly at any creatures they 
  encounter and fight with no sense of self-preservation. 
  ACID SHAMBLER 
  Medium undead, neutral evil
  Armor Class 10 
  Hit Points 22 (3d8 + 9)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  10 (+0)
  16 (+3)
   6 (-2)
   6 (-2) 
  15 (+2)
   
  Saving Throws WIS +0
  Skills  Intimidation +7, Perception +4 
  Damage Immunities acid, fire, poison
  Condition Immunities charmed, 
  exhaustion, incapacitated, poisoned, 
  unconscious
  Senses darkvision 60 ft., passive 
  Perception 8
  Languages Understands the 
  languages it knew in life but can’t 
  speak 
  Challenge 1/2 (100 XP)
  Acidic Body.  A creature that touches 
  the acid shambler or hits it with a melee 
  attack while within 5 feet of it takes 2 (1d4) acid 
  damage.
  Undead Fortitude. If damage reduces the acid 
  shambler to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5 + the damage taken, 
  unless the damage is radiant or from a critical hit. 
  On a success, the acid shambler drops to 1 hit 
  point instead.
  ACTIONS
  Acidic Slam.  Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) 
  bludgeoning damage and 2 (1d4) acid damage. 
  Acidic Vomit (Recharge 5-6.) The acid 
  shambler vomits forth a stream of acid at one 
  creature within 15 feet of it. The target must 
  make a DC 13 Dexterity saving throw or take 3 
  (1d6) acid damage.
  
  4
  Worse Than Death
  Alley Reaper
  The alley reaper is an undead spirit created when an 
  assassin or murderer dies with the blood of a victim on 
  their hands. Each alley reaper wears a tattered black cloak, 
  giving it the semblance of life and shape. If its cloak is 
  removed it drops 1d6 trinkets (stolen from the corpses of its 
  victims) and begins attacking viciously until it can re-inhabit 
  its cloak and collect its trinkets. When the sun rises, the 
  alley reaper dissipates, leaving its pile of trinkets and cloak 
  in its wake. If these items are separated, the alley reaper 
  will reform by the cloak and then begin hunting anyone 
  who holds one if its trinkets. If the trinkets and cloak are 
  destroyed, the alley reaper will manifest on the following 
  sunset at the location where the cloak was destroyed. In 
  such a case, the alley reaper seeks vengeance on those who 
  destroyed its cloak, not resting until the offender is dead. 
  ALLEY REAPER 
  Medium undead, neutral evil
  Armor Class 12
  Hit Points 45 (10d8)
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  15 (+2)
  10 (+0)
  10 (+0)
  7 (-2)
  12 (+1)
   
  Saving Throws WIS +4, CHA +3
  Skills  Intimidation +3, Stealth +4 
  Damage Resistances acid, fire, lightning, 
  thunder; bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities cold, necrotic, 
  poison
  Condition Immunities charmed, 
  exhaustion, frightened, grappled, paralyzed, 
  petrified, poisoned, prone, restrained
  Senses darkvision 60 ft., passive 
  Perception 11
  Languages Any languages it knew in life 
  Challenge 2 (450 XP) 
  Locate Trinkets. The alley reaper has 1d6 
  trinkets associated with its previous victims. 
  The alley reaper always knows the direction 
  and distance to these trinkets with respect 
  to its current location. No magic short of a wish 
  spell can prevent an alley reaper from sensing 
  its trinkets.
  Nocturnal. The alley reaper is only active at night, 
  appearing at sunset near its pile of trinkets on the 
  material plane. At dawn, the alley reaper disappears, 
  becoming immune to all forms of detection and 
  damage. The alley reaper cannot act upon any 
  creature or object while the sun is up, nor can it 
  be affected by any entity on the material or ethereal 
  plane while in this state.
  Semi-incorporeal Movement. If the alley reaper 
  removes its cloak and drops its possessions, it 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. While wearing its 
  cloak and carrying its trinkets, the alley reaper does 
  not benefit from this feature.
  ACTIONS
  Spectral Blades. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 10 (2d6 + 2) slashing 
  damage and 10 (2d6+2) necrotic damage.
  Horrifying Visage. Each non-undead creature 
  within 60 feet of the alley reaper that can see it 
  must succeed on a DC 15 Wisdom saving throw or 
  be frightened for 1 minute. A frightened target can 
  repeat the saving throw at the end of each of its turns, 
  ending the frightened condition on itself on a success. 
  If a target’s saving throw is successful or the effect 
  ends for it, the target is immune to this alley reaper’s 
  Horrifying Visage for the next 24 hours.
  
  5
  by Travis Legge
  AshCloud
  Ashclouds are the angry, flaming spirits of those who 
  died by fire in the Titanswar, due to religious persecution, 
  or from some other malevolent burning. Those killed by 
  accident do not rise as ashclouds. Ashclouds stalk hot, dry 
  areas seeking living creatures to consume, adding the ash 
  of their victims to their burning mass. 
  ASHCLOUD
  Large undead, neutral evil
  Armor Class 13
  Hit Points  66 (12d10) 
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  17 (+3)
  10 (+0)
  10 (+0)
  13 (+1)
  16 (+3)
   
  Damage Vulnerabilities cold
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks
  Damage Immunities fire, poison
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, grappled, paralyzed, petrified, 
  poisoned, prone, restrained
  Senses bindsight 120 ft., passive Perception 11
  Languages -
  Challenge 7 (2,900 XP)
  Gaseous Form. The ashcloud takes up 
  its entire space. Other creatures can enter 
  the space, but a creature that does so is 
  subjected to the ashcloud’s Engulf and has 
  disadvantage on the saving throw.
  The ashcloud can enter and occupy 
  the space of another creature 
  via its engulf action, and 
  it has advantage on 
  Strength, Dexterity, 
  and Constitution 
  saving throws. The 
  ashcloud can pass 
  through small holes, 
  narrow openings, and 
  even mere cracks, though 
  it treats liquids as though they 
  were solid surfaces. The ashcloud can’t 
  fall and remains hovering in the air even 
  when stunned or otherwise incapacitated.
  The ashcloud can’t talk or manipulate 
  objects.
  Creatures and objects inside the 
  ashcloud can be seen but are considered 
  lightly obscured.
  A creature within 5 feet of the ashcloud can take an 
  action to pull a creature or object out of the cube. 
  Doing so requires a successful DC 15 Strength 
  check, and the creature making the attempt takes 32 
  (9d6) fire damage.
  The ashcloud can hold only one Large creature or up 
  to four Medium or smaller creatures inside it at a time.
  ACTIONS
  Burning Swat. Melee Weapon Attack: +6 to hit, 
  reach 10 ft., one creature. Hit: 21 (6d6) fire damage.
  Engulf. The ashcloud moves up to its speed. While 
  doing so, it can enter Large or smaller creatures’ 
  spaces. Whenever the ashcloud enters a creature’s 
  space, the creature must make a DC 15 Dexterity 
  saving throw.
  On a successful save, the creature can choose to 
  move 5 feet back or to the side of the ashcloud. 
  A creature that chooses not to move suffers the 
  consequences of a failed saving throw.
  On a failed save, the ashcloud enters the creature’s 
  space, and the creature takes 32 (9d6) fire damage 
  and is engulfed. The engulfed creature can’t 
  breathe, is restrained, and takes 42 (12d6) 
  fire damage at the start of each of the 
  ashcloud’s turns. 
  When the ashcloud 
  moves, the engulfed 
  creature does not move 
  with it.
  An engulfed creature 
  can try to escape by 
  taking an action to make 
  a DC 15 Strength check. 
  On a success, the creature 
  escapes and enters a 
  space of its choice within 
  5 feet of the ashcloud.
  Subsume Corpse. If the 
  ashcloud begins its turn 
  with a medium sized 
  creature’s corpse, or 
  two small corpses within 
  its space and engulfed, 
  the ashcloud may use 
  its action to cast the 
  enlarge effect of enlarge/
  reduce on itself with no 
  need for spell components. 
  This effect lasts for one 
  minute and does not require 
  concentration.
  
  6
  Worse Than Death
  Blood ZOmbie
  Blood zombies are created when sailors and pirates 
  die violently on the Blood Sea, often as a result of blood 
  barnacle attacks. Unlike other zombies, blood zombie 
  bodies are bloated with briny saltwater and bloody ichor.
  BLOOD ZOMBIE 
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9) 
  Speed 30 ft., swim 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
   6 (-2) 
  16 (+3)
   3 (-4) 
  6 (-2)
  5 (-3)
   
  Saving Throws WIS +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Understands any languages it knew in 
  life but can’t speak  
  Challenge 1/4 (50 XP)
  Rage. Upon suffering hit point damage from any 
  source the blood zombie enters a rage. While 
  enraged, the blood zombie gains the following 
  bonuses:
      
  • 
  The blood zombie has advantage on Strength 
  checks and Strength saving throws.
  • 
  When the blood zombie makes a melee weapon 
  attack using Strength, it gains a +2 bonus to 
  damage.
  • 
  The blood zombie has resistance to bludgeoning, 
  piercing, and slashing damage.
  The blood zombie’s rage lasts for one minute. Once a 
  blood zombie uses this feature, it cannot do so again 
  until the following sunset.
  Undead Fortitude. If damage reduces the blood 
  zombie to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5 + the damage taken, 
  unless the damage is radiant or from a critical hit. On 
  a success, the zombie drops to 1 hit point instead.
  ACTIONS
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Destroy Wood. The blood zombie touches one 
  nonmagical wooden object. If the object is being held 
  or used by a creature, the zombie must succeed at a 
  melee weapon attack against the creature. The object 
  splinters, cracks and breaks, becoming useless. If 
  this ability is used on an object larger than 5 ft. by 5 
  ft., than a 5 ft. by 5 ft. area, centered on where the 
  zombie touched the object begins to splinter, 
  crack and break. If used 
  on a wooden door, this 
  renders the door useless. 
  If used on a sailing ship at 
  sea, this ability can prove 
  devastating.
  
  7
  by Travis Legge
  Bonewing
  Bonewings are bizarre skeletal raptors with paper-
  thin wing membranes and a stinger-tipped tail. These 
  undead beasts haunt the skies over the Hornsaw forest, 
  the Gluttonous Caves, and any region under the sway of 
  vampires, liches, or other powerful undead. 
  BONEWING 
  Large undead, neutral
  Armor Class 15 (Natural Armor) 
  Hit Points 82 (11d10 + 22) 
  Speed 20 ft., fly 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
   10 (+0) 
  15 (+2)
  6 (-2)
  8 (-1)
  8 (-1)
   
  Saving Throws WIS +2
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical attacks
  Damage Immunities cold, poison
  Condition Immunities charmed, 
  exhaustion, frightened, petrified, 
  poisoned, unconscious
  Senses darkvision 120 ft., passive 
  Perception 11
  Languages - 
  Challenge 5 (1,800 XP)
  ACTIONS
  Multiattack. The 
  bonewing makes two 
  attacks: one with its 
  bite and one with its 
  talons. 
  Bite. Melee Weapon 
  Attack: +8 to hit, reach 
  5 ft., one target. Hit: 
  12 (2d6 + 5) piercing 
  damage.
  Talons. Melee Weapon 
  Attack: +8 to hit, reach 
  5 ft., one target. Hit: 16 
  (2d10 + 5) slashing damage.
  Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 12 (2d6 + 5) piercing damage and the 
  target must make a DC 12 Constitution saving throw, 
  taking 22 (4d10) poison damage on a failed save or 
  half as much on a successful one.
  
  8
  Worse Than Death
  Burned Ones
  Death Clerics who revere Vangal the Ravager brook 
  no betrayal or sacrilege among their order. If a Cleric of 
  Vangal is found to have betrayed the teachings, the wretched 
  traitor is hunted down and subjected to a horrific ritual that 
  transforms them into a burning, suffering undead. These 
  burned ones are then either used as servants and foot 
  soldiers or released to carry out their tortured existence 
  in the wastelands.
  BURNED ONES
  Medium undead, lawful evil
  Armor Class 18 (Natural Armor) 
  Hit Points  52 (8d8 + 16) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  14 (+2)
  7 (-2)
  16 (+3)
  14 (+2)
   
  Saving Throws WIS +5, CHA +4
  Skills  Intimidation +4 
  Damage Resistances bludgeoning, 
  piercing, and slashing from nonmagical 
  attacks
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, 
  frightened, poisoned, prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Any languages it knew in life 
  Challenge 4 (1,100 XP)
  Hellfire. The burned one can cause a wreath of 
  flames to surround its hands at will. While this feature 
  is active the burned one deals an additional (7) 2d6 
  fire damage with all melee attacks. While this feature 
  is active, the burned one suffers disadvantage on 
  attack rolls due to agony from the fire. This feature 
  remains active until the burned one is killed or 
  dismisses the flames as a bonus action..
  ACTIONS
  Multiattack. The burned one makes two claw attacks.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 8 (2d4 + 3) slashing damage.
  Immolation. As an action the burned one 
  can choose to immolate itself, dealing 28 
  (8d6) fire damage to itself. Any creature grappled 
  by the burned one must make a 
  DC 16 Constitution saving throw, 
  taking 28 (8d6) fire damage on 
  a failed save, or half as much on a successful one. 
  Any creature within 5 feet of the burned one must 
  make a DC 16 Dexterity saving throw taking (7)2d6 
  fire damage on a failed save, or half as much on a 
  successful one.
  A humanoid slain by this attack rises 24 hours later as 
  a burning one, unless the humanoid is restored to life 
  or its body is consecrated via a protection from evil 
  and good, remove curse, or gentle repose spell, or 
  some similar blessing.
  
  9
  by Travis Legge
  Butcher Spirit 
  Butcher spirits are the ghostly remnants of animals who 
  were sacrificed to satiate the hunger of the titan Gaurak. 
  In an attempt to undermine Gaurak (and bring ruin upon 
  followers of the Glutton) Denev anchored these spirits to 
  the material plane, allowing them to attack their tormentors. 
  Butcher spirits can generally be found in temple ruins or 
  slaughterhouses that were (or are) dedicated to the worship 
  of Gaurak. 
  BUTCHER SPIRIT 
  Small undead, neutral evil
  Armor Class 14
  Hit Points 39 (6d6 + 18) 
  Speed 0 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  16 (+3) 
  10 (+0)
   9 (-1) 
  18 (+4)
   
  Damage Resistances acid,cold, fire, 
  lightning, thunder; bludgeoning, 
  piercing, and slashing from 
  nonmagical attacks
  Damage Immunities 
  necrotic, poison
  Condition Immunities 
  charmed, exhaustion, 
  frightened, grappled, 
  paralyzed, petrified, 
  poisoned, prone, restrained
  Senses darkvision 120 ft., 
  passive Perception 12
  Languages Any languages it 
  knew in life 
  Challenge 5 (1,800 XP)
  Incorporeal Movement. The 
  butcher spirit can move through 
  other creatures and objects as 
  if they were difficult terrain. If 
  the butcher spirit passes through 
  a creature, that creature must 
  succeed on a DC 20 Wisdom 
  saving throw or become 
  frightened for one minute. The 
  butcher spirit takes 5 (1d10) 
  force damage if it ends its turn 
  inside an object.
  ACTIONS
  Petrifying Gaze. When a creature 
  that can see the butcher spirit’s 
  eyes starts its turn within 30 feet of 
  the butcher spirit, the butcher spirit 
  can force it to make a DC 20 Charisma 
  saving throw if the butcher spirit can see 
  the creature. If the saving throw fails 
  the creature is stunned. Unless surprised, a creature 
  can avert its eyes to avoid the saving throw at the 
  start of its turn. If the creature does so, it can’t see 
  the butcher spirit until the start of its next turn, when 
  it can avert its eyes again. If the creature looks at the 
  butcher spirit in the meantime, it must immediately 
  make the save.
  Possession (Recharge 6.) One humanoid that the 
  butcher spirit can see within 5 feet of it must succeed 
  on a DC 13 Charisma saving throw or be possessed 
  by the butcher spirit; the butcher spirit then 
  disappears, and the target is incapacitated and loses 
  control of its body. The butcher spirit now controls the 
  body but doesn’t deprive the target of awareness. The 
  butcher spirit can’t be targeted by any attack, spell, 
  or other effect, except ones that turn undead, and it 
  retains its alignment, Intelligence, Wisdom, Charisma, 
  and immunity to being charmed and frightened. It 
  otherwise uses the possessed target’s statistics, but 
  doesn’t gain access to the target’s knowledge, class 
  features, or proficiencies.
  The possession lasts until the body drops to 
  0 hit points, the butcher spirit ends it as a 
  bonus action, or the butcher spirit is turned 
  or forced out by an effect like the dispel 
  evil and good spell. When the possession 
  ends, the butcher spirit reappears in an 
  unoccupied space within 5 feet of the body. 
  The target is immune to this butcher spirit’s 
  Possession for 24 hours after succeeding on 
  the saving throw or after the possession ends.
  
  10
  Worse Than Death
  OPEN GAME LICENSE Version 1.0a 
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  15. Copyright Notice
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document 5.1 © 2016, Wizards of the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. 
  Cordell, Chris Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Original Spell Name Compendium Copyright 2002 Necromancer 
  Games, Inc. based on spells from the Player’s Handbook that were 
  renamed in the System Reference Document, found on the legal page 
  of www.necromancergames.com
  Blood Bayou  © 2003, White Wolf Publishing, Inc.
  Worse Than Death written by Travis Legge. Art by Onyx Path Pulishing. Some Art © Jack Badashski, used with permission
  See the other works of writer Travis Legge at: 
  DMs Guild: https://www.dmsguild.com/browse.php?author=Travis%20Legge
  DriveThruRPG: http://www.drivethrurpg.com/browse/pub/338/Aegis-Studios 
  Storyteller’s Vault: http://www.storytellersvault.com/browse.php?author=Travis%20Legge
  Declaration of Open Game Content/Product Identity: All setting, layout, and design elements are hereby declared Product Identity. All proper 
  nouns, referenced NPCs, and elements of Scarred Lands provided via access to the “Slarecian Vault” Community Content program are also hereby 
  declared Product Identity. The text of all systems, charts, and rules modifications are hereby decared Open Game Content in accordance with the 
  Open Gaming License Version 1.0A located below. 
  
  11
  by Travis Legge
  Burok Torn: City Under Siege. © 2002, White Wolf Publishing, Inc.
  Calastia: Throne of the Black Dragon. © 2002, White Wolf Publishing, Inc.
  Creature Collection 2: Dark Menagerie. © 2001, White Wolf Publishing, Inc.
  Creature Collection III: Savage Bestiary. © 2003, White Wolf Publishing, Inc.
  Creature Collection Revised. © 2003, White Wolf Publishing, Inc.
  Hollowfaust: City of Necromancers. © 2001, White Wolf  Publishing, Inc.
  Hornsaw: Forest of Blood. © 2003, White Wolf Publishing, Inc.
  Mithril: City of the Golem. © 2001, White Wolf Publishing, Inc.
  Player’s Guide to Clerics and Druids. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Fighters and Barbarians. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Monks and Paladins. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Rangers and Rogues. © 2003, White Wolf Publishing, Inc.
  Player’s Guide to Wizards, Bards and Sorcerers. © 2003, White Wolf Publishing, Inc.
  Relics & Rituals. © 2001, Clark Peterson.
  Relics and Rituals 2: Lost Lore. © 2002, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad. © 2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Ghelspad. © 2001, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana. © 2002, White Wolf Publishing, Inc.
  Secrets & Societies. © 2002, White Wolf Publishing, Inc.
  Serpent In The Fold: Serpent Amphora Cycle, Book I © 2002, White Wolf Publishing, Inc.
  Shelzar: City of Sins. © 2003, White Wolf Publishing, Inc.
  Strange Lands: Lost Tribes of the Sand Lands. © 2004, White Wolf Publishing, Inc.
  The Divine and the Defeated. © 2001, White Wolf Publishing, Inc.
  The Penumbral Pentagon. © 2003, White Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amphora Cycle, Book III © 2003, White Wolf Publishing, Inc.
  The Serpent and the Scepter: Serpent Amphora Cycle, Book II © 2002, White Wolf Publishing, Inc.
  The Wise and the Wicked. © 2001, White Wolf Publishing, Inc.
  Vigil Watch: Secrets of the Asaatthi. © 2003, White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen. © 2002, White Wolf Publishing, Inc.
  Scarred Lands Player’s Guide. © 2016, Onyx Path and Nocturnal Media.
  Worse Than Death © 2018, Travis Legge. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Scarred Lands/Slarecian Vault/Worse Than Death.pdf