TEXT: Dangers of  
  obsiDian apocalypse
  LPJ9252
  
  Obsidian apOcalypse 
  page 2
  new MOnsters
  bOneshard gOleM
  Boneshard Golem
  Large construct, neutral
  Armor Class 15 (Natural)
  Hit Points 119 (14d10 + 42)
  Speed 40 ft., climb 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  19 (+4) 16 (+3) 16 (+3) 3 (-4) 
  8 (-1) 
  1 (-5)
  Damage Immunities Acid, Poison, Psychic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft.; Passive Perception 9
  Languages Understands the languages of its creator but 
  can’t speak
  Challenge 8 (3,900 XP)
  Haste. After it has engaged in at least 1 round of combat, 
  the boneshard golem can haste itself once per day as a 
  reaction. The effect lasts three rounds and can be used once 
  per day.
  Aversion of Fire & Cold. If the boneshard golem takes cold 
  or fire damage, it has disadvantage on attack rolls and 
  ability checks until the end of its next turn.
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form.
  Lightning Absorption. Whenever the golem is struck by 
  lightning damage, it takes no damage and instead regains 
  a number of hit points equal to the lightning damage dealt. 
  In addition, the golem no longer suffers disadvantage if it 
  previously took cold or fire damage.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  actions
  Multiattack. The boneshard golem makes three pseudopod 
  strikes.
  Gore. Melee weapon attack: +7 to hit, reach 5 ft., one target. 
  Hit: 20 (3d10 + 4) piercing damage.
  Pseudopod Strike. Melee Weapon Attack: +7 to hit, reach 
  10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage 
  and if the target is a creature, it is grappled (escape DC 
  15). Until the grapple ends, the target is restrained and 
  has disadvantage on Strength checks and Strength saving 
  throws, and the boneshard golem can’t use the same 
  pseudopod against another target.
  Gaze of Creeping Dread. If a creature starts its turn within 
  30 feet of the boneshard golem and the two of them 
  can see one another, the boneshard golem can force the 
  creature to make a DC 14 Constitution saving throw if the 
  boneshard golem isn’t incapacitated. On a failed save, the 
  creature becomes frightened. It can repeat the saving throw 
  at the end of each of its turns. On a success, the effect ends.
  Terror-fed Abomination. At the start of each of its turns, 
  the boneshard golem regenerates 2 hit points for each 
  creature affected by its Gaze of Creeping Dread.
  Bone Shower (1/Day). The boneshard golem discharges 
  a cloud of bone splinters and shrapnel in a 15-foot-radius 
  sphere. A creature in this area of effect must make a DC 
  14 Dexterity saving throw or suffer 21 (6d6) piercing and 
  slashing damage, taking half damage on a successful save.
  paragOn bOneshard gOleM
  With a little extra effort and some additional research, one 
  can create a boneshard golem of exceptional ability. There 
  is a 1% chance that a boneshard golem created in the stan-
  dard manner will inexplicably become a paragon boneshard 
  golem. While a paragon boneshard golem cannot hurl 
  showers of razor-sharp bone shards as can its lesser counter-
  part, its body is tougher and more effective in combat and it 
  can emit concussive blasts of mental energy.
  ParaGon Boneshard Golem
  Large construct, neutral
  Armor Class 16 (Natural)
  Hit Points 133 (14d10 + 56)
  Speed 40 ft., climb 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 18 (+4) 18(+4) 3 (-4) 
  12 (+1) 1 (-5)
  Damage Immunities Acid, Poison, Psychic; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft.; Passive Perception 11
  Languages Understands the languages of its creator but 
  can’t speak
  Challenge 11 (7,200 XP)
  Haste. After it has engaged in at least 1 round of combat, 
  the paragon boneshard golem can haste itself once per day 
  as a reaction. The effect lasts four rounds and can be used 
  once per day.
  Aversion of Fire & Cold. If the boneshard golem takes cold 
  or fire damage, it has disadvantage on attack rolls and 
  ability checks until the end of its next turn.
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form.
  Lightning Absorption. Whenever the golem is struck by 
  lightning damage, it takes no damage and instead regains 
  a number of hit points equal to the lightning damage dealt. 
  In addition, the golem no longer suffers disadvantage if it 
  previously took cold or fire damage.
  
  page 3 
  dangers Of Obsidian apOcalypse
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The golem’s weapon attacks are magical.
  actions
  Multiattack. The paragon boneshard golem makes four 
  pseudopod strikes.
  Gore. Melee weapon attack: +9 to hit, reach 5 ft., one target. 
  Hit: 27 (4d10 + 5) piercing damage.
  Pseudopod Strike. Melee Weapon Attack: +9 to hit, reach 
  10 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage 
  and if the target is a creature, it is grappled (escape DC 
  17). Until the grapple ends, the target is restrained and 
  has disadvantage on Strength checks and Strength saving 
  throws, and the paragon boneshard golem can’t 
  use the same pseudopod against another target.
  Gaze of Creeping Dread. If a creature starts its turn 
  within 30 feet of the paragon boneshard golem and 
  the two of them can see one another, the paragon 
  boneshard golem can force the creature to 
  make a DC 15 Constitution saving throw if 
  the boneshard golem isn’t incapacitated. On a 
  failed save, the creature becomes frightened. It 
  can repeat the saving throw at the end of each 
  of its turns. On a success, the effect 
  ends.
  Terror-fed Abomination. 
  At the start of each of 
  its turns, the paragon 
  boneshard golem 
  regenerates 4 hit points for 
  each creature affected by 
  its Gaze of Creeping Dread.
  Psychic Discharge (Recharge 5-6). The paragon boneshard 
  golem unleashes a crushing wave of psychic dread—the 
  psychic equivalent of being struck by a charging bull. The 
  psychic discharge affects those within a 10-foot-radius 
  sphere centered on the golem. A creature in the area of 
  effect must make a DC 13 Wisdom saving throw, suffering 
  21 (6d6) psychic damage, or half damage with a successful 
  save. A creature that fails this saving throw is knocked 
  prone and becomes frightened until the end of their next 
  turn.
  creatiOn
  Creating a boneshard golem requires a piece of psychically 
  or magically attuned crystal costing at least 2,000 gp, or a 
  similarly attuned gemstone valued at least 5,000 gp. This 
  item must first be prepared through one month of medita-
  tion for eight hours a day by an intelligent psychic creature. 
  Preparing this item requires no check as long as the medita-
  tion is uninterrupted; any interruption requires starting the 
  process over again.
  The body of the boneshard golem must be prepared from the 
  bones and tissue of at least six Medium-sized corpses. The 
  crafter may gather additional corpses if desired to provide a 
  head and ornamentation (such as spikes or spines, horns, and 
  antlers). The tissue used to bind the bones must be reason-
  ably fresh, must come from corpses that provided bones to 
  the golem’s body, and must be cured in a special alchemical 
  process. Curing takes at least 4 hours per day for one month 
  to complete and requires ingredients costing 2,000 gp. At the 
  end of the month, the crafter must make a DC 20 alchemy 
  tool check or the process must be started over anew. Once the 
  requisite materials have been prepared, animating the golem 
  requires a ritual. In this ritual, one must sacrifice a living, 
  
  Obsidian apOcalypse 
  page 4
  intelligent, and conscious creature with psychic abilities of 
  at least 6 Hit Dice. At this point, those participating in the 
  ritual must cast animate objects, geas, haste, dispel magic, 
  and mending. Completing the ritual traps the victim’s soul 
  within the specially prepared crystal or gemstone, which will 
  then power the golem’s special abilities.
  To intentionally create a paragon boneshard golem, 
  the caster must be at least 16th level. Increase 
  the cost of all materials involved cost 50%. The 
  alchemy tool check increases to become DC 25.
  criOn
  This diminutive humanoid creature has the legs of 
  a goat, a completely hairless body, and ruby red eyes 
  shaded by a wide-brimmed hat.
  crion
  Small fey, chaotic evil
  Armor Class 14 (Natural)
  Hit Points 44 (8d6 + 16)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 19 (+4) 14 (+2) 8 (-1) 
  12 (+1) 13 (+1)
  Skills Perception +4
  Damage Resistances Bludgeoning, Piercing, and Slashing 
  from Nonmagical Attacks that aren’t Silvered
  Condition Immunities Charmed, Exhaustion, Frightened
  Senses Darkvision 60 ft.; Passive Perception 14
  Languages Common, Sylvan
  Challenge 5 (1,800 XP)
  Magic Resistance. The crion has advantage on saving 
  throws against spells and other magical effects.
  Stone Stride. As a bonus action, the crion can teleport up 
  to 30 feet to an unoccupied area of rocky terrain it can see.
  Innate Spellcasting. The crion’s innate spellcasting ability 
  is Charisma (spell save DC 12). It can innately cast the 
  following spells, requiring no material components:
  At will: shatter, stone shape
  1/day: animate objects
  actions
  Multiattack. The crion makes two claw attacks.
  Claw. Melee weapon attack: +7 to hit, reach 5 ft., one target. 
  Hit: 7 (1d6 + 4) slashing damage.
  Maniacal Dancing. The crion can force interlopers to 
  partake in its festivities. The crion can target a living 
  creature it can see within 30 feet. The creature must 
  make a DC 12 Wisdom saving throw or begin dancing 
  uncontrollably. The subject can take no actions while 
  dancing, but is not incapacitated. The target can attempt a 
  DC 12 Wisdom saving throw at the end of each of its turns 
  with success ending the effect. Fey are immune to this 
  ability.
  Stunning Laugh (3/Day). The crion unleashes a strange 
  laugh. All living creatures within a 30-foot-radius sphere 
  must make a DC 13 Constitution saving throw or become 
  stunned until the end of their next turn. Fey are immune to 
  this ability.
  Unlike their ancestors, crions are bald and have developed 
  cloven hooves, wicked cat-like claws, and fur covering the 
  lower half of their bodies. While these natural defenses have 
  helped them survive the Cataclysm, they are disgusted by 
  these changes and hide beneath enormous, wide-brimmed 
  hats. Crion clothing and tastes have changed along with their 
  bodies. Crions always carry a large leather purse containing 
  a pair of shears, which they use to snip hair from others. 
  They save these plucked hairs in their pouch so they can later 
  weave ropes using the animate rope spell-like ability.
  Gone are the days of carefree dancing and erstwhile pranks. 
  Instead, crions dance and perform rituals every midweek 
  at night to protect themselves from undead predation. The 
  crions react with violence against any who disturb these 
  rituals. Any non-crions who take part may wake to find 
  themselves horribly maimed, scalped, or impregnated—if 
  they don’t exhaust themselves to death first by dancing to the 
  crions’ mocking laughter.
  
  page 5 
  dangers Of Obsidian apOcalypse
  dark cherub
  This little creature has the rough appearance of a small 
  winged child with bat-like wings. Though skeletal, it moves 
  with a sense of purpose not usually found in such creatures.
  dark cheruB
  Small undead, neutral evil
  Armor Class 13 (Natural)
  Hit Points 26 (6d6 + 5)
  Speed 20 ft., fly 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 18 (+4) 12 (+1) 7 (-2) 
  14 (+2) 16 (+3)
  Damage Resistances Necrotic
  Damage Immunities Poisoned
  Condition Immunities Exhaustion, Poisoned
  Senses Darkvision 60 ft.; Passive Perception 12
  Languages Common
  Challenge 2 (450 XP)
  actions
  Multiattack. The dark cherub makes two claw attacks and 
  one bite attack.
  Claw. Melee weapon attack: +3 to hit, reach 5 ft., one target. 
  Hit: 3 (1d4 + 1) slashing damage.
  Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. 
  Hit: 4 (1d6 + 1) piercing damage.
  Though they look like infant skeletons with bat-like wings, 
  dark cherubs are made from the bones of many creatures and 
  are akin to homunculi.
  eye thief
  The insectile creature creeps down the face of the statue, its 
  eyeless face sporting two oval suckers and a pair of feathery 
  antennae. Much like its face, its feet also end in suction cups. 
  Its body is covered with a rough hard shell, which ends in a 
  long tail equipped with a stinger the size of a dagger.
  eye thief
  Small aberration, neutral evil
  Armor Class 14 (Natural)
  Hit Points 26 (4d6 + 12)
  Speed 30 ft., climb 30 ft., fly 10 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  14 (+2) 17 (+3) 15 (+3) 5 (-3) 
  14 (+2) 12 (+1)
  Senses Blindsight 60 ft.; Passive Perception 11
  Languages Understands Common but can’t speak it
  Challenge 3 (700 XP)
  Keen Smell. The eye thief has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Innate Spellcasting. The eye thief’s innate spellcasting 
  ability is Charisma (spell save DC 11). It can innately cast the 
  following spells, requiring no material components:
  At will: darkness, sleep
  actions
  Poison Stinger. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d4 + 3) piercing damage. The creature 
  must succeed on a DC 13 Constitution saving throw or be 
  paralyzed for 1 minute. The target can repeat this saving 
  throw at the end of each of its turns, ending the effect on 
  itself with a success.
  Eye Removal. An eye thief may place its suckers on 
  incapacitated living creature of size Large or smaller and 
  
  Obsidian apOcalypse 
  page 6
  attempt to extract its eyes. The victim must make a DC 
  12 Constitution saving throw for each eye, losing it 
  on a failure. The eye thief will continue its attempts 
  to remove the victim’s eyes each round, adding a 
  cumulative +1 to the save DC for each attempt 
  until it is disturbed. A target that has lost a 
  single eye suffers disadvantage on attack rolls 
  and ability checks that require depth of field. 
  A target that loses both eyes is blinded. A 
  victim’s eyes may be healed with lesser 
  restoration, regenerate, wish, or similar magic.
  Tenacious. Eye thieves have extremely 
  powerful suckers on the tips of their limbs. 
  Removing an eye thief’s sucker from a 
  victim’s eye requires a successful DC 
  15 Strength check and inflicts 4 (1d8) 
  slashing damage to the victim as their 
  flesh tears away with the monster.
  Eye thieves are nightmarish creatures that 
  leave devastation in their wake. Their 
  specialized diet of eyes makes hating 
  them one of the few things that all human-
  oids agree upon. While eye thieves need 
  only feed once a week, they will gorge 
  themselves when they can, be it on a 
  farmer’s herd of cattle, a group of sleeping 
  pilgrims, or a tribe of goblins.
  Eye thieves are more intelligent than their 
  insect-like appearance suggests. Using their 
  spell-like abilities, they will stalk potential 
  victims for days until they find a safe time 
  to strike, usually when their prey camp. The 
  beasts aren’t afraid to fight, though. If an 
  adventurer falls in combat, his party members 
  might find an eye beast feeding on him after a 
  short time. The eye thief will slash anyone who 
  comes near with its venomous tail in hopes of 
  making another meal.
  Settlements near nests of eye thieves suffer from constant 
  attacks, becoming less able to defend themselves as more 
  settlers lose their eyes. It’s not unknown for entire towns to 
  abandon their homes to escape from the creatures. An eye 
  thief that feeds on at least eight eyes in a single night will lay 
  a clutch of eggs, which hatches after a month. The nymphs 
  remain with their parent for six months, growing rapidly to 
  adulthood, when they will fly off to find their own hunting 
  ground.
  hargila
  This gaunt creature appears halfway between a bird and a 
  humanoid. Large wings grow from its back, and its two thin 
  arms end in sharp, scaly claws. Its long neck and stork-like 
  head are bald and fleshy, and keen eyes peer from behind its 
  sharp beak.
  harGila
  Medium humanoid, lawful evil
  Armor Class 15 (Natural)
  Hit Points 61 (7d8 + 30)
  Speed 30 ft., fly 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  18 (+4) 12 (+1) 16 (+3) 14 (+2) 13 (+1) 16 (+3)
  Damage Immunities Poison
  Senses Darkvision 60 ft.; Passive Perception 14
  Languages Abyssal, Common, Infernal
  Challenge 5 (1,800 XP)
  Baleful Strike. A hargila deals an extra 1d6 damage to 
  undead with its melee weapon attacks.
  
  page 7 
  dangers Of Obsidian apOcalypse
  Poison Breath (Recharge 5-6). The hargila exhales toxic gas 
  in a 15-foot cone. Each creature in that area must make a 
  DC 14 Constitution saving throw, becoming poisoned on 
  a failed save. A creature can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself with a 
  success.
  Innate Spellcasting. The hargila’s innate spellcasting ability 
  is Charisma (spell save DC 14). It can innately cast the 
  following spells, requiring no material components:
  At will: nondetection
  3/day: chill touch, suggestion
  1/day: charm monster
  actions
  Multiattack. The hargila makes two claw attacks or one 
  claw attack and one bite attack.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) slashing damage.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 8 (1d8 + 4) piercing damage.
  Debate swirls over the origins of the hargila. Are they descen-
  dants of harpies, now devolved into a more bestial state, or 
  are they carrion birds, granted intelligence and fell purpose? 
  Whichever the case, the hargila are silver-tongued schemers, 
  manipulating the people and happenings of Abaddon by 
  posing as benevolent saviors while harvesting the fruits of 
  misery and death.
  Hargila feed on dead and undead flesh. They delight in 
  creating these commodities through cunning and guile, 
  usually by inciting violent uprisings in communities 
  controlled by undead lords or in mortal herds controlled by 
  undead shepherds. Hargila view humanoids as useful tools 
  and food sources, but they truly despise the undead and seek 
  their destruction whenever possible. This animosity extends 
  to races tainted by negative energy, such as harrowed and 
  khymer.
  Although they much prefer to convince others to fight 
  for them, hargila are nevertheless capable combatants. A 
  constant diet of carrion gives them foul, stinking breath, and 
  constant exposure to the horrors of Abaddon allows them to 
  resist the attacks of those undead capable of detecting them.
  While a hargila stands six feet tall with a wingspan of nine 
  feet, it only weighs 50 pounds because of its hollow bones.
  necrOMantically infused 
  creature
  Abaddon is a dying planet, choked with countless dead and 
  strange, sinister necromantic phenomena. It’s no wonder then 
  that some who walk the lands have been forever altered by 
  the dark energies that infuse their surroundings.
  A living creature exposed to small amounts of necromantic 
  energy for some time may gain traits that set it apart from 
  the world of the living. One could be infused with this dark 
  essence by repeated exposure to a Nightwall or necromantic 
  slime, or from contact with several powerful undead or a 
  necromancer’s experiments. No one is certain why some 
  become infused while others do not. It may rest on the “open-
  minded” nature of those who possess undiscovered psionic 
  abilities or who actively practice the psionic disciplines. In 
  the end, some reasons may remain unknown forever.
  A necromantically infused creature is readily identifiable, 
  as it is encased in a shell of unnatural energy that appears 
  to wrap the body like a second skin. Outside observers can 
  only see swirling ripples and whorls of energy. While facial 
  features, hair, and other broad features appear as outlines, 
  no visible details underneath are apparent—the field is 
  completely opaque. The field is typically a deep green, blue, 
  or violet, and it may shift over time or in different lighting 
  conditions. Creating a Necromantically Infused creature 
  Necromantically infused is an acquired template that can be 
  added to any living, non-construct creature, referred to here-
  after as the base creature. A necromantically infused creature 
  uses the statistics and special abilities of the base creature, 
  except as noted.
  Challenge: Increase the Challenge rating of the creature by 
  +1. If the base creature has a Challenge rating lower than 1, 
  increase the rating to 1.
  Alignment: Usually chaotic (any); these energies warp the 
  mind of the base creature, but do not necessarily alter its 
  moral disposition.
  Negative aura. Cure spells restore one less hit point per die 
  rolled. Inflict spells deal 1 less damage per die rolled.
  Armor Class: The field of necromantic energy surrounding 
  the creature is semi-tangible, slowing and deflecting 
  physical attacks, granting the creature an AC no lower than 
  15.
  Necrotic Ray. As an action, a necromantically infused 
  creature may make a ranged spell attack against a target it 
  can see within 60 feet. This manifests as a ray of crackling 
  violet energy that streaks towards the target. On a hit, the 
  ray does necrotic damage equal to 1d6 plus the creature’s 
  proficiency bonus.
  Innate Spellcasting. A necromantically infused creature 
  with an Intelligence, Wisdom, or Charisma of 8 or higher 
  gains a cumulative number of innate spells based on its Hit 
  Dice (see the following table). Unless otherwise noted, each 
  spell can be used once between long rests. The spell save 
  DC for these equals 8 + the creature’s proficiency bonus 
  + the highest ability modifier (Intelligence, Wisdom, or 
  Charisma).
  1–2: ray of sickness
  3–4: inflict wounds (3d10 damage) (2/day)
  
  Obsidian apOcalypse 
  page 8
  5–6: false life, ray of enfeeblement
  7–8: inflict wounds (4d10 damage) (2/day)
  9–10: vampiric touch
  11–12: inflict wounds (5d10 damage) (2/day)
  13–14: animate dead, enervation
  15–16: inflict wounds (6d10 damage) (2/day)
  17–18: circle of death
  19–20: harm (2/day)
  Ability Scores: Increase the creature’s ability scores as 
  follows: Strength +4, Dexterity +2, Charisma +2.
  Proficiency Bonus: A necromantically infused creature 
  receives the proficiency bonus associated with its new 
  Challenge rating.
  Skills: A necromantically infused creature gains advantage 
  on Charisma (Intimidate) checks due to the swirling field of 
  energy that enshrouds it.
  Resilience. The creature gains advantage on Constitution 
  saving throws against poison and disease.
  Resistances. The necromantically infused creature gains 
  resistance to acid, cold, and electricity damage.
  charnel hOuse hOund
  This mangy, repulsive hound lopes forwards, seeming to 
  drag the shadows with it as a haze of violet energy shrouds it.
  charnel house hound
  Medium beast, chaotic neutral
  Armor Class 15 (Natural)
  Hit Points 11 (2d8 + 2)
  Speed 40 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3) 17 (+3) 12 (+1) 3 (-4) 
  12 (+1) 8 (-1)
  Skills Perception +3, Stealth +5
  Damage Resistances Acid, Cold, Electricity
  Senses Passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Negative Aura. Cure spells restore one less hit point per 
  die rolled, while inflict spells deal 1 less damage 
  per die rolled.
  Keen Hearing and Smell. The charnel 
  house hound has advantage on Wisdom 
  (Perception) checks that rely on hearing or 
  smell.
  Pack Tactics. The charnel house hound has 
  advantage on attack rolls against a creature if at 
  least one of the hound’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated.
  Resilience. The charnel house hound gains advantage 
  on Constitution saving throws against poison and 
  disease.
  Innate Spellcasting. The charnel house 
  hound’s innate spellcasting ability is Wisdom 
  (spell save DC 11). It can innately cast the following spell, 
  requiring no material components:
  At will: ray of sickness
  actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one creature. Hit: 7 (2d4 + 2) piercing damage. 
  If the target is a creature, it must succeed on a DC 11 
  Strength saving throw or be knocked prone.
  
  page 9 
  dangers Of Obsidian apOcalypse
  Necrotic Ray. Ranged Spell Attack: +3 ranged spell attack 
  against a target it can see within 60 feet. Hit: 5 (1d6 + 2) 
  necrotic damage.
  neuread
  Its friendly face sloughs off, revealing raw and bleeding flesh 
  beneath. The eyes, formerly kind and gentle, boil into angry 
  red orbs that stare into your soul.
  neuread
  Medium fey, chaotic evil
  Armor Class 18 (Natural)
  Hit Points 135 (14d8 + 72)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 20 (+5) 18 (+4) 17 (+3) 11 (+0) 24 (+7)
  Skills Acrobatics +8, Stealth +8, Investigation +8, Insight 
  +3, Perception +3, Deception +10, Persuasion +10
  Senses Passive Perception 13
  Languages Common, Sylvan, Telepathy 30 ft.
  Challenge 8 (3,900 XP)
  Shape Changer. After the neuread uses its Steal 
  Face ability against a creature, it can use its action 
  to change its appearance to that of the victim. 
  The neuread can appear 1 foot shorter or taller 
  and can appear thin, fat, or in between. It cannot 
  change its body type. Any equipment the neuread is 
  wearing or carrying isn’t transformed. The neuread reverts 
  to its true form if it dies.
  Innate Spellcasting. The neuread’s innate spellcasting 
  ability is Intelligence (spell save DC 14). It can innately cast 
  the following spells, requiring no material components:
  At will: detect magic, friends, message, minor illusion
  3/day: charm person, snare
  1/day: blindness/deafness, detect thoughts
  actions
  Multiattack. The neuread makes two claw attacks and one 
  bite attack.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) slashing damage, and the target 
  must make a DC 15 Constitution saving throw, taking 10 
  (3d6) poison damage on a failed save, or half as much 
  damage on a successful one.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d6 + 3) piercing damage, and the target 
  must succeed on a DC 15 Constitution saving throw or be 
  poisoned for 1 minute. Until this poison ends, the target 
  is stunned. The target can repeat the saving throw at the 
  end of each of its turns, ending the poison on itself on a 
  success.
  Longbow. Ranged Weapon Attack: +6 to hit, range 150 
  ft./600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Steal Face. The neuread tears the skin from the face of a 
  Medium or Small incapacitated humanoid or corporeal 
  undead creature. Doing so deals 10 (3d6) damage and 
  3 (1d6) Charisma damage to the target, and allows the 
  neuread to assume the guise of the target creature by using 
  its change shape ability as a bonus action. The neuread can 
  retain this guise indefinitely, but it cannot return to a guise 
  once it has changed to another form unless it steals the 
  face again from the original target.
  Before the Cataclysm, the neureadi were like many other 
  fey, playing pranks by imitating the forms of other creatures. 
  However, as the world changed around them, so did they. No 
  longer did they mimic others—now they stole identities by 
  taking faces.
  Today, most neureadi serve as spies and covert operatives for 
  undead lords, equally comfortable assuming the face of their 
  master’s living servants or those of undead rivals. A neuread 
  will often study its target for days before subduing them and 
  
  Obsidian apOcalypse 
  page 10
  assuming their identity, often so seamlessly that the target’s 
  own family fails to notice. When its mission is complete, the 
  neuread will dump the victim’s body—or sell it to the flesh 
  markets—and leave confusion behind them.
  In its natural form, a neuread is an average humanoid, save 
  for its dog-like feet and horribly disfigured face. Where one 
  has skin, it is ashen and covered with a patchwork of scars, 
  but their faces are mostly exposed, bleeding muscle, with 
  blood-red eyes and a wide grin filled with fangs.
  shadOw ripper
  Shadowy black smoke drifts from this creature’s eyes, 
  enshrouding its skeletal form in ebony tendrils. It lunges out 
  with long talons, seemingly reaching through its victims to 
  tear at their shadows.
  shadow riPPer
  Medium undead, neutral evil
  Armor Class 16 (Natural)
  Hit Points 71 (11d8 + 22)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 16 (+4) 14 (+2) 10 (+0) 14 (+0) 15 (+2)
  Skills Athletics +6, Intimidate +5, Perception +3, Stealth 
  +10
  Damage Resistances Cold, Necrotic; Piercing and Slashing 
  from Nonmagical Attacks
  Damage Immunities Lightning, Poisoned
  Damage Vulnerabilities Radiant
  Condition Immunities Charmed, Exhaustion, Frightened, 
  Poisoned
  Senses Darkvision 60 ft.; Passive Perception 13
  Languages Common
  Challenge 6 (2,300 XP)
  Shadow Pool. The shadow ripper feeds on shreds of 
  shadow stolen from its victims. It stores this essence as 
  points in its shadow pool, which it uses to protect itself and 
  fuel its abilities. For each point of Charisma damage the 
  shadow ripper inflicts, its shadow pool gains 1 point. Points 
  from this pool dissipate at 1 point per hour.
  Magic Weapons. The shadow ripper’s weapon attacks are 
  magical.
  reactions
  Shadow Blur. When attacked by a weapon attack, the 
  shadow ripper can expend a point from its shadow pool to 
  impose disadvantage on the attack.
  actions
  Multiattack. The shadow ripper makes two claw attacks.
  Claw. Melee weapon attack: +6 to hit, reach 5 ft., one target. 
  Hit: 10 (2d6 + 3) slashing damage plus the target’s Charisma 
  score is reduced by 1d4. The target dies if this reduces 
  its Charisma to 0. Otherwise, the reduction lasts until the 
  target finishes a short or long rest. 
  If a humanoid dies from this attack, a new shadow ripper 
  rises from the corpse 2d20 hours later.
  Shadow Blast. The shadow ripper can spend points from its 
  Shadow Pool to unleash one of the following attacks:
  Shadow Ray (1 point). Ranged Spell Attack: +5 to hit, range 
  30 ft., one target. Hit: 17 (5d6) necrotic damage.
  Shadow Wave (2 points). Each creature in a 15-foot cone 
  must make a DC 13 Dexterity saving throw. A creature takes 
  14 (4d6) necrotic damage on a failed save, or half as much 
  damage on a successful one.
  Shadow Blast (3 points). Each creature within 20 feet of the 
  shadow ripper must succeed on a DC 13 Dexterity saving 
  throw or take 14 (4d6) necrotic damage and be knocked 
  prone. A creature that succeeds on its saving throw takes 
  half as much damage and isn’t knocked prone.
  Shadow rippers are savage undead predators that stalk the 
  living to feed off their shadows. Unlike the skeletons they 
  superficially resemble, shadow rippers possess a malign 
  intellect and are more than capable of ambushes. They prefer 
  to hunt at dusk and dawn, when shadows are longest, but 
  also enjoy the fleeting, dancing shadows created by firelight. 
  
  page 11 
  dangers Of Obsidian apOcalypse
  They usually lie dormant during daylight hours, when they 
  are relatively powerless.
  When necromantic energy combines with shadow magic, 
  the results can be horrific—the deadly shadow rippers are a 
  leading example. What started as an experiment in creating 
  an undead assassin turned tragic as the first shadow rippers 
  turned on their creators and escaped into the wild, spreading 
  their affliction far and wide.
  Shadow rippers tend to lurk near settlements, sometimes even 
  on the fringes of large cities. Though they need a constant 
  source of living creatures to feed on, they prefer the shadows 
  of sentient humanoids. In dangerous regions, shadow rippers 
  will band together, hunting like prides of lions, to isolate and 
  bring down enough targets to feed the band.
  skin Of evil
  An inexplicable hatred for your companions possesses you. 
  As you lash out, the black, oily substance in which you stand 
  begins to ripple and rise, taking on a large monstrous shape 
  with your face.
  skin of evil
  Large fiend, chaotic evil
  Armor Class 18 (Natural Armor)
  Hit Points 270 (20d10 + 160)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  24 (+7) 10 (+0) 26 (+8) 5 (-3) 
  10 (+0) 16 (+3)
  Saving Throws DEX +6, CON +14, WIS +6
  Skills Perception +6, Stealth +6
  Damage Resistance Cold, Fire, Lightning
  Damage Immunities Poison; Piercing, and Slashing from 
  Nonmagical Attacks
  Condition Immunities Blinded, Charmed, Deafened, 
  Exhaustion, Frightened, Grappled, Paralyzed, Petrified, 
  Poisoned, Prone, Restrained, Stunned, Unconscious
  Senses Truesight 120 ft., Passive Perception 16
  Languages Abyssal, Common, Telepathy 120 ft.
  Challenge 18 (20,000 XP)
  Rage Vapor. A skin of evil in ooze form emits a colorless, 
  odorless vapor when stepped on by a living creature. A 
  creature in contact with the skin of evil in ooze form must 
  make a DC 24 Wisdom saving throw or fall into a homicidal 
  rage directed at any living creature near them. While under 
  this rage, the affected creature attacks the nearest living 
  creature it can see. A creature can attempt this saving throw 
  at the end of each of its turns, ending the effect on itself 
  with a successful save.
  Hate Drinker. In ooze form, the skin of evil gains 1 point of 
  hate for every point of damage dealt by anyone affected 
  by its Rage Vapor power and for every point of damage it 
  inflicts. The skin of evil can use these points to heal 1 hit 
  point per hate point or to activate its Body of Hatred ability.
  Body of Hatred. Until it feeds, a skin of evil is black, oily 
  ooze. Once it has consumed 10 hatred points to fuel its 
  transformation, as an action it can assume the Body of 
  Hatred form. In this form, the skin of evil takes on the rough 
  appearance of a victim currently affected by its Rage Vapor 
  or marked by Hate Drinker. The skin of evil’s flesh sculpts 
  into a twisted mockery of its target, but its statistics do not 
  change.
  Once imitating a target, the skin will attack and pursue 
  it to the death. Though the skin appears to attack with a 
  mockery of its victim’s weapon, it is actually a natural slam 
  attack that functions as a magical weapon. If the skin slays 
  its target or is reduced to 5 or fewer hit points, it reverts to 
  its ooze form unless it has marked a new target with Hate 
  Drinker.
  Magic Resistance. The skin of evil has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapons. The skin of evil’s weapon attacks are 
  magical.
  
  Obsidian apOcalypse 
  page 12
  Split. If struck by a critical hit by an attack that inflicts 
  slashing or piercing damage, the skin of evil splits in 
  two identical halves. Each half has one-half the original 
  creature’s current hit point total (round down). A skin with 
  10 or fewer hit points be further split and dies if reduced to 
  0 hit points.
  actions
  Multiattack. The skin of evil makes two slam attacks.
  Slam. Melee Weapon Attack: +13 to hit, reach 10 ft., one 
  target. Hit: 18 (2d10 + 7) bludgeoning damage plus 21 (6d6) 
  necrotic damage.
  Hate Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one 
  target. Hit: 28 (8d6) necrotic damage.
  The skin of evil is an ooze demon native to the deepest pits 
  of the Abyss. Perhaps it is the hatred of the Abyss given life, 
  or grown from the sloughed-off flesh of newly spawned 
  demons. Always seeking new victims to fuel their thirst for 
  hate, these hungry and wrathful demons have seeped through 
  the cracks in the Abyss into other planes, where they can find 
  new targets. Hideous mockeries of their victims, an empow-
  ered skin of evil will stalk its prey for eternity, its only goal 
  to feed from the secret hate in its victim’s heart, leaving it a 
  misshapen husk.
  sOuleater
  As the world begins to darken all around you, shadows 
  close in—like none you have before seen. The howling face 
  you’d only before seen out of the corner of your eye appears, 
  leering, right in front of you. Nobody else seems to see it; 
  they try to shake you back into a wakefulness, which will 
  never come—and then you see nothing at all. There is only 
  the blackness and the horrible, staring eyes of that gaping 
  face...
  Abaddon is a world of final destinations, from which even 
  the souls of the dead cannot escape. Those who fall are 
  doomed to rise and join the ever-swelling ranks of the 
  undead. Some souls lack the strength to manifest themselves 
  as individuals, though. Instead, they merge with each other 
  to form a whispering, wailing mass of semi-aware mental 
  energy, no longer recognizable as having ever been a living 
  thing. This accumulation of the unfortunate dead can take 
  many forms: a wailing in the wind, or—when seen in the 
  corner of one’s vision—a cloud of dust shaped of tortured 
  faces, a sight which fades if looked at directly.
  These manifestations are usually the fullest extent the living 
  will interact with a souleater, as the ethereal substance lacks 
  both the ability and the will to affect the material world. 
  Sometimes, though, a rogue spirit from the Elemental Plane 
  of Air will shape for itself a form comprised of this exotic 
  energy from countless departed souls. Such a creature is to 
  be greatly feared: it is difficult to see, can manipulate its 
  pursuers’ perceptions, and is difficult to harm as it has no 
  material form.
  It keeps a power even more terrifying, though. The sinister 
  and malevolent being can convince a living, breathing crea-
  ture that its worst fears have been made manifest, compelling 
  it to fall, stone dead, to the dry and dusty ground, where the 
  souleater can feed upon its departing essence.
  souleater
  Large elemental, neutral evil
  Armor Class 16 (Natural Armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., fly 90 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 24 (+7) 16 (+3) 6 (-2) 
  11 (+0) 16 (+3)
  Damage Resistance Lightning, Thunder; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Exhaustion, Frightened, Grappled, 
  Paralyzed, Petrified, Poisoned, Prone, Restrained
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Telepathy 120 ft.
  Challenge 8 (3,900 XP)
  Incorporeal Movement. The souleater 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.
  Aura of Malevolence. Each creature within 30 feet of the 
  souleater must succeed on a DC 14 Wisdom saving throw 
  or become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. If a creature’s saving throw is 
  successful or the effect ends for it, the creature is immune 
  to the souleater’s Aura of Malevolence for the next 24 
  hours. This aura has no effect on constructs and undead.
  actions
  Multiattack. The souleater makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.
  Misperception. The souleater manipulates the perceptions 
  of a living creature it can see within 30 feet. The target 
  creature must make a DC 14 Wisdom saving throw or suffer 
  disadvantage on attacks against the souleater until the end 
  of the target’s next turn.
  Mortal Dread (3/Day). The souleater focuses its terrifying 
  energies on a living creature already frightened by its Aura 
  of Malevolence that it can see within 30 feet. The creature 
  must make a DC 14 Wisdom saving throw. If the saving 
  throw fails by 5 or more, the creature drops to 0 hit points 
  and dies unless it is immune to the frightened condition. 
  Otherwise, a creature takes 23 (5d10) psychic damage on a 
  failed save. If a creature survives this attack, they become 
  immune to the effect for the next 24 hours.
  
  page 13 
  dangers Of Obsidian apOcalypse
  Nothing short of a wish can return a creature slain in this 
  fashion to life.
  dread souleater
  Large elemental, neutral evil
  Armor Class 16 (Natural Armor)
  Hit Points 152 (16d10 + 64)
  Speed 30 ft., fly 100 ft. (hover)
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  20 (+5) 24 (+7) 18 (+4) 6 (-2) 
  11 (+0) 18 (+4)
  Saving Throws DEX + 11, WIS +4, CHA +8
  Damage Resistance Lightning, Thunder; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks
  Damage Immunities Poison
  Condition Immunities Exhaustion, Frightened, 
  Grappled, Paralyzed, Petrified, Poisoned, Prone, 
  Restrained
  Senses Darkvision 60 ft., Passive 
  Perception 14
  Languages Telepathy 120 ft.
  Challenge 11 (7,200 XP)
  Incorporeal Movement. The dread 
  souleater 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.
  Shifting Aura. A dread souleater has 
  two auras at its disposal. At the beginning 
  of its turn, the dread souleater chooses 
  which aura will be active until the 
  start of its next turn:
   •  Aura of Confusion. All living 
  creatures within a 15-foot radius 
  of the dread souleater must 
  succeed at a DC 16 Wisdom 
  saving throw or be affected by 
  the confusion spell for 1 minute 
  (no concentration required by the 
  dread souleater). A confused creature 
  can repeat the saving throw at the end 
  of each of its turns and whenever it takes 
  damage, ending the effect on itself on 
  a success. If a creature’s saving throw 
  is successful or the effect ends for it, 
  the creature is immune to the Aura of 
  Confusion for 24 hours. While under the 
  effect of that confusion, the creature is 
  immune to the Aura of Displacement.
   •  Aura of Displacement. All living creatures 
  within a 15-foot radius of the dread 
  souleater must make a DC 16 Wisdom 
  saving throw or suffer disadvantage on 
  all attack rolls against the souleater. If a 
  creature’s saving throw is successful or 
  the effect ends for it, the creature is immune to the Aura 
  of Displacement for 24 hours.
  actions
  Multiattack. The dread souleater makes two slam attacks.
  Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 25 (4d8 + 7) bludgeoning damage.
  
  Obsidian apOcalypse 
  page 14
  Mortal Dread (3/Day). The dread souleater focuses its 
  terrifying energies on a living creature that it can see within 
  30 feet. The creature must make a DC 16 Wisdom saving 
  throw. If the saving throw fails by 5 or more, the creature 
  drops to 0 hit points and dies unless it is immune to the 
  frightened condition. Otherwise, a creature takes 38 (7d10) 
  psychic damage on a failed save. If a creature survives this 
  attack, they become immune to the effect for the next 24 
  hours.
  Nothing short of a wish can return a creature slain in this 
  fashion to life.
  the vOiceless
  The humanoid shape was thin and wiry, its ashen skin a 
  mass of scars and scaldings. When it flew closer we, it’s face 
  appeared melted and frozen into featureless scab, leaving 
  only a pair of fiery eyes and nostril slits over the mouthless 
  jaw. Despite the terrible burnings that the creature must have 
  suffered, it retained a mane of long, faded red hair.
  the voiceless
  Medium humanoid, chaotic evil
  Armor Class 12 (15 With Mage Armor)
  Hit Points 76 (9d8 + 36)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+1) 14 (+2) 18 (+4) 15 (+2) 15 (+2) 19 (+4)
  Damage Resistance Piercing from Nonmagical Attacks
  Damage Immunities Fire
  Condition Immunities Charmed, Frightened
  Senses Darkvision 60 ft., Passive Perception 15
  Languages Understands the languages of its former life 
  but can’t speak
  Challenge 5 (1,800 XP)
  Mouthless. The voiceless lacks a mouth and seems 
  incapable of communicating with other creatures; even its 
  thoughts seem like incomprehensible gibberish to mind-
  readers. Their magic is not hindered, however, as their spells 
  lack a verbal component.
  Vampiric Feeding. The voiceless cannot consume food or 
  liquids and must instead sustain itself by stealing life from 
  others. The voiceless suffers 1d6 necrotic damage from 
  starvation and thirst each day, but it can prevent or heal 
  this damage by sacrificing an equal number of temporary 
  hit points gained from casting vampiric touch on a living 
  creature.
  Spellcasting. The voiceless is a 9th-level spellcaster. Its 
  spellcasting ability is Intelligence (spell save DC 13, +5 to hit 
  with spell attacks). The voiceless has the following wizard 
  spells prepared:
  Cantrips (at will): control flames, create bonfire, light, mage 
  hand
  1st level (4 slots): detect magic, mage armor, magic missile
  2nd (3 slots): flaming sphere, misty step, pyrotechnics
  3rd level (3 slots): fireball, fly, vampiric touch
  4th level (3 slots): fire shield, wall of fire
  5th level (2 slots): conjure elemental
  actions
  Fiery Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 18 (4d8) fire damage.
  Ravenous Flames. Ranged Spell Attack: +5 to hit, range 60 
  ft., one target. Hit: 13 (4d6) fire damage. In addition, the 
  target must make a DC 13 Dexterity saving throw or take 10 
  (3d6) fire damage at the end of its next turn.
  The voiceless were once a cabal of pyromancers, long 
  ago, relentless in their pursuit of power and mastery over 
  fire magic. Nothing seemed capable of diverting their 
  attention from their studies—nothing, until the Cataclysm 
  sundered the world, shattering the mountains, burning 
  the lands, and poisoning the oceans. The leaders of the 
  cabal decided to pit their arcane might against the wave 
  of destruction to force the fire and smoke and miasma to 
  leave their sanctuary unharmed. The whole cabal— masters, 
  adepts, and acolytes—stood together in the mystical nexus 
  of their hidden land to perform the great ritual. Despite 
  
  page 15 
  dangers Of Obsidian apOcalypse
  their magical expertise, they underestimated the powers at 
  work. The conflagration that struck wasn’t only fire, ash, 
  and brimstone—it unleashed the life force of a thousand-
  thousand slain, a dimensional ripple completely unknown 
  to and unexpected by the pyromancers. Even worse, its wild 
  magic distorted and disrupted the sorcery of the cabal. For 
  a moment, the barrier erected by the cabal stood against the 
  destruction, breathing confidence and hope in their hearts. 
  Seconds later the magical backlash obliterated the masters 
  and twisted the adepts, burning them even as they screamed 
  incantations of power. Those were the last words they ever 
  spoke, as their faces melted away, leaving only scars where 
  their mouths once sat.
  The voiceless are twisted creatures, no longer human 
  and incapable of communication, and driven mad by the 
  unending, rapacious hunger and thirst gnawing at their 
  bowels. While they can draw upon the life of others to stave 
  off true starvation, doing so can never satiate them. The loss 
  of their mouth seems more than just a physical change, as the 
  voiceless are completely impervious to any communication, 
  whether mundane, magical, or psionic.
  envirOnMent  
  & hazards
  air, necrOMantic
  The air surrounding a powerful divine or arcane necromancer 
  can sometimes fill with a dark, almost tangible miasma of 
  negative energy whenever 8 or more undead are created 
  from a single casting of the animate dead spell. An evil spell-
  caster (15th level or higher) may also choose to sacrifice one 
  point of Constitution damage to make a DC 20 Intelligence 
  (Arcana) check when casting animate dead to attempt to 
  create necromantic air as an additional effect. If the check 
  fails, the caster’s hit point maximum decreases by 10 (3d6) 
  points and no additional effect is created. A long rest restores 
  this loss.
  If the check succeeds, the necromancer infects the atmo-
  sphere with necrotic energy, turning it into necromantic air in 
  a stationary 30-foot-radius sphere centered on his space. The 
  air remains tainted for a number of days equal to the caster’s 
  spellcasting ability modifier (minimum 1).
  Good-aligned creatures suffer 7 (2d6) points necrotic damage 
  if they end their turn within an area affected by necromantic 
  air. While within an area polluted by necromantic air, undead 
  gain advantage to their attack rolls.
  As an action, a good-aligned cleric may enter the infected 
  area and expend a use of the Channel Divinity class feature to 
  destroy the necromantic air. Likewise, a paladin can expend 
  a use of his Divine Smite class feature. 
  arcane sliMe
  This unusual slime is often found in abandoned treasure 
  chambers, libraries, laboratories, and other locations rife 
  with magical equipment and items. It forms when an acidic 
  or corrosive slime oozes over a magic item and damages it.
  Arcane slime is dull blue and appears wet and sticky like 
  thick wallpaper paste. It radiates a faint abjuration aura to 
  detect magic and otherwise behaves like green slime: it 
  clings to walls and ceilings; upon sensing movement, it drops 
  down upon unsuspecting creatures, engulfing them. Arcane 
  slime also hungers for magical items; when confronted by 
  multiple targets, it will attack whoever exudes the most 
  arcane energy, particularly arcane spellcasters.
  A single 5-foot square of arcane slime immediately affects 
  any spellcaster or magical item it comes into contact with. 
  Each round the slime remains in contact with its chosen 
  target, the target loses their highest-level unused spell slot. If 
  the caster has no spell slots remaining, they instead suffer 4 
  (2d4) necrotic damage.
  An item affected by arcane slime loses all magical properties 
  for 2d6 rounds. Each round after the first the item remains 
  in contact with the arcane slime there is a cumulative 1% 
  chance the slime drains all magic from it, leaving behind a 
  mundane item. The slime can be scraped off during the first 
  round it is in contact with the victim or object. Thereafter, it 
  must be frozen, burned, or cut away, dealing 7 (2d6) damage 
  to the victim or object.
  Anything that causes cold or fire damage, invokes sunlight, 
  dispels magic, or removes disease destroys a 5-foot-square 
  patch of arcane slime. Arcane slime does not affect nonmag-
  ical items or non-spellcasters.
  arcanebleed MOld
  When yellow mold grows undisturbed over a magical item 
  for a century or so, it absorbs some of the magical energy 
  from the item. The mold then radiates this energy over time 
  and becomes a dark green, slightly phosphorescent mold.
  The arcanebleed mold completely absorbs the magical 
  energy of the items it has overgrown. If disturbed, a 5-foot 
  square of the mold explodes in a blast of spores and arcane 
  energy.
  Everyone within a 10-foot-radius sphere of the exploding 
  mold suffers 10 (3d6) necrotic damage. A creature that 
  succeeds on a DC 11 Dexterity saving throw takes half 
  damage.
  Dispel magic cast on a patch of arcanebleed mold destroys it, 
  turning it into harmless black sludge. The magic item drained 
  by the mold is left a crumbling, worthless wreck.
  
  Obsidian apOcalypse 
  page 16
  cOffin MOld
  Coffin mold is a black, furry growth that feeds on the damp 
  and rot of ancient graves, sarcophagi, coffins, and tomb-
  stones, coating them in thick sheets. Coffin mold is found in 
  5-foot-square patches across long-abandoned gravesites. It is 
  commonly scattered in small clumps; in some great necrop-
  olis, however, enormous patches have been encountered.
  When disturbed by prodding or being walked on, coffin mold 
  deflates, losing much of its bulk and puffing a gray cloud of 
  noxious spores into the air. Living creatures within 15 feet 
  of the mold must make a DC 12 Dexterity save to avoid 
  contracting cackle fever (see the core rules for this disease’s 
  effects). Any amount of fire damage destroys coffin mold; 
  pouring at least a gallon of water on a patch allows it to be 
  scraped away without exploding.
  criMsOn fOg
  There is an exotic mold known as crimson mold (see 
  below) that, when disturbed or burned, release a cloud of 
  crimson fog. Crimson fog appears as a bright red noxious 
  gas. It infects those who inhale it with crimson slimy doom. 
  Crimson fog billows from a patch of crimson mold when it is 
  destroyed by fire, whether or not it was disturbed previously. 
  Once released, these toxic vapors can float in the still air of 
  a dungeon for long periods of time. The cloud occupies a 
  20-foot cube centered on the patch of mold that released it. 
  Any living creature entering its area of effect must make a 
  DC 12 Constitution saving throw or contract crimson slimy 
  doom (see below for this disease’s effects). 
  Though rarely encountered, crimson fog is a well-known 
  hazard for tomb robbers and dungeon explorers; it can be 
  harmlessly dissipated with gust of wind or a similar spell.
  desertblOOM
  Appearing to be a patch of dead plants with brittle, lifeless 
  petals, red leaves, and dark green stems, these flowers are 
  only found within Abaddon’s volcanic deserts. They provide 
  an unexpected hazard to those unfamiliar with fungi and 
  molds.
  The plant emits a foul, disgusting scent that can be detected 
  up to 30 feet away with a DC 11 Wisdom (Perception) check. 
  If the patch of plants is disturbed, it releases a burst of even 
  fouler stink accompanied by a black cloud of deadly spores. 
  These spores explode upon the slightest excitement. If desert-
  bloom is disturbed, creatures within 10 feet of it must make a 
  DC 12 Dexterity saving throw or take 10 (3d6) fire damage 
  and have their hit point maximum reduced by 7 (2d6) points 
  as the spores burn their lungs. The cloud instantly dissi-
  pates, but anything killed in the explosion become hosts to 
  the rapidly sprouting shoots of a new desertbloom patch, 
  growing to deadly maturity in 1d4 days.
  The plant is easily and safely destroyed if it takes any amount 
  of cold or fire damage. Desert dwellers sometimes carefully 
  harvest immature plants to be used as explosives.
  falling trees
  Most of the trees on Abaddon are rotting long-dead hulks that 
  can crumble apart or topple at the most unexpected times. 
  Storms, lightning, and floods can easily uproot these rotten 
  timbers and send them crashing to the ground, particularly 
  around adventurers letting off powerful magic or swinging 
  weapons in wild arcs.
  During dangerous weather or powerful conflict, there is a 
  1% chance each round that a tree near the characters will 
  be uprooted, sending it crashing to the ground in a random 
  direction. Any creature in the path of the falling tree must 
  make a DC 10 Dexterity saving throw to avoid being struck. 
  On failure, a creature takes 3 (1d6) bludgeoning damage for 
  every five feet of the tree’s height (randomly determined as 
  2d4 x 5 feet). A creature struck by a falling tree is pinned 
  (escape DC 12). A creature automatically takes 4 (2d4) 
  bludgeoning damage at the end of each of their turns they 
  remained pinned.
  glass stOrM
  The meteor impacts and the volcanic eruptions that followed 
  created enormous deposits of obsidian (volcanic glass) at the 
  impact and eruption sites. In many places, there are patches 
  of desert ground that are smooth, alien landscapes of this 
  black glass. Elsewhere this material has been shattered and 
  broken into tiny razor-sharp fragments that get whipped up 
  into the air, forming abrasive glass storms that can strip a 
  creature to the bone should they fail to find cover.
  A glass storm reduces visibility to 1d10 x 5 feet and imposes 
  disadvantage on Wisdom (Perception) checks that rely on 
  sight or sound. A glass storm deals 4 (1d8) piercing and 
  slashing damage per hour to any creatures caught in the open 
  and leaves a thin coating of black sand in its wake. This 
  razor dust creeps in through all but the most secure seals and 
  seams, cutting skin (causing 1 damage per hour until healed) 
  and contaminating carried gear.
  Without protective gear or wrappings to cover the eyes, 
  those caught in a glass storm for an hour must make a DC 12 
  Constitution saving throw or be permanently blinded as their 
  eyes are abraded away.
  hellish fOg
  Occasionally, the spiritual veil of Abaddon becomes punc-
  tured, though this tear nearly always leads into Abaddon 
  rather than out. When these punctures lead to the elemental 
  plane of fire, the interaction between the spiritual energies of 
  the two dimensions produces a hellish fog.
  
  page 17 
  dangers Of Obsidian apOcalypse
  Hellish fog is a cloud of scalding steam that billows out 
  from the tear in reality and randomly explodes in blasts of 
  elemental fire. The size of the tear determines the size of the 
  fog, though the largest patches rarely cover more than a 50 
  ft. square area.
  A creature standing in the fog suffers 1d4 points of fire 
  damage every round with no saving throw. Each round, the 
  patch of the fog has a 20% chance of erupting with a blast of 
  fire if any potential victim stands within or near it. Anyone 
  within the fog or within 10 feet of it when it erupts suffers 
  8d6 fire damage (DC 15 Reflex save for half damage).
  The only way to dissipate the fog—other than waiting for it 
  to close naturally—is to repair the breach in reality with an 
  appropriate spell or artifact. Most portals do not last more 
  than a day in Abaddon’s unforgiving spiritual climate.
  necrOMantic fOg
  A dark grey, low-lying mist that swirls around the feet, necro-
  mantic fog is found in cemeteries and burial chambers. It is 
  fed by the slow bleed of necromantic energy emanating from 
  the corpses and channeled through their lingering spirits.
  The fog clings to both the bodies of the dead and living, 
  entering the body through the skin as a liquid or through the 
  lungs as a vapor. Once within the body, the fog eats away at 
  the life of the poor infected creature.
  Identifying necromantic fog is difficult, as it resembles the 
  damp, low-lying natural fog found in such places. A char-
  acter must make a DC 20 Intelligence (Nature) or (Arcana) 
  check to discern the fog’s true nature.
  A typical patch of necromantic fog fills a 20-foot cube, 
  though the fog is visible only near the bottom and is invis-
  ible near the top. When a creature enters the fog and each 
  round it remains in the fog, it takes 4 (1d8) necrotic damage 
  as a chilling, numbing sensation envelops them. Any victim 
  who suffers 12 or more points necrotic damage from the fog 
  within an hour has their hit point maximum reduced by an 
  equal amount.
  A cleric can expend a use of their Channel Divinity class 
  feature to destroy a typical patch of necromantic fog. Gust 
  of wind or a similar spell temporarily clears the fog, but it 
  reforms in the cleared area 2d4 minutes after the end of the 
  spell.
  Any creature killed by necromantic fog rises as a zombie 
  1d4+2 rounds later.
  For every minute an undead creature remains within necro-
  mantic fog, it heals 5 (1d8 + 1) hit points.
  necrOMantic sliMe
  Necromantic slime is a rare and deadly find. It is normally 
  only encountered in cemeteries and tombs, though the 
  execution pits of the undead lords may also play host to its 
  disgusting presence.
  Necromantic slime is produced when slime comes into 
  contact with the remains of a deceased creature that has been 
  tainted by necromantic energy. As the slime oozes over the 
  corpse, it dissolves the corpse into a thick sludge, black and 
  stinking, which it absorbs while being infused with necro-
  mantic energy.
  Necromantic slime behaves like green slime. It clings to 
  walls, floors, and ceilings, and drops from elevated surfaces 
  to feed in reaction to movement.
  If a creature comes into contact with necromantic slime, 
  it must make a DC 12 Constitution saving throw or have 
  its hit point maximum reduced by 3 (1d6) points. Each 
  succeeding round the creature remains in contact with the 
  slime, it suffers 7 (2d6) necrotic damage and has its hit 
  point maximum reduced by 3 (1d6) as the slime devours 
  the victim’s flesh—not like slime, but like a thousand tiny, 
  needle-fanged mouths.
  The slime can be scraped off during the first round it is in 
  contact with the victim; after the first, it must be frozen, 
  burned, or cut away, dealing 7 (2d6) damage to the victim.
  Anything that does cold or fire damage destroys the slime. 
  Lesser restoration destroys a 5-foot-square patch of necro-
  mantic slime. If a cleric expends a use of their Channel 
  Divinity class feature, they can destroy a 10-foot-square 
  patch of the slime.
  Necromantic slime can only dissolve flesh and bone, whether 
  living, dead, or undead; it does not affect wood, metal, or 
  stone. The slime can destroy leather and hide armors in 
  short order; these types of armor lose one point of Armor 
  Class each minute the slime remains in contact with them, 
  including the round it first touches the armor.
  nightwall
  A Nightwall is a rare and unusual environmental effect that 
  appeared as the meteor fell. It occurs when great amounts of 
  necromantic and psionic energy interact, whether through 
  massive release and interaction of these powers or through 
  abounding death, as when the meteor fell and killed millions.
  A Nightwall cannot be negated or dispelled by any means, 
  including epic-level magic such as wish.
  A Nightwall creates an area of magical darkness. Living 
  creatures with normal vision and no light source (mundane or 
  magical) are blinded while within the Nightwall. Undead and 
  constructs are not affected. A creature with darkvision can 
  see 10 feet ahead of themselves while within a Nightwall. A 
  creature carrying normal light can see 5 feet ahead of them 
  while inside a Nightwall. Anything beyond that distance is 
  heavily obscured. Anything beyond that distance is heavily 
  
  Obsidian apOcalypse 
  page 18
  obscured. Other sensory perceptions such as blindsight and 
  tremorsense are also restricted to this rang, but Truesight is 
  not.
  A Nightwall has unusual effects on undead creatures within 
  its area of effect, including:
   • Advantage on initiative checks.
   •  Advantage on Wisdom saving throws to resist a cleric’s 
  Turn Undead attempt using their Channel Divinity class 
  feature.
   •  Frightful Presence. Undead within a Nightwall become 
  unsettling to their foes. When a creature first encounters 
  undead inside a Nightwall, they must make a Wisdom 
  saving throw. The DC of this save equals 8 + the 
  undead’s proficiency bonus + its Charisma modifier. 
  On a failed save, the creature becomes frightened for 1 
  minute. A successful saving throw renders the character 
  immune to this effect for 24 hours.
   •  Lifesense. Undead within a Nightwall can sense the 
  direction, but not the specific location, of a living 
  creature up to 120 feet away.
   •  Turning Backlash. When a cleric attempts to Turn Undead 
  while within the Nightwall, they suffer 3 (1d6) necrotic 
  damage for each undead creature they attempt to turn.
  In addition, a Nightwall has unique effects on specific types 
  of undead:
   •  Cause Fear. The following undead can cast cause fear 
  once per day: allip, ghast, ghoul, mummy, shadow, 
  spectre, vampire spawn, wight, and wraith.
   •  Contagion. The following undead can cast the 
  contagion spell once a day: devourer, mummy lord, and 
  nightwalker.
  Finally, a Nightwall can profoundly affect the Khymer.
   •  Burn Up. Khymer inside of a Nightwall have their body-
  vessel time limit reduced by one-half due to the intense 
  levels of necromantic and psychic energies enhancing 
  their natural corrosive and feeding effects. Once out of 
  the Nightwall, the time limit of the Khymer’s body vessel 
  returns to normal, less the time it already lost.
  Ochre sliMe
  Ochre slime is a dark yellowish slime that was once the body 
  of an ochre jelly. Ochre slime is left behind when an ochre 
  jelly is killed but its remains are not burned. The gelatinous 
  mass slowly breaks down and seeps into the ground, where it 
  mixes with nutrients and organic matter in the dirt. Although 
  it is a rare occurrence, another slime will eventually absorb 
  this mixture of rich earth and jelly remnants, as it would any 
  other organic matter. Over the course of a full day, the slime 
  is transformed by this diet into a rare and unusual ochre 
  slime, so rare that it is considered a dungeoneer’s tall tale 
  by most.
  Ochre slime is acidic and eats through just about anything 
  it comes into contact with. Unlike most slimes, ochre slime 
  remains on the ground and never ascends walls or hangs 
  from ceilings. Instead, it stays on the ground and attaches 
  itself with stringy pseudopods to anything that walks over 
  it, consuming the victim moment by moment with its acidic 
  body mass.
  A single 5-foot-square patch of ochre slime deals 4 (2d4) acid 
  damage per round while it devours the flesh of its prey. The 
  slime can be scraped off during the first round it is in contact 
  with the victim; after the first, it must be frozen, burned, or 
  cut away, dealing 7 (2d6) damage to the victim. Anything 
  that does cold or fire damage or involves sunlight destroys a 
  5-foot-square patch of ochre slime, as does the lesser restora-
  tion spell. Ochre slime deals 3 (1d6) acid damage per round 
  to wood and metal. It cannot, however, it eat through stone 
  or glass.
  scarlet MOld
  Colored a brilliant red, scarlet mold shoots a thick cloud of gas 
  if disturbed; this cloud lingers over the mold-covered square 
  and all adjacent squares for 2d4+3 rounds. Those within this 
  cloud must make a DC 13 Constitution saving throw each 
  round, including the round they enter the cloud, or have their 
  hit point maximum reduced by 3 (1d6). Additionally, those 
  within the cloud have a chance of becoming infected with 
  crimson slimy doom (see below for details).
  A gust of wind or similar spell can be used to dissipate the 
  gas cloud. Each 5-foot-square patch of mold can release its 
  gas once per day. Patches of mold can be destroyed by fire, 
  but doing so releases a dose of crimson fog three rounds later 
  (see the crimson fog section earlier in this supplement).
  sludge chaMber
  At times, molds and slimes normally found in dungeons, 
  tombs, and caverns can grow to be so thick and profuse 
  that moving through them becomes difficult. The ground 
  becomes slippery, and drooling strings of slime pull like 
  webs of mucous at creatures trying to move through the 
  sludge.
  A sludge chamber is treated as difficult terrain. A character 
  moving through a sludge chamber must make a DC 10 
  Dexterity saving throw for each square moved through. 
  A creature that fails the save becomes restrained until the 
  beginning of their next turn.
  In some instances, sludge chambers not only hinder move-
  ment, but also pose a toxic, foul-smelling hazard. In this 
  case, creatures in a sludge chamber must make a DC 12 
  Constitution saving throw each round or become poisoned 
  until the end of their next turn. A creature restrained by the 
  sludge suffers disadvantage on this save.
  
  page 19 
  dangers Of Obsidian apOcalypse
  Sludge chambers cannot be destroyed or cleared, save by 
  heroic effort and days of hard labor.
  spectral sliMe
  When a spectre or ghost is destroyed, its ectoplasmic remains 
  in the material plane can cause a bright-blue, translucent 
  patch of slime to form. This spectral slime contains the 
  remnants of the dead ghost’s mind and instincts reduced 
  to their most primitive form. Spectral slime radiates an 
  unnatural aura that unsettles animals within 30 feet. These 
  animals refuse to approach the slime and will shy away from 
  it if given any chance to do so. A DC 20 Wisdom (Animal 
  Handling) check is required to force an animal into an area 
  fouled with the slime. Spectral slime clings to walls, floors, 
  and ceilings in patches, dropping down to attack when it 
  detects movement; it grows larger as it consumes the life 
  force of its victims.
  A living creature that comes into contact with spectral slime 
  has their hit point maximum reduced by 7 (2d6). At the start 
  of its turn each round the creature remains in contact with the 
  slime, they must make a DC 13 Constitution saving throw 
  or have their hit point maximum reduced by 7 (2d6). For 
  every 10 points of hit point maximum lost, a spectral slime 
  grows in size by 5 feet (for example, from a 5-foot square to 
  a 10-foot square).
  The slime can be scraped off during the first round it is in 
  contact with the victim; thereafter, the slime must be frozen, 
  burned, or cut away, dealing 7 (2d6) damage to the victim. 
  Anything that deals cold, fire, or holy damage destroys a 
  5-foot-square patch, as will the lesser restoration spell.
  Spectral slime does not affect wood or metal.
  starfallen sliMe
  Beautiful yet dangerous, starfallen slime is black and filled 
  with tiny speckles that reflect light, making the slime look 
  like the night sky—or as the night sky would if it were visible 
  from Abaddon anything more than rarely. Starfallen slime 
  came to Abaddon on the meteors that struck the land; post-
  cataclysm, they have spread throughout Abaddon and can be 
  found in many different places.
  Starfallen slime is difficult to see, requiring a DC 25 Wisdom 
  (Perception) check. The slime is typically found within or 
  around the many crater scars left by the meteorite impacts. 
  Most of these slimes remain within their impact craters 
  unless carried off by a creature to which they have attached. 
  They speckle the landscape as fragments of the meteor that 
  caused the cataclysm continue to rain down upon Abaddon.
  Starfallen slime is short-lived, becoming harmless patches 
  of sparkling tar within 1d6+1 days of arriving on Abaddon. 
  Until it dies, the slime lies in wait in its crater for a creature to 
  happen upon it, whereupon it lashes out with pseudopods and 
  seeps into its victim’s body through their pores and orifices, 
  seeking the brain.
  A starfallen slime in contact with its victim for 1d4 rounds 
  deals 1d3 points of Intelligence and Wisdom damage per 
  round while it devours the victim’s mind. A creature reduced 
  to zero Intelligence or Wisdom dies and cannot be restored 
  to life except by means of a wish.
  The slime can be scraped off during the first round it is in 
  contact with the victim; after the first, it must be frozen, 
  burned, or cut away, dealing 7 (2d6) damage to the victim. 
  Only the lesser restoration spell destroy starfallen slime. 
  Starfallen slime does not affect wood, metal, or stone, and is 
  unaffected by cold, heat, and sunlight.
  swOllen cOrpse
  This unusual cactus grows in the deepest of Abaddon’s 
  frozen wastes and volcanic deserts. The swollen corpse 
  looks very much like the bloated body of a humanoid, even 
  appearing to be dressed in the tattered sackcloth clothing of 
  a peasant. A DC 14 Wisdom (Perception) check is required to 
  notice that the “body” isn’t what it seems to be.
  When a creature passes within 20 feet of a swollen corpse, 
  the cactus releases a cloud of poisonous spores and needles 
  that blankets everything within 25 feet of the cactus. 
  Creatures within this area must make a DC 13 Constitution 
  saving throw or suffer 7 (2d6) piercing damage and 4 (1d8) 
  poison damage. A creature killed by this cloud has a 25% 
  chance of serving as a host for the spores to grow a new 
  swollen corpse. It takes 1d6+5 days for a new swollen corpse 
  to grow to fruiting maturity, all the while swelling from water 
  held within.
  A swollen corpse that has released its spores does not require 
  a Perception check to be identified; however, it returns to its 
  deceptive form after 24 hours, after which it again requires a 
  Perception check to identify.
  Any fire damage inflicted upon a swollen corpse destroys it 
  without releasing its spores.
  terrOr stOnes
  Stone circles and standing stones are a common sight, even 
  on Abaddon, where the druid groves—where they might 
  have once stood—are often long destroyed. Stones are used 
  to mark many sites of power and those held to be holy. Many 
  have stood for longer than anyone can remember; often, any 
  runes that marked them have long since been rubbed away, 
  giving these sites an aura of mystery and strangeness as well 
  as a provenance that nobody understands. In most cases they 
  are simply markers or guardians of long-forgotten magic, but 
  at times they can be dangerous to adventurers.
  Terror stones are almost identical to normal standing stones. 
  They can be created when a cleric destroys a powerful 
  
  Obsidian apOcalypse 
  page 20
  undead creature through use of Channel Divinity or with 
  radiant damage near an existing stone of suitable size. In 
  this case, the nearby menhir siphons away a portion of the 
  destroyed undead’s necrotic energy, turning an ordinary 
  standing stone into a terror stone. There is a 10% chance plus 
  2% per Hit Die of the destroyed undead that a terror stone 
  will form.
  Skeletal patterns form in the stone as it transforms over 
  several hours. These patterns are the only visual cue that 
  anything is wrong with the stone. Even more, because 
  so many stones have been carved by hand with similar 
  symbols, these markings are not a surefire way to identify 
  a terror stone. Nonetheless, a successful DC 14 Intelligence 
  (Religion) check can discern a normal standing stone from a 
  terror stone.
  Terror stones radiate a 20-foot-radius aura of fear. Any crea-
  ture that enters this area must make a DC 15 Wisdom saving 
  throw or become frightened for 1 minute. A creature that 
  has experienced this fear or made its saving throw becomes 
  immune to this effect for 24 hours.
  new diseases
  arcane pestilence
  Arcane pestilence is a magical sickness that, once contracted, 
  easily spreads to others. One who dies of this sickness spews 
  a toxic cloud of spores in an explosion that engulfs every-
  thing within 20 feet of the corpse—anything and everything 
  within that area becomes tainted by the disease. Anyone 
  touching an infected individual, an item the infected has 
  touched, or anything the cloud has touched has a chance 
  of contracting the disease. Any living creature exposed to 
  arcane pestilence must make a DC 13 Constitution saving 
  throw or become infected.
  Arcane pestilence causes the skin of the afflicted to glitter 
  and their eyes to flicker with sporadic sparkles of light as the 
  disease moves through their body. These symptoms cease 
  upon death as their body emits the sparkling spores in all 
  directions.
  It takes 1 day for arcane pestilence’s symptoms to manifested 
  in an infected creature. Symptoms include severe headache, 
  swollen tongue and a ringing in the ears. An infected creature 
  cannot maintain concentration on any spell.
  After each long rest, an infected creature must make a DC 
  13 Constitution saving throw. On a failed save, the creature 
  loses 1d3 points from its spellcasting ability. They also do 
  not regain any expended or lost spells slots, and they lose 
  access to their highest level slots available. This is repeated 
  after each long rest.
  cursed fire
  Magical fire that stems from an infernal or necromantic 
  source may infect those harmed by it with a magical 
  disease—an unquenchable, ever-burning flame that slowly 
  consumes them from the inside out, until nothing remains 
  but ashes. This disease is caused by a subtle interplay of 
  the infernal and necromantic magics native to Abaddon. 
  Anyone that suffers magical fire damage (whether from 
  spells or weapons with a magical flame) has a 10% chance 
  of contracting cursed fire. Victims of cursed fire are flushed 
  and feel warm to the touch. They may cough up ashes and 
  a faint glow may be seen to emanate from within their flesh 
  when in darkness. Those who touch the victim may succumb 
  to the burning poison affliction.
  If a creature takes magical fire damage and falls within that 
  10% chance, they must make a DC 15 Constitution saving 
  throw. Symptoms manifest 1 day after infection and include 
  high fever and constant sweating. The infected creature gains 
  one level of exhaustion that cannot be removed until the 
  disease is cured.
  When the creature enters a stressful situation, such as the 
  start of combat or a dangerous event, the creature must make 
  a DC 15 Constitution saving throw. On a failed save, the 
  creature takes 11 (2d10) fire damage. This damage cannot 
  be healed or regenerated either through rest or with magical 
  healing.
  At the end of a long rest, an infected creature can make a DC 
  15 Constitution saving throw. On a failed save, the creature 
  gains another level of exhaustion. On a successful save, the 
  creature’s exhaustion level decreases one level. If this saving 
  throw removes all levels of exhaustion, the creature is cured.
  deMOnic plague
  Demonic plague is a vile disease that spreads through contact 
  with demonic carriers, who brought the plague from their 
  home planes before becoming trapped on Abaddon. The 
  touch of a demon or creature native to the lower planes can 
  cause this disease to take root, though the demons themselves 
  are merely carriers and do not suffer from it. Demonic plague 
  can also spread by touching the corpse of one who suffered 
  from it, though burning afflicted bodies can eliminate the 
  disease and halt its spread.
  Demonic plague causes lingering and terrible pain that 
  slowly grows. Over time, the affliction can cause sufferers 
  to writhe in agony as they are slowly worn down by the 
  unceasing torment, an echo of the torments of the damned. 
  The death throes of the diseased are particularly violent, as 
  the victims often snap their own back or neck in their contor-
  tions or shatter their teeth by clamping down on their jaw.
  When a creature takes damage from the weapon attack 
  of an infected fiendish creature, they must make a DC 14 
  
  page 21 
  dangers Of Obsidian apOcalypse
  Constitution saving throw or become infected. The disease’s 
  symptoms appear 1d4 days after infection and include muscle 
  spasms with intense pain. The infected creature suffers one 
  level of exhaustion and its hit point maximum is reduced by 
  5 (1d10) points. In addition, the infected creature regains no 
  hit points from finishing a long rest; magical healing is unaf-
  fected by this disease, however.
  Following each long rest, an infected creature can make a DC 
  14 Constitution saving throw. On a failed save, the creature 
  gains another level of exhaustion and its hit point maximum 
  is reduced by 5 (1d10). On a successful save, the character’s 
  exhaustion level decreases by one. If a successful saving 
  throw reduces the infected creature’s level of exhaustion 
  below 1, the creature recovers from the disease.
  Mana rOt
  At times, using the magical arts has consequences in the 
  world of Abaddon. A creature that contracts mana rot exudes 
  a dimly phosphorescent ooze from their eyes.
  Regular spells have little chance of causing this disease, but 
  the magical energy necessary to create permanent items has 
  a much higher chance of doing so. These items, left fallow 
  for a long time, tend to become coated with a thin veneer of 
  mana rot.
  If a creature fashions a magic item, or is part of the process of 
  making such an item, there is a 5% chance they are exposed 
  to mana rot. If this occurs, the character must make a DC 13 
  Constitution saving throw. If the creature fails, they become 
  infected with mana rot.
  The disease’s symptoms start to appear 2d4 weeks later, 
  at which time the creature suffers 2 points of Constitution 
  damage.
  Thereafter, after every long rest the creature must make a DC 
  13 Constitution saving throw. If the creature fails, it loses 
  another 2 points of Constitution. If the creature succeeds at 
  two consecutive saves, it is cured of the disease.
  necrOMancia
  Coming into direct contact with the necromantic energies 
  afflicting Abaddon can bring on disease. This supernatural 
  illness, dredged from the negative plane that wraps Abaddon 
  like a stifling blanket, is carried with necromantic spells and 
  can affect both the living casters and targets of those spells.
  A creature that casts a necromancy spell or suffers necrotic 
  damage has a 1% chance of being infected with necromania. 
  If this occurs, the creature must make a DC 15 Constitution 
  saving throw. If the creature fails this save, it becomes 
  infected.
  Once infected, the creature shows symptoms after 1d4 days. 
  Necromancia manifests as a sloughing of skin and flesh. If 
  the disease goes untreated for too long, deep pencil-thick 
  ulcers grow, which can dig down through the flesh to the 
  bone. Those who die of necromancia have an 8 in 10 chance 
  of rising as a zombie or a ghoul. When the symptoms 
  manifest, the creature can no longer benefit from natural or 
  magical healing or regeneration. In addition, the creature 
  gains a level of exhaustion and suffers disadvantage on 
  Constitution ability checks.
  Following a long rest, the infected creature must make a DC 
  15 Constitution saving throw. If it fails, it suffers 13 (3d8) 
  necrotic damage, which also cannot be healed while the crea-
  ture remains sick, and the creature also gains another level 
  of exhaustion. If the creature succeeds at two consecutive 
  saving throws, it becomes cured of the illness.
  shadOw sickness
  Shadow monsters carry a taint of negative energy in their 
  teeth and claws. Those attacked by these beasts may escape 
  with their lives, only to fade away to the rigors of disease in 
  the following days. Victims of shadow sickness slowly turn 
  to shadows as the disease spreads, eventually losing their life 
  and fading away. This affliction does not turn its hosts into 
  shadow creatures, but simply kills them slowly and terribly.
  A creature injured by the melee weapon attack of a shadow 
  creature must make a DC 12 Constitution saving throw or 
  become infected with shadow sickness. Symptoms mani-
  fest 1 day later. Those infected with shadow sickness feel 
  cold and clammy and slowly fade, becoming increasingly 
  transparent and smoky as they lose more and more energy. 
  Eventually, all that remains is their shadow, permanently 
  burned into the place where they lost their life. The creature 
  gains a level of exhaustion and loses 1 point of Strength.
  After each long rest, the infected creature repeats the DC 
  12 Constitution saving throw. If they fail this save, they 
  gain another level of exhaustion and lose another point of 
  Strength. Once the creature makes two consecutive saving 
  throws, it is no longer infected.
  sliMy dOOM, criMsOn
  This horrid disease turns its victim into infectious goo. The 
  effects of this affliction are similar to the transformation of a 
  khymer. The origin of this disease has been linked to mete-
  oric dust and fragments, which radiated necromantic energy 
  or carried along the disease in its normal infectious cycle.
  A creature who comes into contact with crimson slimy 
  doom—or any creature infected by this disease—must make 
  a DC 16 Constitution saving throw or become infected. The 
  symptoms of the illness manifest 1 day later and include 
  red and purple blotches on the skin, rampant diarrhea, and 
  running mucous membranes. Victims of crimson slimy doom 
  slowly liquefy. Starting from their extremities, their flesh 
  
  Obsidian apOcalypse 
  page 22
  runs like wax in a candle flame until all that remains is an 
  infectious pool.
  Once the disease manifests, the creature’s hit point maximum 
  immediately reduces by 10 (3d6) and they suffer disadvantage 
  on Strength and Constitution ability checks. After each long 
  rest, the infected creature must make a DC 16 Constitution 
  saving throw, losing another 10 (3d6) from their Constitution 
  maximum on a failed save. If the creature succeeds at two 
  consecutive saves, they are cured of the disease.
  whispering dOOM
  Whispering doom first manifests in one’s dreams, but then 
  seems to spread throughout the community by contact—
  not just physical contact, but likely any kind at all. Merely 
  conversing with the infected is enough to risk catching the 
  disease, and there seems to be no real rhyme or reason as to 
  who gets infected or how.
  Victims of whispering doom show no physical symptoms. 
  Its symptoms and effects are all mental, making the afflicted 
  extremely distracted and, in some cases, driving them insane, 
  the voices seeming to never leave. The voices seem to convey 
  no particular meaning, save for the very rare word able to be 
  picked out. Victims report the voices as like those in a tavern, 
  a background of noise without individual conversations that 
  can be made out.
  If a creature speaks with, touches, or otherwise interacts with 
  a creature infected by whispering doom, they must make 
  a DC 13 Constitution saving throw or become infected. 
  Symptoms appear 2d6 months later and include difficulty in 
  concentrating or focusing. An infected creature suffers disad-
  vantage on initiative checks. Intelligence skill and ability 
  checks likewise suffer disadvantage. Finally, a spellcaster 
  must make a DC 10 Constitution saving throw to maintain 
  concentration on a spell round to round. If the caster fails this 
  save, they lose the spell.
  At the end of each long rest, the infected creature must make 
  a DC 13 Constitution saving throw. If they fail, they lose 1 
  point of Intelligence and 1 point of Wisdom. If the creature’s 
  Intelligence or Wisdom score drops to 0, they become perma-
  nently insane. If an infected creature succeeds on three saves 
  (they need not be consecutive), they are cured of the disease.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/LPJ/LPJ9252 Dangers of Obsidian Apocalypse.pdf