TEXT: 1
  1
  Beasts of Legend: 
  Coldwood Codex
  
  2 2
  Credits
  Authors: Tim Hitchcock, Jason Nelson, and 
  Rich Howard
  Artist: Jason Juta, Tanyaporn Sangsnit, and 
  Steve Wood
  Editing and Development: Jason Nelson
  Design and Layout: Rick Hershey
  Legendary Games Team Members:  Clinton 
  J. Boomer, Robert Brookes, Benjamin Bruck, 
  Pedro Coelho, Dan Dillon, Matthew Goodall, 
  Jim Groves, Steve Helt, Thurston Hillman, 
  Tim Hitchcock, Rich Howard, Victoria Jac-
  zko, Jenny Jarzabski, Jonathan H. Keith, Jeff 
  Lee, Nicolas Logue, Will McCardell, Jason 
  Nelson, Richard Pett, Tom Phillips, Alistair 
  Rigg, Alex Riggs, Amber Scott, Mark Sei-
  fter, Tork Shaw, Mike Shel, Neil Spicer, Todd 
  Stewart, Russ Taylor, Greg A. Vaughan, Mike 
  Welham, Linda Zayas-Palmer, and Clark Pe-
  terson.
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Open Content: Subject to designation as Product Identity (see 
  below), the only portion of this Legendary Games product 
  designated as Open Game Content is the rules content 
  (creature stat blocks and names of skills, etc., taken from 
  the Pathfinder Reference Document) as defined in the Open 
  Game License version 1.0a Section 1(d). The front and back 
  cover, back matter, introduction and Credits page, as well all 
  other parts of this product including all text not specifically 
  designated as Open Game Content is not Open Game Content. 
  No portion of this work other than the material designated as 
  Open Game Content may be reproduced in any form without 
  written permission.
  Product Identity: The following items are hereby identified as 
  Product Identity, as defined in the Open Game License 1.0a, 
  Section 1(e), and are not Open Content: Legendary Games, 
  the Legendary Games Logo, Adventure Path Plug-In, Beasts 
  of Legend: Coldwood Codex (5E), as well as all trademarks, 
  registered trademarks, proper names (including the names 
  of each character, location, item or monster unique to this 
  product), dialogue, plots, storylines, locations, characters, 
  artworks, and trade dress, but excluding any content that is 
  Product Identity of Paizo Publishing, Inc. (Elements that have 
  previously been designated as Open Game Content are not 
  included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the 
  Open Game License) in this work to content owned by others is 
  not a challenge to their ownership and is used under Fair Use. 
  Beasts of Legend: Coldwood Codex (5th Edition) © 
  2015, Legendary Games; Author Tim Hitchcock, Jason 
  Nelson, and Rich Howard.
  First printing November 2015.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St. 
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Beasts of Legend: 
  Coldwood Codex
  
  3
  3
  About LegendAry gAmes
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. 
  Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best expansion material for 
  your game. We are gamers and storytellers first, and we believe that passion shows in our products. So check us out, and 
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  Contents
  introduCtion 
  5
  AmAdAn 
  6
  bokereyder 
  8
  Chernobog 
  10
  FALeiCh-Wyrm 
  12
  nAekk 
  14
  sLough 
  16
  totemoq 
  18
  ugrohter 
  20
  bArroW Wight 
  22
  boreAL Wight 
  25
  iLLustrAtion gALLery 
   
   
   
   
   
   
   
   
    28
  FoLdAbLe PAPer miniAtures  
   
   
   
   
   
   
    38
  
  4 4
  WhAt you WiLL Find inside the     
  Beasts of Legend: Coldwood Codex
  A good game can never have enough monsters, and the Coldwood Codex brings you 10 brand-
  new creatures suitable for use in any 5th Edition campaign, especially if your heroes are wan-
  dering in search of their fortune through the cold, desolate woods of the northern wilds. These 
  creatures add a delightful bit of novel menace equally split between fey spirits bursting with the 
  raw and wild energies of life and vile undead seething with the power of death. Drawing upon 
  real-world folklore, classic fantasy tropes, and the design skills of the top creative minds in the 
  business, the Coldwood Codex is an indispensable addition to any GM’s monster toolkit. 
  Future installments of the Beasts of Legend series will continue introducing richly detailed mon-
  sters  carefully tailored to specific campaign themes, like the wintry menaces Boreal Bestiary, the 
  pitiless creations of the Construct Codex, and the wide-ranging Asian adversaries in Beasts of the 
  East! The Legendary Games tradition is to combine rich story and background, innovative layout, 
  beautiful aesthetics, and excellence in design that is second to none. This product is the latest in 
  that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on!
  
  5
  5
  Introduction
  This product deals largely with spirits of the living and the dead. In the case of the former, it 
  features a quintet of fey that each brings something new and different. They have none of the 
  whimsical joviality and curiosity of the kind of “Fair Folk” that first come to mind when fey are 
  discussed. These are spirits of wild, raw, and untamed nature, and they are not in the least in-
  timidated by or interested in getting along with the forces of so-called civilization. At low levels, 
  bokereyders represent the inversion of humanoids’ attempts to tame the wilderness, causing do-
  mesticated beasts trained for battles and burdens alike to revert to a wild and even feral state. At 
  the highest levels is the chernobog, the Black Lords of the Otherworld, hateful and resentful of 
  the influence of the “new” gods in pushing out the ancient spirits of the land. In between you will 
  find the naekk, a seductive rivermaiden whose beguiling song and pleasant countenance put ob-
  servers in mind of a curious nixies or friendly freshwater mermaid, yet her enticements both lyrical 
  and lascivious are but a lure to draw its prey into a drowning rapture or a phantasmagorical feast 
  of blood. The deliquescent amadan is a strange spirit indeed, the living distillate of curses, unluck, 
  and misfortune, walking unseen among those who have avoided misfortune but whispering degen-
  erate urgings wherever they go, collecting unnumbered tears of misery here and sowing them in 
  a new bitter harvest wherever they go. Lastly, the inscrutable totemoq is less cruel than the other 
  fey presented here, if no less invested in the reversion of the world to a more wild and primal state. 
  Born of ancient winters, totemoq wish nothing less than the return of the great ice ages, plunging 
  the world into a frozen casket of forever snow. 
  The balance of these Beasts of Legend are the spirits of the dead, unliving foes of surpassing 
  malice and menace. The ravening faleich-wyrm was created as an undead engine of destruction 
  but proved too powerful and deadly for even its creators to control, now broken free and spread-
  ing leech-ridden plague and corruption wherever they go. The ancient and terrible slough is an 
  undead druid spreading blight and corruption as they gnaw at the heart of the woodlands and wild 
  lands they once protected. The sadistic ugrohter once was fey itself in life, but its lineage has been 
  left far behind, replaced by a murderous impulse to dole out cruelty with deadly ensorcelled nee-
  dles. Finally, a pair of wights haunt the cold woods, moors, and downs of the north. The barrow 
  wight is an undead warlord, deadly skilled with a sword but also with nightmarish sorcerous incan-
  tations that make escaping its haunted demesne nearly impossible, unless it lets you escape for its 
  own fell purposes. But woe betide any who seek to carry off even a scrap of its hoarded gold. The 
  boreal wight is far less regal, the spirit of the dead abandoned in the depths of the cold woods, its 
  hate making it one with the forest floor where it has lain in a shallow grave, dragging others down 
  to musty death.
  
  6 6
  Amadan
  A smallish, stunted humanoid stands before you, its hair-
  less flesh sloshing liquidly in uncountable jowls and folds, 
  while a sagging pannus nearly hides its tiny webbed feet 
  from view. Its rheumy eyes glare malevolently above a 
  drooping mouth filled with hundreds of needle-sharp teeth, 
  while rivulets of clotted tears run down every crease. Its 
  mottled, pasty skin is everywhere beaded and slicked with 
  blood-tinged sweat that drips constantly from every pore. 
  An amadan is vaguely humanoid, but alter-
  nately shrunken and swollen like a half-melted 
  wax figure. Its skin is pallid and near- translu-
  cent, and on close examination every fold and 
  flap bears the impression of an anguished face, 
  the lingering legacy of some accursed ancestor 
  whose residual tragic destiny the amadan has 
  absorbed. Beneath the amadan’s skin there is no 
  flesh, no bone, no organs of any kind; its skin is 
  but a membrane holding the turgid distillate of a 
  thousand curses within it. 
  Living Curse. An amadan is a living curse, a 
  being of cruel chance and malformed destiny. 
  The first amadans were created by the Eldest fey 
  lords, the spiritual embodiment of misfortune 
  given breath and life, the vengeful emissaries 
  of the Eldest upon those who impugned their 
  honor. An amadan is a living weapon of terror, 
  and few dare speak ill of the fey or their Eldest 
  masters where an amadan might hear, lest they 
  fall under a curse of withering and death, or be 
  spirited off to the fey realms never to be seen 
  again. Since the time of their original creation, 
  however, some have come into being spontane-
  ously, congealing into life from the emotional 
  and magical effluent precipitated along the 
  fringes of the fey realms, especially along border-
  lands and boundaries that have seen an eternity 
  of feuding, enmity, and generational strife. 
  Darkest Fey. Amadans are everything other 
  fey are not, hideous rather than beautiful, bring-
  ing sorrow where other fey bring laughter and 
  misery in place of delight, replacing happiness 
  with torment and despair. Amadans are often 
  blamed for all manner of disasters and even small 
  misfortunes. Outsiders and those yet untouched 
  by their power often scoff at the superstitious 
  signs made to avert the attention of an amadan, 
  but those who have felt their bitter affections 
  have learned it does not pay to tempt fate where 
  an amadan is concerned. 
  Liars and Betrayers. Amadans are drawn to 
  settled areas, though they prefer small towns 
  and rural communities to bustling cities. They 
  walk freely though villages they claim, pos-
  ing at first as kindly water spirits. When 
  misfortune inevitably strikes (usually 
  brought on by the amadan itself), the 
  amadan offers to intercede with the spirit 
  world to protect the mortal community, 
  for a price. Its price always seems small at 
  first, but it increases slowly but surely 
  as the amadan points out a litany of 
  supposed slights and transgressions 
  against the fey world. Each new 
  demand it makes to atone for 
  the offense is one small step 
  further toward cor-
  ruption, but those 
  who object 
  or refuse its 
  demands 
  
  7
  7
  Amadan
  Small fey, neutral evil
  Armor Class 16 (natural)
  Hit Points 114 (12d6+72)
  Speed 20 ft.; Swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  16 (+3)
  22 (+6)
  17 (+3)
  19 (+4)
  22 (+6)
  Saves Wisdom +9, Charisma +11
  Skills Deception +16, Intimidate +11, Insight +16, Stealth +8
  Damage Resistances Non-magical weapons
  Senses blindsight 60 ft., darkvision 60 ft., passive Perception 14
  Languages Common, Aklo, Sylvan, Aquan
  Challenge 13 (10,000xp)
  Innate Spellcasting. The amadan may cast the following spells without components. Its spell casting ability 
  is Charisma, spell attack bonus +11, spell DC 19.
  At-will: blight, blindness/deafness, control water, ray of enfeeblement
  3/day: bestow curse, symbol
  1/day: imprisonment
  Accursed Veil. The amadan is under the effects of greater invisibility at all times. Creatures under the effects 
  of a curse can see the creature normally.
  Amphibious. The amadan can breathe both air and water.
  Illuck. As a bonus action each round, the Hamadan may choose any number of creatures within 30 feet. 
  Those creatures reduce their attack rolls and ability checks by 1d4 until the amadan dies or the creatures 
  leave the aura.
  Tainted Tears. Any creature that successfully attacks the amadan with a melee weapon or 
  natural attack, or who is hit by the amadan’s bite or claw attack, must succeed on a DC 
  19 Wisdom save or become cursed. Roll 1d6 to determine which ability score is affected 
  (1 = Strength, 2 = Dexterity, etc). The target has disadvantage on ability checks and sav-
  ing throws made with that ability score for 1 minute, or until the curse is removed by a 
  remove curse, dispel good and evil, or similar magic. The target may repeat the save at the 
  end of each of their rounds. 
  ACtions
  Multiattack. The amadan may make two attacks, one with its bite and one with its claws.
  Bite. melee 5 ft., 1 target, +11 to hit, 1d6+6 (10) piercing damage
  Claws. melee 5 ft., 1 target, +11 to hit, 2d6+6 (13) slashing damage
  find themselves suffering mysterious accidents 
  or terrible fates. Whispering doom into the ears 
  of the low and high alike, amadans build cults 
  of misery, tribute, and eventually living sacrifice. 
  Through imprecation and insinuation, amadans 
  drive their unwitting subjects to mounting acts 
  of depravity until their community collapses into 
  madness, savagery, and a bloody orgy of violence, 
  before the amadan moves on in search of new 
  victims, leaving carnage-strewn anarchy in their 
  wake. 
  
  8 8
  Bokereyder
  Disturbingly, this scrawny and hunched creature resembles 
  the misanthropic results of breeding 
  a human with a goat. Curved horns sprout from his brow 
  and just below its gangly wrists vestigial hooves protrude 
  from its forearms. Its unnerving rectangular pupils flicker 
  with soulless malice. 
  With their unnervingly goat-like features 
  bokereyders share a few physical similarities to 
  tieflings, with thick curling horns, long faces, 
  rectangular pupils, and great scraggly beards. 
  While they are sometimes mistaken for animals 
  or bestial humanoids, they have only minimal 
  connection to the natural world. Noted for 
  their brutish behavior and foul tempers, they 
  rarely interact with humanoid races, except 
  through violence. 
  Nomadic Murderers. Sinister and malicious, 
  bokereyders trace their ancestry to the outcasts 
  of primitive tribes that rose during the dawn 
  of humanity. Those criminals, thieves, and 
  murders exiled from the first nomadic tribes 
  bonded together in wild and violent gangs. 
  Some tales imply that these outcasts lay with 
  their beasts while other speculate they formed 
  pacts with maleficent spirits that bestowed 
  upon them their dark powers and warped their 
  features making them wholly inhuman. 
  Tribal. Bokereyders organize themselves in 
  loose nomadic tribes lorded over by a dominant 
  alpha male. An individual’s status is determined 
  by his strength and cunning. For this reason, 
  constant infighting erupts as each tribe mem-
  ber struggles to claim his status. Leaders live 
  only as long as they can defend themselves 
  against rivals. Conflicts for leadership typically 
  result in death, with winners proudly wearing 
  the horns of those they have defeated in com-
  bat. Only during raids do tribal members inter-
  rupt their infighting. 
  Pillage and Plunder. Having no magical 
  talent and limited intelligence, bokereyders 
  tribes survive entirely upon plunder taken from 
  violent raids. Gleefully engaging in both theft 
  and murder, they pillage easy targets such as 
  Bokereyder
  Small fey, neutral evil
  Armor Class 13 (leather)
  Hit Points 27 (6d6+6))
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1) 14 (+2)
  12 (+1)
  11 (+0)
  12 (+1)
  8 (-1)
  Skills Animal Handling +5, Perception +3
  Damage Resistances poison
  Condition Immunity disease, poison
  Senses darkvision 60 ft., passive Perception 13
  Languages Common
  Challenge 2 (450xp)
  Innate Spellcasting. The bokereyder may cast 
  the following spell without components.
  At-will: speak with animals
  Keen Senses. The bokereyder gains advantage on 
  Perception checks that involve smell.
  Bestial Gaze. As an action, a bokreyder can gaze 
  at any one domestic animal of its choice within 
  30 feet that can see it. The animal must suc-
  ceed at a DC 13 Wisdom save or become feral. 
  A feral animal must move toward any creature 
  other than the bokreyder or its allies on its 
  round, and use its action to attack that creature. 
  If no creatures are within movement range of 
  the beast, it will follow any orders given to it by 
  the bokreyder that affected it. A calm emotions, 
  dispel good and evil, or remove curse spell will 
  calm the creature for 1 hour per level of the spell 
  or until the spells duration ends (whichever is 
  longer), but does not remove the feral condition. 
  A successful DC 13 Animal Handling check 
  administered over an hour on a calm animal will 
  return it to domesticated status.
  Feral Goat Companion. The bokreyder is rarely 
  found without its mount. See Feral Goat 
  Companion below.
  ACtions
  War pick. melee 5ft., 1 target, +3 to hit, 
  1d6+1 (5) piercing damage.
  
  9
  9
  small, undefended villages located in remote 
  and isolated regions. They live in mountainous, 
  hilly regions and are rarely active during the 
  day. Bokereyders are omnivores, and they have 
  been known to scavenge and eat their victims. 
  Corruptors. Bokereyders possess the abil-
  ity to communicate with domesticated animals 
  such as cows, dogs, goats, pigs, 
  horses, and sheep, and use 
  their talent and guile 
  to turn these animals 
  from their static 
  lives of servi-
  tude back in to 
  free-thinking, wild 
  feral beasts. They 
  empathize most with 
  goats and often raise 
  large, feral versions 
  of these animals as mounts. They are talented 
  riders and take great care in grooming their 
  mounts. Bokereyders give their mounts elabo-
  rate burial rituals for they believe that when 
  their mounts die, the animal’s soul merges with 
  their own, making them stronger and more 
  powerful. 
  FerAL goAt ComPAnion
  Medium beast, neutral evil
  Armor Class 12 (natural)
  Hit Points 22 (4d8+4)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 12 (+1)
  12 (+1)
  2 (-4)
  10 (+0)
  8 (-1)
  Skills Athletics +6, Perception +4
  Damage Resistances poison
  Condition Immunity disease, poison
  Senses passive Perception 14
  Languages -
  Challenge 1 (200xp)
  Charge. If the feral goat moves at least 20 feet 
  before making an attack on the same round, 
  the target takes an additional 5 (1d6) damage 
  and must make a DC 12 Strength save or be 
  knocked prone.
  Keen Senses. The feral goat companion gains 
  advantage on Perception checks that involve 
  smell.
  Mountain Born. The feral goat companion gains 
  advantage on Strength and Dexterity ability 
  checks.
  ACtions
  Ram. melee 5 ft., 1 target, +4 to hit, 1d8+2 (7) 
  bludgeoning damage.
  Stomp. melee 5 ft., 1 target, +4 to hit, 1d6+2 (6) 
  slashing damage.
  
  10 10
  Chernobog
  Poised as if ready to pounce, this mammoth, fiendish beast-
  thing glares with fire-red eyes. Its fleshy face resembles a 
  skinned grizzly bear fitted with jagged, cruel-looking stag’s 
  horns. From the thick cables of muscle wound around its 
  shoulders stretch a pair of broad, leathery bat-like wings. 
  Chernobogs, the Black Lords of the Other-
  world, stand as some of the most powerful and 
  capriciously malevolent of the nightmare fey. 
  Monstrous creatures, they are near demonic 
  in appearance, standing nearly 20 feet tall and 
  weighing several thousand pounds. Where a 
  chernobog treads, darkness falls and the lands 
  transform into twisted nightmares filled with 
  thorns bushes, venomous vermin, wild beasts, 
  and wicked fey. 
  Enemies of Civilization. Ferocious, clever, 
  and brutal chernobogs embody the stark and 
  emotionless cruelty of nature, which many 
  mortals falsely believe is deliberate. The cher-
  nobog’s need to inflict wanton destruction 
  upon humans and other beings belonging 
  to civilized cultures makes them the bane of 
  civilization. Still, they find some humans to 
  be excellent pawns, and readily lure and tempt 
  individuals to their causes, particularly those 
  of weak will and shattered moral compass. 
  Chernobogs tempt such individuals 
  with magic gold, driving them to 
  commit wanton acts of destruction 
  against humanity. 
  Enemies of the Gods. Cherno-
  bogs harbor an extreme loathing 
  for deities, particularly nature 
  gods who arrogantly believe they hold 
  dominion over the fey. Able to smell the 
  stink of divinity, they eagerly attempt 
  to snuff it out at every opportunity. 
  Chernobogs define life through death 
  and hold death as all-important to 
  both change and survival. Likewise, 
  they bare malice against any crea-
  ture bold enough to think they can 
  withstand the fury of nature. Rot 
  and decomposition are to them, 
  sacred. For this reason, they despise 
  both undead and healing magic. 
  Despite their animosity for deific 
  authority, many chernobogs are 
  themselves worshipped by evil 
  fey that flock to their service. 
  Some chernobogs claim entire 
  kingdoms and grow great castles 
  of thorns from which they sadis-
  tically lord over courts of grovel-
  ing sycophantic evil fey. 
  Blood makes the Grass Grow. 
  When entering into conflict, a 
  chernobog relies on the magic 
  of his great horn to disable op-
  ponents from a distance while 
  summoning evil fey to riot and 
  rampage. Still, a chernobog can 
  more than hold his own during a 
  melee encounter. With all the fury 
  of nature itself, it charges down 
  upon enemies, savaging them with 
  bestial attacks, goring and rending, 
  and gleefully sowing the earth with the 
  blood of their foes. 
  Iron Thorn Zombie Template
  An iron thorn zombie is a freshly slain 
  corpse animated by the iron thorn plant. Treat 
  an iron thorn zombie as a standard zombie, 
  but with the following special qualities. 
  Plant Traits. This zombie’s animation is 
  provided not by necromancy but by the plant 
  that grows throughout its body. Iron thorn 
  zombies lack undead traits. They are treated 
  as plants, not undead, for the resolution of 
  magical effects and attacks. 
  Thorn Spikes. Long sharpened thorns jut 
  from the zombie’s flesh. The zombie’s slam attack 
  is considered magical and deals an additional 
  1d6 points of piercing damage, while anyone 
  successfully attacking the zombie with an un-
  armed strike takes 2d6 piercing damage, or 2d6 
  per round the grapple is maintained.
  
  11
  11
  Chernobog
  Huge fey, chaotic evil
  Armor Class 19 (natural)
  Hit Points 250 (20d20+120)
  Speed 40 ft.; Fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8) 
  17 (+3)
  22 (+6)
  20 (+5)
  19 (+4)
  24 (+7)
  Saves Strength +14, Dexterity +9, Constitution +12, Intelligence +11, Wisdom +10, Cha-
  risma +13
  Damage Resistances Weapons without the magical or cold iron properties
  Damage Immunities cold, poison
  Condition Immunities poison
  Senses Truesight 120 ft., passive Perception 14
  Languages Common, Sylvan, Undercommon, Telepathy 30 ft.
  Challenge 18 (20,000xp)
  Magic Resistance. A chernobog has advantage on all saving throws against spells and 
  spell-like effects.
  ACtions
  Multiattack. The chernobog may make three attacks, two with its claws and one with its 
  gore. It may instead choose to maintain playing its horn of reclaiming and make a single 
  gore attack.
  Claws. melee 5 ft., 1 target, +14 to hit, 2d8+8 (17) piercing damage.
  Gore. melee 5 ft., 1 target, +14 to hit, 2d8+8 (17) slashing damage
  Horn of Reclaiming. As an action, the chernobog can play its terrible horn. Divine casters 
  within 300 ft. of the chernobog must attempt a DC 19 Wisdom save any time they wish 
  to cast a spell with a verbal component. On a failed save, the spell is unsuccessful and the 
  spell slot is lost.
  In addition, all plants within 100 ft. of the chernobog animate, entangling any creature 
  not allied with the chernobog. Creatures targeted must make a DC 19 Dexterity save or 
  become restrained. As an action on each of the creature’s turns, it may attempt a DC 19 
  Strength save to remove the condition. At the start of any round in which a creature is 
  restrained, it takes 21 (6d6) piercing damage. The area within 100 ft. of the chernobog is 
  also considered difficult terrain.
  These effects end when the chernobog stops playing, drops to 0 hit points, or is affected by a 
  silence spell or similar magic.
  Iron Thorn (3/day). On a successful gore attack, the target has a prong from the chernobog’s 
  horns imbedded deep in its body. 24 hours later the iron thorn begins to grow. The target 
  must succeed on a DC 19 Constitution save or have its hit point maximum reduced by 
  2d10 (11) points per day. When the creature’s hit point maximum reaches 0 it dies. One 
  minute after dying, the corpse animates as an iron thorn zombie (see template below).
  A DC 25 Medicine check removes the seed, allowing the creature’s hit point maximum to 
  increase by 2d10 (11) points per day until it reaches its original maximum.
  A greater restoration or heal spell destroys the seed, allowing full hit point maximum to return 
  after a full rest.
  
  12 12
  Faleich-Wyrm
  With raging fury the terrifyingly monstrous rotting corpse 
  of a 40-foot-long snake with a dragon’s head and wickedly 
  clawed forearms rises up upon its great serpentine coils. Tiny 
  gray maggots swarm its putrescent flesh, as if driving the 
  lifeless beast to infernal insanity. 
  A Faleich-wyrm is 40 to 50 feet in length and 
  weighs over 100 tons. Their great scales are a 
  moldering brownish-green and its dried leathery 
  flesh clings tightly to its skeletal, undead frame. 
  They exist only to reap destruction and once 
  awakened rampage without stopping, attacking 
  anything, living or dead within their path. Still, 
  Faleich-wyrms tend to target living things first 
  and once attracted to a live target continue to hunt 
  it down until they rend it into tiny pieces. 
  Beasts of War. In centuries past, the king of the 
  wild Northlands entreated a cabal of sinister nec-
  romancers known as the Faleich-Mar to create for 
  him the penultimate undead war-beast to obliter-
  ate and devour the armies of his enemies to the 
  south. To meet his request, the Faleich-Mar bred 
  monstrous-sized tatzlwyrms, infested them with 
  undead leeches that drove the creatures insane, 
  turning them into raging violent beasts before 
  slaying them. When necromancers raised their 
  corpses, the result proved undeniably destructive. 
  Yet the arcane madness that once afflicted their 
  living brains caused their deterioration, mak-
  ing them impossible to control in undeath. Once 
  risen, the monstrous undead wyrms rampaged 
  through the wildlands, sowing paths of destruc-
  tion and terror. The best the necromancers could 
  hope for was to point their volatile creations 
  south and hope they encountered as few of their 
  own peoples’ settlements as possible before they 
  reached enemy territory. After numerous trials 
  and failures, the king ordered the Faleich-Mar to 
  abandon their efforts. Undaunted, and driven by 
  their own desires the Faleich-Mar continued their 
  research, slowly moving across the Northlands, 
  seeking out remote areas to perform their work. 
  Each time, the results were equally chaotic and 
  destructive. The king tried to condemn their work, 
  until it was revealed that he had initially commis-
  sioned the cabal to construct the monstrous crea-
  tures. This revelation broke the trust of the king-
  dom and inspired revolt and rebellion throughout 
  the northlands. Publicly demonized and shunned, 
  the Faleich-Mar were driven underground where 
  they continued their work in secrecy. The necro-
  mancers believing they were close gaining absolute 
  control over their ghastly creations and that once 
  mastered, they could use the beasts to wrest the 
  rule from blood-born kings and seize con-
  trol of the Northlands for themselves. To 
  retain secrecy, they altered the raising 
  ritual, placing the undead creatures 
  in a sort of stasis. This allowed the 
  cabal to create hundreds of Faleich-
  wyrms that they could later raise simulta-
  neously, using a single final ritual. 
  What happened next remains a mystery. The 
  cabal disappeared, taking their secrets with them. 
  Whether the necromancers completed the awak-
  ening ritual and how many of the fearsome un-
  dead creatures they created are both unknown. 
  Still, when these sleeping giants awaken, there 
  exists little doubt as to the wrath and might of 
  the Faleich-Mar. 
  Hidden Horrors. At present, these giant 
  undead tatzlwyrms or Faleich-wyrms, rest in 
  secluded areas; hidden from the world in 
  great stone temples, caverns, or mas-
  sive burial mounds. Left behind by 
  their creators, they remain dormant 
  until the unlucky or overly curi-
  ous accidentally awaken them. 
  Created over the span of several 
  decades, the awakening pro-
  cesses vary, but generally consist 
  of a few runes which when read 
  aloud, cause the beast to rise. 
  Once awakened, the creature 
  flies into an unstoppable ram-
  page of destruction. Rumors 
  remain that at one of these loca-
  tions, there exists a powerful 
  ritual that if properly executed 
  will simultaneously awaken all 
  these creatures at once. 
  Undead Traits. A faleich-wyrm doesn’t 
  require air, food, drink, or sleep.
  
  13
  13
  Faleich-Wyrm
  Gargantuan undead, chaotic evil
  Armor Class 18 (natural)
  Hit Points 370 (20d20+160)
  Speed 30 ft., Climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10)
  15 (+2)
  26 (+8)
  5 (-3)
  14 (+2)
  22 (+6)
  Saves Str +15, Con +13, Wis +7
  Damage Resistances cold, necrotic
  Damage Immunities non-magical weapons, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poison
  Senses darkvision 120 ft., passive Perception 12
  Languages Understands Common
  Challenge 16 (15,000xp)
  Leach Infested. Any creature attacking a faleich-wyrm with a melee weapon or natural attack 
  must succeed at a DC 19 Dexterity save or be showered in undead leeches. Creatures grappling 
  the beast or who are swallowed by it must make a save at the start of any round in which the 
  condition continues and must make the save at disadvantage. 
  A creature infested with leeches must make a DC 19 Constitution save at the start of each of its 
  rounds. On a failed save, the creature has its hit point maximum reduced by 1d10 (6) and acts as 
  if under the effects of a confusion spell until the start of its next round.
  An infested creature that takes fire damage automatically succeeds on the Constitution save for 1 
  minute as the leeches go dormant. Any effect that removes a disease destroys the leeches and al-
  lows the creature’s hit point maximum to be fully restored after a full rest. A heal spell destroys the 
  disease and restores the creature’s hit point maximum to full before applying its healing effects.
  Magic Resistance. The faleich-wyrm makes saving throws against spells and magical affects 
  with advantage.
  Turn Resistance. The faleich-wyrm makes saving throws against turning effects with advantage.
  ACtions
  Multiattack. The faleich-wyrm may make three attacks, one with its bite and two with its claws.
  Bite. melee 15ft., 1 target, +15 to hit, 2d10+10 (21) piercing damage, plus 2d10 (11) poison dam-
  age. If the target is Large or smaller it must succeed on a DC 19 Dexterity saving throw or be 
  swallowed. A swallowed creature gains the blind and restrained conditions and has total cover 
  against any attacks or effects originating outside the faleich-wyrm. In addition, the target takes 
  8d6 (28) acid damage at the start of each of the faleich-wyrm’s rounds.
  If the faleich-wyrm takes at least 35 damage in a single turn from a swallowed creature, it must 
  succeed on a DC 21 Constitution save or release all swallowed creatures. Creatures released 
  in this way land 10 ft. from the creature and fall prone. If the faleich-wyrm is killed, swal-
  lowed creatures lose the restrained condition and may escape the faleich-wyrm’s corpse by 
  using 20 feet of movement and exiting the creature prone.
  Claws. melee 10 ft., 1 target, +15 to hit, 2d8+10 (19) slashing damage.
  Poison Breath (Recharge 5-6). The faleich-wyrm exhales a cone of poisonous gas 60 feet on 
  a side. Creatures in the area of effect must succeed on a DC 19 Constitution save or take 56 
  (16d6) poison damage and gain the poisoned condition for 1 minute. A successful save reduces 
  the damage to half and prevents the poisoned condition. Creatures poisoned by the faleich-
  wyrm’s breath weapon may repeat the save at the end of each of their rounds to end the effect.
   
   
   
   
   
  
  14 14
  Naekk
  A lithe humanoid with pale green skin and long hair the 
  color of moss splashes in the water. Its lower body tapers into a 
  long, slender eel-like tail the color of a muddy, algae-slicked log. 
  Once the target reaches the body of water, it 
  may make a second save. On a success, it stands 
  at the edge and stares into the water as long as 
  the naekk sings. On a failed save, the creature 
  enters the water and submerges itself. On its 
  next round it begins to drown and will continue 
  to do so as long as the naekk sings. The crea-
  ture is allowed a new saving throw at the end 
  of each of its rounds to break either of these 
  effects.
  Naekks are malicious water-spirits infamous 
  for their beautiful, ethereal voices that echo 
  in the tinkling rush of flowing water or even 
  in the faint dripping or lapping of still water 
  in subterranean lakes and pools. The entranc-
  ing music of the naekk calls travelers to the 
  water’s edge and captivates many to cast them-
  selves into the water in quest of the source of 
  the angelic refrains they hear. Some stop short 
  of immersion and simply sit entranced at the 
  water’s edge, where they may see the lithe and 
  beautiful naekk dancing upon the cur-
  rents below. 
  Deadly Beauty. Naekks’ upper bod-
  ies are beautiful by human standards, 
  with delicate elfin features and 
  eyes and hair of deepest sparkling 
  green. However, their visage changes 
  radically whenever they open their 
  mouths, which are filled with hun-
  dreds of jagged green teeth, or 
  distend their unnaturally long arms 
  to grasp their prey.
  Fool’s Gold. Naekks are known 
  to hoard precious metals, but even 
  among the greedy only the foolish seek 
  them out, as their cry is said to be an 
  omen of death. 
  
  15
  15
  Naekk
  Medium fey, chaotic evil
  Armor Class 15 (natural)
  Hit Points 85 (10d8+40)
  Speed 10 ft.; Swim 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  18 (+4)
  11 (+0)
  14 (+2)
  19 (+4)
  Damage Resistances Weapons that are not made of cold iron
  Senses Tremorsense 120 ft. (water only), darkvision 60 ft., passive Perception 12
  Languages Aquan, Sylvan
  Challenge 7 (2,900xp)
  Amphibious. The naekk can breath both air and water.
  ACtions
  Multiattack. The amadan may make to attacks, one with its bite and one with its claws.
  Bite. melee 5ft., 1 target, +11 to hit, range 5 ft.,1d6+6 (10) piercing damage.
  Claws. melee 5ft., 1 target, +11 to hit, range 5 ft., 2d6+6 (13) slashing damage
  Change Shape. The naekk takes on the form of a beast with a challenge rating equal to or less 
  than its own or back again. Any equipment the neakk is carrying becomes a part of its new 
  form, and it returns to its original form when killed. While in its beast form, the naekk retains 
  its alignment, Intelligence, Wisdom, and Charisma scores, and its ability to speak, as well as 
  the ability to change its shape. Otherwise, it takes on the abilities of the beast it is imitating.
  Mournful Cry. The naekk wails its sad song. All creatures within 30 ft. of the naekk that are not 
  allied with it must succeed on a DC 15 Wisdom save or reduce their attack rolls and ability 
  checks by 1d4 for 10 minutes. The affect can be removed by a calm emotions, remove curse, or 
  similar spell. 
  Phantasmal Bite. If the naekk makes a bite attack against a creature charmed by its Riversong, 
  the charmed condition ends and the target must make a DC 15 Wisdom save. On a failed 
  save, the target becomes frightened for 1 min and takes 4d10 (22) psychic damage per round. 
  They may repeat the save at the start of each of their rounds to end the effect.
  Riversong. The naekk can sing its hauntingly beautiful melody. All creatures within 100 ft. who 
  can hear the naekk must succeed on a DC 15 Wisdom save or become charmed by the crea-
  ture. Charmed creatures must move at their full speed value toward the nearest body of water. 
  The body of water must large enough to submerge the creature. 
  
  16 16
  Slough
  The overwhelming stench of decay surrounds this gristly 
  walking corpse. Adorned in the jewelry and headdress of an 
  ancient shaman and tattooed with druidic symbols, the crea-
  ture’s undead flesh rots and peels from its bones. 
  A slough is powerful undead creature, a for-
  mer druid that steals her power directly from 
  the earth she once swore to protect. To sustain 
  herself in undeath a slough manipulates a spe-
  cially prepared dolmen known as a weirdstone 
  to siphon life from the earth, which she then 
  feeds upon to empower for her own dark and 
  malevolent existence. 
  Temptations of Power. All slough begin as 
  mortal druids who become corrupted by using 
  weirdstones. Though the weirdstone can supply 
  a mortal with great power, using these artifacts 
  also drains the life energy of a mortal user, 
  eventually slaying that individual and forcing 
  its body into a constant cycle of decomposition 
  and regeneration. Upon dying, the mortal sheds 
  her skin and transforms into a slough. 
  Wandering Corruption. Unlike most un-
  dead, sloughs show great discontent at the 
  thought of becoming pent up in musty un-
  derground tombs or web-filled catacombs. 
  Instead, sloughs tend to be nomadic, for their 
  survival depends of draining untainted lands. If 
  a slough remains too long in the same area, she 
  completely drains the earth, turning it to near 
  lifeless salt bogs filled with zombie beasts. Of-
  ten times, slough will gather followers, such as 
  primitive humanoid tribes, and promise them 
  power in exchange for sacrifices. These groups 
  travel at night and each dawn when they arrive 
  at a new location, erect a massive tent for their 
  lord. The slough lord typically remains inside 
  the tent, while his followers bring their issues 
  and sacrifices before him. 
  Solitary Bonds. Sloughs also meet informal-
  ly, drawn by their weirdstones to ancient caves 
  where lost civilizations of beast-men performed 
  blood rituals documented in pictographic 
  paintings and ancient runes lining the cavern 
  walls. In these sacred caves also hide the secrets 
  of the dolmens and manipulating the brutal 
  and earth-draining magic practiced by the first 
  slough lord. There are also unconfirmed rumors 
  that describe a book of wood-carved plates and 
  sealed with a thick wooden cover sealed with 
  hardened amber. The book contains several lost 
  spells of great concern to the slough and slough 
  magic. 
  Less frequently, a group of sloughs may form 
  a cabal. Cabals perform group rituals in which 
  they combine their weirdstones by placing 
  them into mystic circles to capture even greater 
  earth energies. Cabals usually don’t last long, 
  and more often than not, when they dissolve 
  their power hungry members immediately be-
  gin plotting against each other. 
  Undead Traits. A slough doesn’t require air, 
  food, drink, or sleep.
   
  The Slough’s Weirdstone
  A weirdstone is magical item that serves as the source of 
  the slough’s mystic power. A typical weirdstone is a roughly 
  egg-shaped boulder about three cubic feet in volume and 
  entirely scribed with strange runes. Weirdstones weigh 
  roughly 4,000 lbs. 
  Blasphemous versions of dolmen and similar druidic 
  stones, the slough’s weirdstone draws energy directly from 
  the earth. This allows the slough to use the earth’s energies 
  to restore her own druid powers even though she herself is 
  an abomination that violates the druidic code. 
  Weirdstones allow the user to cast spells as a druid with a 
  caster level equal to the creator at the time of its creation 
  (minimum 7th). As these dolmen are typically handed 
  down or stolen by their users, the caster levels of acquired 
  weirdstones varies.
  Undead creatures that cast druidic spells in their previ-
  ous life may tap into the weirdstone’s power automatically. A 
  living creature who wishes to use a weirdstone must spend 
  8 hours in meditation. At the end of 8 hours, they may 
  attempt an Intelligence (Arcane) or Intelligence (Nature) 
  check (DC 8 + the stone’s caster level). A successful check 
  attunes the stone to the user and allows them to cast spells 
  as a druid of the weirdstone’s level until they take a full rest. 
  After a full rest, the user loses attunement and must attempt 
  to attune the wierdstone again to regain use of its pow-
  ers. Each attempt by a living creature to attune the stone 
  reduces the creature’s hit point maximum by 2d10 (13) 
  whether or not the skill check is successful. The user’s hit 
  point maximum returns at a rate of 1d10 (6) per full rest.
  
  17
  17
  Slough
  Medium undead, neutral evil
  Armor Class 16 (natural)
  Hit Points 135 (18d8+54)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  15 (+2)
  22 (+6)
  16 (+3)
  Saves Con +8, Wis +11, Cha +8
  Skills Arcana +7, Intimidation +13, Nature +11, Stealth +11
  Damage Resistances acid, cold, lightning, necrotic, non-magical weapons
  Damage Immunities poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poison
  Senses darkvision 60 ft.
  Challenge 14 (11,500xp)
  Magic Resistance. The slough makes saving throws against spells and magical affects with advantage.
  Spellcasting. The slough cast spells as 16th level druid. Its spellcasting ability is Wisdom. Spell attacks +11, Spell DC 19
  Cantrips acid splash, druidcraft, poison spray, produce flame, thorn whip
  1st (4) charm person, entangle, inflict wounds, fog cloud, ray of sickness
  2nd (3) acid arrow, darkness, hold person
  3rd (3) call lightning, dispel magic, stinking cloud, water walk
  4th (3) blight, freedom of movement, giant insect, locate creature
  5th (2) conjure elemental, insect plague, scrying, tree stride
  6th (1) conjure fey, wall of thorns
  7th (1) mirage arcana, symbol
  8th (1) trap the soul, tsunami
  Rejuvenation. When a slough is destroyed, its body rapidly decomposes and the weirdstone immediately begins 
  absorbing her essence creating a foul and putrescent smelling bog that surrounds stone. This process takes about 
  a month. The bog begins as a shallow bog covering a 10-foot-square area and spreads at the rate of an additional 
  10 square feet per day. For every 40 square feet of bog that emerges, 10 square feet turn to deep bog. After about a 
  month passes, the slough emerges from the bog fully healed (albeit without any gear it left behind on its old body), 
  usually with a burning need for revenge against those who previously destroyed it. 
  Stench. Any living creature that starts its round within 10 ft of the slough must succeed at a DC 19 Constitution save or 
  gain the poisoned condition until the end of their next round. If a creature makes a successful save, they become im-
  mune to the stench effect of sloughs for 8 hours.
  Turn Resistance. The slough makes saving throws against turning effects with advantage.
  ACtions
  Multiattack. The slough may make two attacks; one with a cantrip and one withering touch.
  Withering Touch. +11 to hit, one target within 5ft., 1d8+6 (11) necrotic damage. The target must succeed on a DC 
  19 Constitution save or be affected by a withering curse for 1 minute. At the start of each of the target’s rounds, 
  they must succeed on a DC 19 Constitution save or have their hit point maximum reduced by 2d10 (11). A suc-
  cessful save ends the effect. The target’s hit point maximum returns to normal after a full rest.
  Undead Wildshape. The slough may take on the form of a beast with a challenge rating no greater than 7 or change 
  back again. Any equipment the slough is carrying becomes a part of its new form, and it returns to its original 
  form when killed. While in its beast form, the slough retains its type (undead), alignment, Intelligence, Wisdom, 
  and Charisma scores, as well as the ability to change its shape. It also retains its resistances and immunities, includ-
  ing magic and turn resistance. Otherwise, it takes on the abilities of the beast it is imitating.
  The slough may not cast spells in this form, though it may maintain concentration on any spell it cast before chang-
  ing shape. 
  
  18 18
  Totemoq
  Floating within a miniature blizzard is a 
  strange nearly disembodied face, resembling an 
  aboriginal ceremonial mask of polished wood 
  and bone, surrounded by a beaded and braided 
  fringe. Cold blue light gleams in its dark 
  eyeholes, and a barely visible emaciated body 
  the size of a doll’s flutters in the wind behind 
  the mask, shrouded in a tattered, diapha-
  nous robe. 
  Totemoqs are nomadic fey of 
  the winter winds, roaming as 
  the snow-clouds go and seek-
  ing ever to extinguish light and 
  heat and return to the world 
  to its proper state of perpetual 
  winter, never spring. Totemoqs 
  are curious about the lands and 
  people through which they 
  travel, settling in one icicle-
  hung tree, cave, or ledge for 
  some days until they feel they 
  have exhausted the potential for 
  amusement in that place. Inde-
  pendent but sociable, totemoqs 
  frequently trade tales with one 
  another, boasting about their lat-
  est exploits and swapping hints 
  about potential allies to call upon 
  (or at least hungry beasts that can 
  be aroused to hunt). 
  Greedy and Gluttonous. Totem-
  oqs often lurk just outside of warm 
  windows listening to town gos-
  sip or stealing things that interest 
  them. Totemoqs can be bribed with 
  sweets and liquor, which they can 
  consume in prodigious amounts belying 
  their small size. They also love offerings 
  of beads and fine carvings, and if made 
  friendly can offer information or advice 
  about the lands and people through which 
  they have traveled. Their friendship is ephemeral 
  at best, however, and a totemoq might offer false 
  or misleading information to draw people away 
  from the warmth of hearth and home and into 
  
  19
  19
  the cold and lonely places of the wilder-
  ness, where they become the totemoq’s 
  playthings. It douses their lights and 
  disrupts their sleep with illusory sounds 
  of beasts and bandits, whispered voices 
  and faraway music, and always terrible 
  scratching and pawing at windows and 
  tent flaps for days on end. If attacked, 
  they use their magic to call upon their 
  kin or to draw predatory animals and 
  monsters to prey upon those that 
  threaten them. 
  Hidden Storm. In combat, tote-
  moqs use stealth and misdirection to 
  separate opponents and avoid coun-
  terattack. They dart quickly into and 
  out of combat and will flee if confront-
  ed with fire or opponents too numerous 
  or strong to easily defeat. In this case, 
  they lurk at the fringes of their enemy’s 
  range, harrying them with their magic 
  and seeking to delay them long enough 
  for creatures they have called to ar-
  rive and devour their enemies. If 
  multiple totemoqs are present, they 
  use their sleet storms in sequence 
  to blind enemies, with one of their 
  number keeping theirs in reserve 
  to cover a retreat. They will follow 
  creatures that have angered them for 
  days, wearing them down with their 
  fell whispers and infecting them with 
  cackle fever, closing in with allies 
  when their enemies have begun to 
  succumb. 
  The body of a totemoq dissolves into 
  snow after death, but its mask-like skull 
  remains. Treasure hunters often mis-
  take these skulls for handcrafted masks 
  and buy and sell them as trinkets, and 
  this trade in their mortal remains is often 
  cited as the reason totemoqs are rarely 
  friendly with humanoids.
  Totemoq
  Tiny fey, chaotic neutral
  Armor Class 16 (natural)
  Hit Points 28 (8d4+8)
  Speed 0 ft.; Fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (-5)
  18 (+4)
  13 (+1)
  14 (+2)
  13 (+1)
  14 (+2)
  Damage Resistances Weapons that are not made of cold iron
  Damage Immunities cold
  Damage Vulnerabilities fire
  Senses darkvision 60 ft., passive Perception 11
  Languages Aklo, Auran, Common, Giant, Sylvan
  Challenge 3 (700xp)
  Innate Spellcasting. The totemoq may cast the following spells 
  without components. Its spell casting ability is Charisma, spell 
  attack bonus +4, spell DC 12.
  At-will: druidcraft, dissonant whispers, ghost sound, gust of wind, 
  mage hand, misty step, ray of frost, speak with animals
  3/day: conjure woodland creatures, sleet storm
  Stormchaser. The totemoq is unaffected by natural and magical 
  winds, as well as the effects of sleet storm, ice storm, and similar 
  spells involving winter weather.
  ACtions
  Multiattack. The totemoq may make to ray of frost attacks.
  Ray of Frost. ranged 120 ft., 1 target, +4 to hit, 1d8+2 (7) cold 
  damage and all of target’s speed ratings are reduced by 10 ft.
  Hibernal Sigh (Recharge 6). The totemoq exhales a cone of cold 
  and despair. Creatures in a 15 ft. cone must succeed on a DC 12 
  Dexterity save or take 2d6 (7) cold damage. A failed save also 
  requires the target to make a DC 12 Constitution save after 
  their next full rest. On a failed save, the target contracts blinding 
  sickness.
  Fell Whispers. All creatures within 30 ft. of the totemoq must 
  succeed on a DC 12 Wisdom save or be haunted by ghostly 
  whispers. The haunted target reduces all ability checks by 1d4. 
  The haunting continues until the target rests for 1 hour or a 
  remove curse, dispel good and evil, or similar spell is cast on the 
  target. Once a creature is affected by fell whispers or makes a 
  successful save, they may not be affected again until they’ve 
  rested for 24 hours.
  
  20 20
  Ugrohter
  Propping itself upon what appears to be a giant scalpel 
  leans a cadaverous pixie-like creature with greenish decaying 
  flesh crawling with maggots. Despite a wicked grin, its grey 
  eyes lie sunken and dead in its withered skull. 
  Ugrohters are undead fey whose accursed 
  souls become trapped upon the Material Plane. 
  Exceedingly malicious, they delight in playing 
  brutal and sadistic pranks that generally involve 
  mutilating people or other fey. Every ugrohter 
  carries a sack filled with dozens of long needles 
  that the creatures carve from thorns or bones. 
  They use their needles to tack their victims 
  down by the skin before they begin their tor-
  tures. 
  Twisted Sadists. Ugrohters trace their ori-
  gins to the bands of psychotic pixies that in lost 
  eons allied themselves with Kryonis-Athym, a 
  rebellious fey overlord whose radical propos-
  als included bonding with humans in order to 
  expand Otherworld’s influence on the mortal 
  planes. In the end, the lords of Otherworld sid-
  ed against Kryonis, cast him out of Otherworld 
  and then slew him. The severing of this bond 
  caused those of his followers who had already 
  taken up residence on the Material Plane to 
  die. These unfortunate fey then rose from the 
  dead, gruesomely transformed into ugrohters. 
  As a result, these tortured fey creatures 
  turned violent and sadistic. Unable to feel 
  physical pain, ugrohters believe that through 
  pain they might reconnect them selves with the 
  natural world from which they have been cut 
  off. As such they seek to collect the pain and 
  suffering in order to restore their master and in 
  so doing this resurrect themselves. 
  Reapers of Pain. The ugrohters extract and 
  store memories of death, dying, and torment 
  and channel these memories creating store-
  houses of agony. Though they perceive pain 
  as a human element, they also believe that sin 
  caused their own anguished damnation. Still, 
  they don’t want to undo sin as much as they 
  want to break it; an act they believe they can 
  accomplish by the imposing extreme and pain-
  ful suffering. Lastly, they use the screams of 
  their victims to proudly measure the violence 
  and sadism of their gristly and torturous ex-
  periments. 
  Ugrohters hunt prey using their enspelled 
  needles to disable their enemies, either by 
  hurling them or shooting them with blowguns. 
  They typically carry several dozen needles 
  in leather sacks stitched together from the 
  skinned faces of their victims. Next, they use 
  giant wooden mallets to hammer more needles 
  into their disabled targets, securely pinning 
  their flesh to nearby objects before slicing 
  these unfortunates to ribbons with their 
  great scalpels. 
  Undead Traits. An ugrohter doesn’t 
  require air, food, drink, or sleep.
  
  21
  21
  Ugrohter
  Small undead, chaotic evil
  Armor Class 15 (natural)
  Hit Points 36 (8d6+8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  19 (+4)
  13 (+1)
  15 (+2)
  12 (+1)
  13 (+1)
  Skills Stealth +10
  Damage Resistances weapons not made of cold iron
  Damage Immunities poison
  Condition Immunities exhaustion, paralyzed, poison
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Sylvan
  Challenge 5 (1,800xp)
  Innate Spellcasting. The ugrohter may cast the following spells without 
  components. Its spell casting ability is Intelligence, spell attack bonus 
  +5, spell DC 13.
  At-will: bane, chill touch
  3/day: contagion, hold person
  1/day: blindness/deafness
  ACtions
  Scalpel. melee 5 ft., 1 target, +7 to hit, 1d8+4 (9) slashing damage.
  Enspelled Needle. melee 5 ft. or ranged 20 ft./60 ft., one target, +7 
  to hit, 1d4+4 (7) piercing damage, plus the target must succeed on a 
  DC 13 Wisdom save or become cursed. Roll 1d6 to determine which 
  ability score is affected (1 = Strength, 2 = Dexterity, 3 = Constitution, 
  4 = Intelligence, 5 = Wisdom, 6 = Charisma). The target makes checks 
  with the affected ability at disadvantage for 1 hour. A creature cursed 
  by one or more enspelled needles takes an additional 1d6 necrotic 
  damage from attacks. The condition may be removed before the hour 
  elapses by a remove curse, dispel good and evil, or similar effect.
  
  22 22
  Barrow Wight
  This deathless warrior stands arrayed in the faded finery 
  of a darkling prince of old, eyes lambent with hate in the 
  shadows of its great helm. It brandishes a wickedly curved 
  blade in a practiced battle stance, while an occasional rat-
  tling breath escapes its lungs in shuddering memory of life 
  now corrupted, a misty exhalation bearing only the chill and 
  stink of the grave. 
  Forlorn and fearsome, barrow wights were once 
  warlords or princes of old. While some few came 
  to their current state by the powerful curse of a 
  darkling power, most earned an eternity of unlife 
  through their own dire and dreadful predations, 
  whether in war and conquest or in the oppression 
  and exploitation of their own people.
  Immortal Greed. Barrow wights are usually 
  sealed in death within ancient burial grounds, in 
  grand cairns and mausoleums meant as both me-
  morial and remonstrance for future generations of 
  the exploits and final fate of tyrants. Arising into 
  unlife, some barrow wights harbor no grandiose 
  ambitions, preferring to simply lie forever in dark 
  repose upon their funerary biers, surrounded by 
  the treasures carried with them into the afterlife. 
  Despite their seeming quiescence, however, their 
  undead spirit loses none of its potency, and the 
  power of its avarice infuses its resting place as it 
  jealously tallies and catalogues every relic of its 
  former glory, ready to unleash hell itself upon any 
  with the effrontery to rob them. 
  Reign of Death. Most barrow wights, however, 
  seek to establish kingdoms of the dead (or rarely 
  of the living), that they may continue their reign 
  in death as in life, sitting enthroned as a lord of 
  old upon thrones hewn from the very living rock. 
  While greed runs deeply in the cold heart of a 
  barrow wight, it is not only avarice but a thirst for 
  power and authority that drives them into their 
  restless undead state. They crave obeisance and 
  honors from others, be they mindless corpses, 
  undead spawn, or cowed living minion.
  Undead Traits. A barrow wight doesn’t require 
  air, food, drink, or sleep.
  a Barrow wight’s Lair
  The bleak moods of a barrow wight influ-
  ence the natural world around its barrow as 
  well, allowing them to maintain a rather dismal 
  demesne if they so choose. Cannier barrow 
  wights, however, create pleasant conditions 
  to lure the unwary into their domain, before 
  a sudden change in the weather swathes their 
  land in chill winds, clinging fogs, or driving 
  rain. Lost and terrified victims seeking shelter 
  may be taken captive, spirited away beneath 
  the hills and cairns and turned into living 
  dead bound to the wight’s will. Barrow wights 
  sometimes release their captives after a dream-
  haunted slumber, imparting a bit of their 
  deathless shadow into the target’s heart, soul, 
  and mind and corrupting their thoughts and 
  dreams from afar. These unfortunates become 
  the barrow wight’s unwitting pawns in under-
  mining its enemies in the waking world or just 
  in sowing misery and despair. Perhaps cruelest 
  of all are those the barrow wight turns loose 
  after their capture, allowing them to hope for 
  rescue or escape from their living nightmare 
  if only they could find their way out of the 
  wight’s necropolis, but the twisted enchant-
  ments laid on the wight’s barrow subtly steer 
  disoriented victims right back into the dread 
  creature’s clutches. 
  Lair Actions
  The barrow wight may take a lair action to 
  cause one of the following effects on Initiative 
  count 20 (losing ties).
  • The barrow wight creates fog as though 
  it had cast the fog cloud spell. The fog lasts 
  until the end of initiative count 20 on the 
  next round.
  • The barrow wight animates the spirits of 
  the former servants buried with it. The spir-
  its attack one creature that the barrow wight 
  can see within 60 feet. The target must make  
  DC 17 Constitution save against the attack. 
  On a failed save, the target takes 6d6 (21) 
  necrotic damage and is weakened. Weakened 
  
  23
  23
  Barrow Wight
  Medium undead, lawful evil
  Armor Class 19 (plate, shield)
  Hit Points 133 (14d8+70)
  Speed 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  13 (+1)
  20 (+5)
  13 (+1)
  17 (+3)
  20 (+5)
  Damage Resistances weapons that are neither magical nor silver.
  Damage Immunities cold, necrotic, poison
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poison
  Senses blindsight 30 ft., darkvision 60 ft., passive Perception 13
  Languages Common, Dwarven
  Challenge 11 (7,200xp)
  Dream Haunting. The barrow wight may cast scrying on any creature currently affected by its nightmare touch 
  without the use of components. It may also inflict horrifying nightmares on the subject, forcing the target to 
  succeed on a DC 17 Wisdom save or take 3d6 psychic damage after it completes a full rest.
  Innate Spellcasting. The barrow wight may cast the following spells without components. Its spell casting ability 
  is Charisma, spell attack bonus +9, spell DC 17.
  3/day: fear, gaseous form, sleep
  1/day: animate dead, call lightning
  Magic Resistance. The barrow wight makes saving throws against spells and magical affects with advantage.
  ACtions
  Multiattack. The barrow wight may make two falchion attacks, or one falchion and one nightmare touch attack
  Falchion. melee 5 ft., 1 target, +10 to hit, 1d10+7 (13) slashing damage, plus 2d8 (9) necrotic damage.
  Nightmare Touch. melee 5 ft., 1 target, +9 to hit, 1d6+5 (9) necrotic damage and the target must make a DC 17 
  Charisma save. On a failed save, the target’s hit point maximum is reduced by the damage taken and the target 
  is haunted by horrifying nightmares. While affected, the target gains no benefit from a full rest. Targets affected 
  by nightmare touch may repeat the saving throw at the end of a full rest to remove the effects. Greater restora-
  tion, dispel good and evil, or remove curse will also end the effects.
  On a successful save, a creature is immune to the nightmare effects of nightmare touch for 24 hours, but not the 
  reduction of hit point maximum. A humanoid whose hit point maximum is reduced to 0 by this attack becomes 
  a normal wight at the next sunset under the control of the barrow wight. The barrow wight may not have more 
  than six wights under its control at a time. 
  
  24 24
  targets make Strength and Dexterity checks 
  and saving throws at disadvantage until the 
  end of initiative count 20 on the next round. 
  A successful save reduces the damage to half 
  (10) and prevents the weakening.
  • The barrow wight knows the exact location 
  of any creature within 6-miles of its bar-
  row that is carrying an item stolen from the 
  wight. 
  Regional Effects
  The region around the barrow wights lair is 
  subject to the emotional whims of the creature, 
  creating the following effects:
  • The barrow wight can alter the weather 
  within 6-miles of its barrow. This effect is 
  identical to the control weather spell.
  • The barrow wight can pierce the veil be-
  tween the Material plane and the Ethereal 
  within 6-miles of its barrow, causing vi-
  sions of dead spirits to appear in the region. 
  These spirits are typically mindless husks 
  posing no physical threat to Material world, 
  but a creature encountering one or more of 
  these spirits makes saves against fear effects 
  at disadvantage while in the region.
  • The barrow wight can alter the appearance 
  of the terrain within a 6-mile radius cen-
  tered on its barrow. This effect is identical 
  to the hallucinatory terrain spell.
  
  25
  25
  Boreal Wight
  This withered corpse is little more than a ragged skeleton 
  grown through with thorn-vines and creepers, encrusted in 
  mossy soil, shards of bone and horn, and wet clumps of ever-
  green needles. The fell light in its eyes, however, speaks of a 
  burning hatred for the living as it creeps stealthily into view. 
  Boreal wights are the restless dead left unbur-
  ied in the evergreen forests of the north. Like 
  common wights, they possess a twisted and 
  malevolent countenance, still vaguely recogniz-
  able to those who knew them in life but with 
  leathery and desiccated flesh and eyes that burn 
  with hate for those who yet live. They seek to 
  share their undying pain with any living hu-
  manoid creatures they meet, filling the forests 
  with victims who like themselves. 
  Natural Embrace. Unlike common wights, 
  the undead flesh of boreal wights bonds in a 
  strange way with the needle-strewn forest floor 
  where their unburied remains are left to rot and 
  corrupt. The tattered and shriveled remnants 
  of their flesh and garments alike are stained 
  brown and deep green, with bits of earth, jag-
  ged stone fragments, gnarled roots, and fallen 
  evergreen needles clinging to them and knit-
  ting together into razor-edged vines 
  threaded around and through 
  the wight’s flesh. 
  Vengeance on the Living. While boreal 
  wights remember few details of their time 
  among the living, they faintly recall their 
  former habits as well as those things they can 
  no longer enjoy. Their great bitterness at be-
  ing left to die alone in the wild, far from those 
  Boreal disease 
  Boreal disease is an undead parasitic fungal in-
  fection that infects the bloodstream of its victims 
  causing weakness, fatigue, and even death. 8 hours 
  after contracting the disease, the creature’s speed 
  is halved and they make Strength and Constitu-
  tion checks at disadvantage. Every 24 hours after 
  the first effects take hold, the victim must succeed 
  at an another DC 14 Constitution save or have 
  their hit point maximum reduced by 1d10 (6).
  Boreal disease may be removed by a lesser 
  restoration, heal, or similar magic. Alternately, 
  the disease can be cured by the use of a rare herb 
  called corpse-lily that grows on the bodies of 
  some undead creatures (including boreal wights). 
  Once acquired, a character with proficiency in 
  herbalism and access to appropriate tools may 
  take an hour to prepare packets of a curative tea. 
  When drunk before a full rest, the tea grants 
  advantage on saving throws against the disease. 
  After three successful saving throws made with 
  the assistance of corpse-lily, the effects of the 
  disease are removed.
  
  26 26
  Boreal Wight
  Medium undead, neutral evil
  Armor Class 14 (natural)
  Hit Points 39 (6d8+12)
  Speed 30 ft., burrow 5 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  14 (+2)
  10 (+0)
  11 (+0)
  14 (+2)
  Skills Stealth +5
  Damage Resistances non-magical weapons
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poison
  Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 10
  Languages Common
  Challenge 4 (1,100xp)
  Create Boreal Spawn. A humanoid killed by a boreal wight that is either restrained by its thornbind ability or 
  buried in the earth rises as a boreal spawn after 1 minute. Corpses freed from the thornbind or removed from the 
  earth before 1 minute are spared the transformation. Boreal spawn are under the control of the boreal wight that 
  created them and have the same traits, though they take a 1d4 penalty to all attack rolls, ability checks, and sav-
  ing throws. If their creator is destroyed, boreal spawn become independent and free boreal wights. A boreal wight 
  may only have 4 boreal spawn under its control at a time. 
  Plant Traits. A boreal wight is susceptible to affects that target plant creatures, though it gains advantage on saving 
  throws against such effects.
  Rooting. As a bonus action the boreal wight may either root itself into the ground, or stop being rooted. While 
  rooted, the boreal wight’s speed is reduced to 0, gains advantage on checks to resist being shoved, and regains 3 
  hit points at the beginning of each of its rounds. 
  Thorny Hide. Any creature that grapples or deals damage to the boreal wight with an unarmed attack takes 1d4 
  (3) piercing damage and must make a DC 14 Constitution save or contract boreal disease. 
  Thornbind. Whenever the boreal wight successfully hits a target with two claw attacks in the same round it may 
  force the target to make a DC 14 Strength save or become restrained. While restrained, the target takes 1d4 
  (3) piercing damage at the beginning of its turn. The target or an adjacent ally may use an action to attempt a 
  Strength check (DC 14) to end the condition.
  ACtions
  Multiattack. The boreal wight may make two claw attacks.
  Claws. melee 5 ft., 1 target, +3 to hit, 2d6+1 (8) slashing damage, and the target must make a DC 14 Constitution 
  save or contract boreal disease. 
  Needlestorm (Recharge 5-6). A boreal wight can release a flurry of needles, thorns, jagged stones, and detritus 
  from the forest floor in either a 15-foot cone or 15 foot radius centered on the wight. Creatures in the area take 
  2d4 (5) piercing damage and must succeed on a DC 14 Dexterity save or become blinded until the beginning of 
  the boreal wight’s next turn. 
  comforts of home and family and companion-
  ship, drives them to fits of malicious hatred 
  interspersed with long weeks of brooding in 
  despair. These pained reveries are often inter-
  rupted only by the advent of new prey to be 
  had, shaking them out of their doldrums and 
  inciting a new rash of violence. Once a boreal 
  wight has taken a victim, ideally having made 
  it his undead slave-spawn, he tracks his tar-
  get back from whence he came and unleash a 
  reign of terror upon his spawn’s former home. 
  This serves in part to garner new spawn, but 
  its greater importance to the boreal wight is to 
  show his new spawn the depths of true suffer-
  ing to match or exceed his own. 
  Undead Traits. A boreal wight doesn’t re-
  quire air, food, drink, or sleep.
  
  27
  27
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Beasts of Legend: Coldwood Codex (5E) © 2015, Legendary Games; 
  Author Tim Hitchcock, Jason Nelson, and Rich Howard.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; 
  Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, 
  Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, 
  Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua 
  J. Frost, James Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. 
  Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; 
  Author: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor.
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  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, 
  Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland,
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
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  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
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  Publishing, LLC; Lead Designer: Jason Bulmahn; Design Team: Stephen 
  Radney-MacFarland and Sean K Reynolds; Authors: Dennis Baker, Jesse 
  Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. 
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  Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
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  Ultimate Rulership © 2013, Legendary Games. Author: Jason Nelson. 
  
  28 28
  Amadan
  
  29
  29
  Bokereyder
  
  30 30
  Chernobog
  
  31
  31
  Faleich-Wyrm
  
  32 32
  Naekk
  
  33
  33
  Slough
  
  34 34
  Totemoq
  
  35
  35
  Ugrohter
  
  36 36
  Barrow Wight
  
  37
  37
  Boreal Wight
  
  38 38
  Foldable Paper Miniatures
  
  39
  39
  
  40 40
  
  41
  41
  
  42 42
  Beasts of Legend: 
  Coldwood Codex
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Monster books/Beasts of Legend - Coldwood Codex.pdf