TEXT: 1
  Anne Gregersen   |
  SIR ALKIAN’S GUIDE TO
  SURVIVING THE
  APOCALYPSE
  Anne GreGersen
  Rules and guidelines to survive in an apocalyptic 
  version of 5th Edition Dungeons & Dragons
  
  This book is dedicated to my family and 
  friends, people whose continuous support 
  motivate me to keep making weird stuff
  Also, I need them in order to survive the 
  oncoming apocalypse, as I would most 
  definitely be the first one to die otherwise
  SIR ALKIAN’S GUIDE TO
  SURVIVING THE
  APOCALYPSE
  Legal: DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, 
  the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used 
  with permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by Anne Gregersen and published under the 
  Community Content Agreement for Dungeon Masters Guild.
  
  3
  Anne Gregersen   |
  CREDITS
  Lead Designer: Anne Gregersen
  Layout and Writing: Anne Gregersen
  Playtesters: Abigail Peryn, Adam Robertson, 
  Adam Scott, Anne Gregersen, Colin Huff, 
  Daniel Nielsen, Dries ‘Zephyr’ Hermans, 
  Jesper Frandsen, Liam White, Lotta 
  ‘Loscaris’ Ignatius, Louis Flindt Rask, Louisa 
  Smithing, Oskar Sandkvist, Sindre Urvold, 
  and all the members of the Aarhus University 
  RPG club who are never afraid to tell me 
  when my stuff sucks. 
  Cover Illustrator: solar22 
  Interior Art - Via Shutterstock: Alex Tooth, 
  Bourbon-88, camilkuo, Digital Storm, 
  DomCritelli, KeremGogus, Kiselev Andrey 
  Valerevich, Lightspring, Liu zishan, Naeblyss, 
  NextMars, solar22, Svetlanamiku, Timur 
  Hussainov, Tithi Laudthong, Vadim Sadovski, 
  and Yuri Hill
  Interior Art - Public Domain: Arnold Böcklin, 
  Caspar David Friedrich, Eastman Johnson, 
  Francisco de Goya, Frederick Catherwood, 
  George Morland, Gustave Doré, Ivan 
  Ajvazovskij, J. C. Dahl,  Johannes Jelgerhuis, 
  John Martin, Karl Friedrich Lessing, Knud 
  Baade, Thomas Cole, Viktor Vatnetsov, and 
  William Turner
  Interior Art - Others: Aaron Lee 
  (DriveThruRPG), Grzegorz Pedrycz 
  (DriveThruRPG), Serendigity (Flickr), and 
  the DMsGuild Creator Resource (Courtesy of 
  Wizards of the Coast)
  Fonts: Nerfect Type Laboratories 
  (Heavyweight)
  NB: Any used pictures, images, and artwork 
  in this document that are not self-created are 
  allowed to be used in commercial products. If 
  this should change, the images in question will 
  be removed and replaced. 
  BIBLIOGRAPHY
  These are some of the works that inspired the 
  creation of this document.
  Anonymous. Holy Bible: King James Version, 
  2008.  
  Bakos, Jason and Themis Paraskevas. The 
  Malady Codex: The Guide to Diseases. 2018.
  Bane, Theresa. Encyclopedia of Vampire 
  Mythology. 2010. 
  Bradbury, Ray. There Will Come Soft Rains. 
  1950.  
  Brăilean, Tiberiu. Archetype of the Apocalypse. 
  2013. 
  Brooks, Max. World War Z. 2006. 
  Brooks, Max. Zombie Survival Guide. 2003.
  Bourassa, Chris. Darkest Dungeon. 2016. 
  de Jonge, Mathijs. Horizon Zero Dawn. 2017.
  Druckmann, Neil and Bruce Straley. The Last 
  of Us. 2013.  
  Ellison, Harlan. I Have No Mouth and I Must 
  Scream. 1967.
  Gregersen, Anne. Aaralyn’s Stolen Notes to 
  Velea, 2018. 
  Harris, Charlaine. Dead Until Dark, 2001. 
  HBO, Westworld, 2016-2018. 
  Howey, Hugh. Wool. 2011. 
  Kirkman, Robert. The Walking Dead. 2016-
  2019. 
  Lob, Jacques. Snowpiercer: The Escape. 2014. 
  Martin, George R. R. A Song of Ice and Fire. 
  1996-2011. 
  Matheson, Richard. I Am Legend, 2011. 
  McCarthy, Cormac. The Road. 2006. 
  Miller, George. Mad Max: Fury Road. 2015. 
  Netflix. Kingdom. 2019. 
  Niles, Steve. 30 Days of Night, Vol. 1, 2007. 
  Perkins, Christopher. Curse of Strahd, 2016. 
  Portilla, Ignacio. Wilderness Survival Guide, 
  2017. 
  Reynolds, Kevin. Waterworld. 1995. 
  Swedenborg, Emanuel. Apocalypse Explained 
  and Other Works Vol. 6. 2009. 
  Sundberg, Minna. Stand Still Stay Silent. 
  2013-2019. 
  Wells, H.G. The War of the Worlds. 2002. 
  Yancey, Rick. The Monstrumologist. 2009-
  2013. 
  
  4
  |   Surviving the Apocalypse
  TABLE OF CONTENTS
  PArt 1
  ChAPter 1 - Adventurers in the APoCAlyPse
  Living in the Apocalypse 
  8
  Witnessing the End 
  8
  Born in the Apocalypse 
  10
  The Localized Apocalypse 
  12
  ChAPter 2 - CreAtinG An APoCAlyPse
  What Makes an Apocalypse? 
  15
  Causes 
  15
  People and Settlements 
  16
  Infection 
  18
  Threats 
  19
  Monsters 
  19
  The Horde 
  20
  The Rapture 
  26
  The Visit 
  29
  The Frost 
  33
  The Inferno 
  38
  The Growth 
  43
  The Titans 
  48
  The Machines 
  50
  The Flood 
  54
  The Night 
  57
  PArt 2
  ChAPter 3 - APoCAlyPtiC soCiety
  Settlements and Townships 
  66
  Settlement Sizes  
  66
  Township Governance 
  67
  ChAPter 4 - oPtionAl rules
  Minor Rules 
  70
  Apocalyptic Horrors 
  71
  Currencies  
  71
  Dehydration and Starvation 
  72
  Encumbrance  
  73
  Equipment Quality and Rarity 
  74
  Hero Points 
  75
  Less Magic 
  75
  Long and Short Rests 
  76
  Guns and Morality 
  77
  Scavenging 
  78
  Sign Language 
  84
  Stress and Trauma 
  84
  PArt 3
  ChAPter 5 - rACes
  Fey’ri 
  91
  Husk 
  93
  Voidalka 
  95
  ChAPter 6 - ClAsses
  Barbarian 
  99
  Path of the Psycho 
  100
  Cleric 
  101
  Plague Domain 
  101
  Druid 
  103
  Circle of Embers 
  104
  Rogue 
  105
  Enhancer 
  106
  Sorcerer 
  108
  Cursed Bloodline 
  108
  ChAPter 7 - BACkGrounds
  Revised Backgrounds 
  110
  New Backgrounds 
  113
  Afflicted  
  113
  Cultist 
  114
  Doctor  
  116
  Raider 
  117
  Runner 
  118
  Scavenger  
  119
  PArt 4
  ChAPter 8 - Monsters
  The Four Horsemen 
  122
  Conquest 
  123
  War 
  123
  Famine 
  124
  Death 
  124
  The Worldspine 
  131
  Vampires 
  133
  Bruxa 
  133
  Feral 
  133
  Nosferat  
  133
  Ohyn 
  134
  Vanpir 
  134
  
  Anne Gregersen   |
  PREFACE
  To whoever finds this journal...
  If you are reading these words, I am 
  afraid my mission has been unsuccessful. I, 
  Sir Alkian Bowguard, sworn shield of the 
  Lady of Light and knight of her holy order, 
  have failed to uphold my vow to continue the 
  fight against the scourge of terror that grips 
  this land. I have perished. Now I shall have 
  my rest in the world beyond.
  Alas, none will be surprised at my failure. 
  I was called a madman for my beliefs. A 
  madman! Bah! They were not shy to tell me 
  only a crazy person would dare to fight alone 
  against the unholy forces that has claimed this 
  world. In that case I swear, on the honor 
  that is my order, I take pride in being called 
  deranged, foolish, even mad!
  Pardon my passions, dear reader. It has 
  been generations since the world last saw 
  any kind of noble civility, and I fear the poor 
  manners of the mob may have rubbed off on 
  me. I have spent the better part of my adult 
  years protecting a world desiring apparantly 
  nothing but its own demise. Doleful it is, to 
  have lost spirit when honor and glory awaits 
  any who dare seize it. 
  For as was my decree, I was to be 
  attentive in my fighting. Mark down the 
  weaknesses of my enemy, seek knowledge and 
  powers thought lost. I hope it finds better use 
  in your hands, dear reader, and I pray you 
  succeed where I have failed.
  Signed
  Sir Alkian Bowguard
  
  6
  |   Surviving the Apocalypse
  The sun sets over a barren landscape. The 
  wind is picking up, carrying a howling wave 
  of dust with it that whips against the ruins of 
  what was once a sprawling city. Figures move 
  around among the rubble. Some are animals, 
  scrounging for what little food that might be 
  left or on the hunt for small critters they can 
  eat. Some people can be seen too, settling in 
  for the evening. Some have gathered around 
  campfires. Others have pulled away, wanting to 
  spend the night in peace. 
  You cannot reason with the apocalypse. 
  Annihilation does not hold back and 
  destruction does not engage in civil discussion. 
  In some way or another, the world has ended. 
  The civilization that had sprawled to be 
  growing and healthy is gone. The peoples and 
  cultures and history have vanished. 
  Playing D&D in an apocalyptic setting 
  is not exactly an easy thing to accomplish. 
  Not because the adventurers might be 
  overwhelmed by the threats of the new world, 
  but rather because they are much too capable 
  of handling any danger thrown at them. With 
  magic and sorcery at their fingertips, a lot 
  of the elements that define the apocalyptic 
  survival genre is taken away. Scrounging for 
  food becomes irrelevant because of spells 
  that can create food. An approaching army of 
  undead becomes less of a threat after the cleric 
  presents their holy symbol, turning half of 
  the group to ash. Adventurers of D&D rely on 
  their powers to survive what the world throws 
  at them. They are self-sufficient, capable, and 
  strong. It’s no wonder that they are among the 
  last living people in the world. 
  Ever since I was a child, I have loved the 
  idea of characters constantly on the run from 
  danger, surviving and even thriving in a world 
  that is doing its best to bring them down. When 
  it comes to telling stories and playing games, 
  I have always enjoyed this survival aspect of 
  the process, and was disappointed that D&D 
  wasn’t able to offer this kind of experience to 
  me. 
  This book will provide a detailed guide on 
  how to run an apocalypse in a D&D 5e setting. 
  It is not a setting book, as it does not provide 
  a premade world for the players to explore. 
  Instead, it provides tools to shape the already 
  existing realms of D&D into an apocalyptic 
  wasteland. The first part will explain the nature 
  of an apocalypse. How laws and lives change 
  in response to total world destruction. It will 
  also provide examples of premade apocalypses 
  to draw inspiration from, either to create your 
  own or to insert into your own campaign. 
  In the second part, the focus shifts to the 
  people living in the apocalypse. This section 
  will introduce mechanics that can be inserted 
  into the game to make the hardships and 
  survival elements of the apocalypse more 
  involved in the how the players move and act 
  in the world. Mechanics for scavenging, altered 
  rests, trauma, and other optional rules can be 
  found here. 
  The third part will hone in on the players, 
  providing them with multiple options for 
  creating a character who were born and 
  raised in the apocalypse. This includes player 
  subclasses and backgrounds, as well as player 
  races with thematic ties to some of the pre-
  written apocalyptic scenarios. 
  A lot of the content within this book is tied 
  directly to the theme of the world coming to 
  an end. However, many of the mechanics and 
  player options can easily be lifted into any 
  other setting to be utilized outside the intended 
  boundaries of the apocalypse. 
  Not everyone can survive the harshness of 
  the new world. Not everyone has the mental 
  fortitude to power through the trials and 
  dangers the apocalypse has faced them with. 
  Luck is needed just as much as skill in this 
  destroyed world, and trust in your fellows is 
  more valuable than even the sharpest of blades.
  Best of luck out there. And watch yourselves, 
  adventurers. 
  — Anne Gregersen, fellow survivor
  INTRODUCTION
  
  7
  Anne Gregersen   |
  Part 1
  When the World 
  has ended
  
  8
  |   Surviving the Apocalypse
  T
  he world has come to an end. The 
  cities and societies that were the 
  foundation of the world as we knew it, 
  are gone. The kings and queens, the 
  guards and lawmen, the politicians 
  and magicians. All have been lost to the fall 
  of civilization. We, the survivors, are all that 
  remain. So what do we do now?
  This section of the document is all about 
  creating an apocalypse. It will look into the 
  nature of different people in response to 
  catastrophe, as well as offer templates of 
  different kinds of apocalypses you can drag into 
  your own adventure or setting. 
  LIVING IN THE 
  APOCALYPSE
  We’re all just trying to make it through to see 
  another sunrise. Kindness and honor are 
  values lost in the battle for survival.
  — Naigar Ollisios, raiding captain and criminal 
  One of the first things you have to consider 
  when tailoring your apocalypse is when it 
  actually took place. How a character behaves 
  can be vary wildly depending on if the 
  apocalypse happened centuries ago or if it was 
  an event that shook the world just a month 
  past. 
  WitnessinG the end
  Those who lived to see the world come to an 
  end will be able to remember how the world 
  was before. They can remember the structure 
  of society, for good or bad, and people will 
  most likely be trying to emulate how things 
  used to be instead of accepting that the world 
  has drastically changed. The rulers of the 
  old world will want to cling onto their power 
  and keep everything relatively the same, or at 
  least try to. This time is a time of stress, strife, 
  and stupidity, as people have not yet accepted 
  the new laws of the world and will suffer 
  tremendously as a result. 
  Death and violence becomes prominent as 
  the thugs of the world rise to take advantage of 
  the newly created chaos. Society and law will 
  fall apart and crime will rise to uncontrollable 
  levels as the laws of the previous world are lost. 
  In the first few months after an apocalypse, 
  some people will try to join together in groups, 
  believing their chances of survival would be 
  greater if they stuck together. This situation 
  could work out for the better. Under a strong, 
  capable leader and with a little luck thrown 
  in for good measure, the group might survive 
  beyond the first waves of chaos and prosper 
  into a strong settlement. The alternative, 
  and much more likely, scenario is that the 
  settlement will collapse within the first few 
  weeks of its creation. Be it either due to 
  infighting, an oncoming horde of monsters, an 
  attack from an opposing group of survivors, or 
  a series of unlucky, unfortunate events, many 
  of the settlements created immediately after 
  the apocalypse will likely not survive, simply 
  because their occupants know so little about 
  the destructive events happening around them. 
  A neW World order
  The greatest threat to any group of survivors 
  during these first waves of destruction is the 
  lack of information they have about what 
  is happening in the world. Most people 
  knew and understood the rules of the world 
  prior to the apocalypse and could move 
  around, comfortably knowing their place in 
  society. That is no longer the case. With the 
  apocalypse, some jobs and skills have become 
  obsolete while others have become critical to 
  CHAPTER 1 - ADVENTURERS IN 
  THE APOCALYPSE
  
  9
  Anne Gregersen   |
  surviving. Painters and musicians who could 
  make their living displaying wonderful pieces 
  of art will probably have a much harder time 
  surviving the new dangers of the world than a 
  mercenary or hunter would. 
  This type of apocalypse can offer great 
  venues of storytelling. With the end of the 
  world so recent, people still have clear 
  memories of what life was like before and 
  most will wish to return to that life. Setting 
  out on an adventure to find the cause of the 
  apocalypse and perhaps bring it to a definitive 
  end is a worthwhile endeavor that most people 
  would want to see completed. In a world where 
  civilization is a thing only present in faint 
  memory, this sort of adventure would be met 
  with a scoff and little else in way of support. 
  However, as a response to a recent world-
  ending calamity, adventurers willing to set 
  out in search for a solution would be treated 
  as heroes by the common populace for their 
  bravery. 
  FAll oF CivilizAtion
  When the apocalypse hit, the major cities of 
  the world are always the places that are hit 
  the hardest. The amount of people gathered in 
  one place means outbreaks can move through 
  the population like wildfire. As is often the 
  case with waves of infection or an approaching 
  horde of undead, large groups make big 
  targets and can easily snowball something 
  maintainable into an epidemic. 
  Immediately following the dawn of the 
  apocalypse, the major cities will be so full of 
  danger that it is pretty much impossible to 
  venture into them without a serious risk of 
  injury or death. Living in the cities is incredibly 
  dangerous and most people avoid it at all 
  costs, opting instead to leave the remnants 
  of civilization behind and venture into the 
  wilderness where the apocalypse has not yet 
  left as deep of a mark on the world. 
  Cities can still be very useful in this 
  situation, however. Because of the mass 
  exodus happening from the major townships 
  at the start of an apocalypse, many valuable 
  resources can still be found within the city 
  walls. Brave survivors and adventurers can 
  
  10
  |   Surviving the Apocalypse
  travel into the infested streets of a previous 
  thriving metropolis to retrieve valuable 
  equipment, such as tools, magic items, 
  weapons, and armor. 
  The best equipment has most likely been 
  left behind in these cities by the artisans who 
  created them. The best artisans tend to set 
  up shop in major cities, as this is where they 
  can find the most customers and earn the 
  most revenue. As a result, most great artisans 
  were in the center of the apocalypse when it 
  happened and most likely fell victim to it very 
  early on, leaving their best wares behind to 
  gather dust in an abandoned store. 
  reAsons For Adventure
  When facing the potential loss of the known 
  world, unique avenues of adventure might 
  present itself if the adventurers in question are 
  brave enough to explore them. 
  Build a Community. Gathering people 
  together in a place where they can be safe and 
  protected against the dangers of the world 
  is a worthy endeavor to pursue. Building 
  and maintaining a large group of people in 
  the apocalypse is not easy and it requires 
  focus to properly make it a reality. Building a 
  community in the face of an apocalypse needs 
  strong, brave leaders, as well as defenses and 
  artisans to make life worth living in response to 
  destruction. 
  Collect History. In the battle for survival, 
  the importance of saving history and ancient 
  relics can become lost. To many, the fight for 
  survival takes all focus and little care is taken 
  to protect the artifacts of religious and historic 
  importance gathered by the people throughout 
  the ages. Some adventurers will heed the call 
  to protect these facets of society, traveling deep 
  behind enemy lines to retrieve information 
  thought lost in the chaos. 
  Save People. When chaos struck, many 
  undoubtedly got left behind. Some powerful 
  people will be stuck behind hordes of 
  advancing monsters or are trapped by 
  advancing storms of pestilence and disease. 
  Some of these people might hold answers as 
  to what caused the apocalypse, or maybe even 
  how to stop it from advancing even further. 
  Saving them and acquiring the information 
  they have can be a vital step to combatting the 
  end of the world. 
  Search for a Cure. Not all apocalypses 
  involve world ending destruction. Some instead 
  involve viral diseases sweeping the nations, 
  infecting those it encounters with rapid speed. 
  In such cases, finding a cure quickly becomes a 
  main priority. Helmed by powerful individuals 
  or groups, such as religions convents or 
  members of the nobility, a group of adventurers 
  might be employed to go search for this 
  potential cure in order to save what remains of 
  society.  
  Born in the APoCAlyPse
  Though the apocalypse might do its best to 
  extinguish all life until nothing living remains 
  in the world, chances are it will fail. People 
  are strong and resilient, and though many will 
  have died in the early stages of the apocalypse, 
  enough people were able to make it through 
  the first waves of destruction to successfully 
  bring new life into the world. 
  The children of the apocalypse will have 
  little understanding for the things that were, 
  mostly because they simply were not around 
  to witness them. They have no concept of 
  government or massive cities, just as they will 
  have no knowledge of a world without the daily 
  horrors of the apocalypse affecting their each 
  and every decision. The end of the world might 
  have happened to the generation before them, 
  meaning they grew up listening to stories about 
  how the world once was and dreaming that it 
  might one day return to that state. Alternatively, 
  they might be the youngest in a long line of 
  survivors going back enough generations that 
  the stories of the world prior to the apocalypse 
  has drifted from being history to being fairy 
  tales. 
  A fool’s errand it’s called when a 
  faithful servant travels into the land of 
  ungodliness to retrieve artifacts of his 
  faith. Such a fool am I apparently, but I 
  have been a fool for years and I shall 
  bear that title with pride. 
  
  11
  Anne Gregersen   |
  rAised in ChAos
  People raised in the mayhem and danger 
  caused by an apocalypse have grown up 
  witnessing several horrors and terrors before 
  they even became adults. Death, ruin, and 
  betrayal became aspects of life that everyone 
  grew at least somewhat familiar with early on, 
  as the dangers of the world meant that loss, of 
  some kind at least, was inevitable. 
  Having known nothing but danger and 
  hardships all their lives, most adventurers 
  who grew up in the apocalypse are hardened 
  survivors who know that their time in the world 
  is limited and that they are unlikely to die of 
  old age. They have seen friends and family be 
  killed or left behind because of small mistakes, 
  and know better than anyone how to move 
  around in this world torn apart by destruction. 
  sMAll toWnshiPs
  In response to total destruction, civilization 
  and the structure it was able to grant the world 
  crumbled to dust. Lawlessness and chaos 
  are more reliable ways of governance in the 
  apocalypse and it is seen in how settlements 
  expand, or rather how they don’t.
  Children of the apocalypse have never 
  experienced the bustling of great cities 
  and societies. At most, they grew up in a 
  well-fortified township of a few thousand 
  people at most, and that is an unlikely 
  scenario. Depending on how harsh the world 
  has become, many people choose to live 
  nomadically. By constantly wandering, they 
  are able to keep a safe distance to whatever 
  dangers the world throws at them and can 
  choose to rely only on their own intellect 
  instead of the frail security offered by city walls. 
  Likewise, the settlements that do exists are 
  most likely not very welcoming of newcomers. 
  Strangers, whether they are in need of 
  assistance or even offering it, are not welcome 
  to most closed settlements in the apocalypse, 
  leaving those raised in its chaos weary and 
  suspicious of the intentions of people they don’t 
  know. 
  reAsons For Adventure
  Adventurers are uniquely able to handle some 
  of the more dangerous parts of everyday life 
  that the apocalypse is able to offer. 
  Combat Danger. When societies and 
  settlements in the apocalypse are getting 
  overwhelmed by monsters or other dangerous 
  natural phenomena, adventurers can be 
  employed to rid the area of whatever it is that is 
  considered dangerous. It might be an outpost 
  
  12
  |   Surviving the Apocalypse
  that has been overrun by monsters, thereby 
  making travel to and from it impossible. Or it 
  might be a wish of expansion that is pushing a 
  settlement to get rid an area of danger if it lies 
  in close vicinity to their home. 
  End the Apocalypse. To those who grew 
  up in the apocalypse, the dangers and terrors 
  it brings has become a simple part of day-to-
  day life. Ending the apocalypse is considered 
  a fool’s errand by many, but among the races 
  that can live for many hundreds of years, such 
  as the elves and dwarves, stories of a world 
  devoid of this danger might have survived down 
  through the generations, including tales of how 
  the apocalypse can be ended. 
  Search for Lost History. When the world 
  ended, people fled the cities in mass. Multiple 
  castles, temples, and great structures stand 
  abandoned of life and are filled with treasure 
  and history just waiting to be claimed. Chances 
  are that most of the obvious locations have 
  already been looted long ago, so the few 
  buildings with treasure remaining lies far 
  behind enemy lines with many threats and 
  dangers standing between the motivated 
  adventurers and the loot they are seeking. 
  the loCAlized APoCAlyPse
  An apocalypse does not have to be world 
  consuming, at least not at first. Whereas 
  some world ending scenarios strike globally 
  and expand quickly, others are slow in their 
  progression. They start as minor tremors and 
  signs of danger, slowly building into scenarios 
  so powerful that they can wreak havoc all over 
  the world. This kind of apocalypse typically 
  originates in one area and then spreads 
  across land and ocean until it has consumed 
  everything in its path. 
  Stories will travel from the area first affected 
  by this apocalypse, turning into warnings and 
  rumors as they spread across the continent. 
  These stories will most likely be exaggerated 
  the further away from their source they come, 
  turning from accounts of strange, otherworldly 
  phenomena to tales of mythical creatures 
  threatening to tear the world asunder. On the 
  other hand, the stories of this world-ending 
  situation might be completely factual, but 
  brushed off as simple tales and gossip. If the 
  apocalypse is not taken seriously it is likely it 
  will soon become too expansive to control. 
  
  13
  Anne Gregersen   |
  The apocalypse can be tied to a specific 
  location, such as a country, town, or landmark, 
  where a supernatural event or some sort of 
  cosmic intervention instigated the chaos of the 
  apocalypse. The danger and chaos it brought 
  was devastating enough to force those who 
  lived in the area to flee, taking with them 
  warnings of the impending end of the world. 
  A localized apocalypse does not need to 
  have happened recently. It can have first 
  made its mark on the world several years ago, 
  becoming a natural, if not frightening, facet of 
  the environment. In this case, people who live 
  far from it are more likely to romanticize its 
  effects than those who have actually seen the 
  destruction it can cause. Likewise, travelers 
  will make the journey to see the destruction 
  at first hand, either to bring back stories of 
  its power or to confirm the rumors they have 
  already heard of the apocalypse. 
  Curious ruMors
  If they are not there to see the effects of the 
  apocalypse themselves, most people will 
  only hear of if through tales and stories told 
  by those who have witnessed its effects. The 
  seriousness of the situation might be alleviated 
  by these stories being treated more like rumors 
  than fact, or drive the local populace to panic if 
  told convincingly enough. 
  Those brave, or foolish, enough might 
  decide to find out the validity of these rumors 
  for themselves, traveling to the source of the 
  stories to see the effects of the apocalypse at 
  first hand. 
  seekinG sAnCtuAry
  The people who lived where the apocalypse 
  first appeared either quickly succumbed to its 
  power or tried to flee from it. In an attempt to 
  save themselves from destruction, they traveled 
  from their home to neighboring regions in 
  search of safety for themselves and their 
  families. 
  This sort of exodus is bound to garner 
  attention from the powers on high, who might 
  be more or less positively inclined towards 
  the new people suddenly appearing at their 
  borders. The fleeing people bring with them 
  stories of the apocalypse, stories which will 
  begin to seed fear and worry in the people who 
  hear them. Other people who have not seen 
  the effects of the apocalypse might choose to 
  join the people fleeing from the destruction, 
  spawning caravans of people fleeing an 
  apocalypse they have only heard stories of. 
  Alternatively, those guarding the borders of 
  a county or nation will be unwilling to let the 
  survivors of the calamity pass through. They do 
  this because they believe that to protect the rest 
  of the world from the advancing destruction, 
  quarantine and lockdowns are the only ways 
  they can guarantee the safety of their charges. 
  Those who choose to stay behind are 
  unwilling to believe in the rumors brought 
  to them by strangers, or they were forced to 
  remain in the dangerous area by forces outside 
  of their control. These people will most likely 
  
  14
  |   Surviving the Apocalypse
  soon get to experience the destructive effects 
  of the apocalypse as it begins to engulf the area 
  they once believed was a place of safety. 
  reAsons For Adventure
  The rumors of strange happenings and 
  dangerous creatures is enough for most 
  people to turn the opposite direction. However, 
  adventurers are not most people and are 
  hungry for unsolved mysteries to solve. 
  Find the Cause. Though many people are 
  able to say where the apocalypse is happening, 
  less people are able to explain why it is 
  happening. In many cases, the immediate 
  danger felt when facing the apocalypse didn’t 
  allow the people who first came into contact 
  with it to do much other than flee. Finding out 
  what exactly happened to cause the destruction 
  is vital to figuring out how to stop it from 
  spreading. 
  Hold the Line. The apocalypse might have 
  spread too far too fast, picking at the borders of 
  several nations and threatening to engulf major 
  cities and landmarks. In this case, soldiers and 
  warriors are employed at the chaos border 
  created by this destruction, warriors whose 
  job it is to beat back the advancing threats 
  and hold the line until the apocalypse can be 
  stopped. 
  Scavenge for Loot. Those who fled the 
  apocalypse left a lot of their belongings behind. 
  Homes and keeps stand empty of life, and 
  are ripe for the pickings for those willing to 
  brave the dangerous creatures roaming the 
  area, as well as the devastating effects of the 
  apocalypse. 
  No one asks for destruction, of course not. That 
  would be a mad thing to do. Some just seem to be 
  more naturally inclined towards surviving its effects, 
  according to my observations. Dwarves, for instance, 
  are hardy and strong, capable of surviving all manners 
  of infections and injuries. Humans, such as myself, are 
  less fortunate in this regard. We must rely on our 
  ingenuity and smarts to survive, unlike some of the 
  more physically apt races.
  Some people become angry when I say that, and I do 
  not understand why. 
  
  15
  Anne Gregersen   |
  A
  n apocalypse can mean many 
  different things. An epidemic of 
  rampant disease leaving cities and 
  homes void of life. A shambling 
  group of undead advancing on an 
  unprotected settlement. An unexpected visit 
  from creatures that exist beyond the borders 
  of our reality. The world’s end can come from 
  many different sources, surprising those who 
  believed the world was safe to live in. 
  This chapter will offer different kinds of 
  apocalyptic scenarios that you can add to your 
  setting, or you can be inspired by to create 
  your own stories and campaigns. These pre-
  written apocalypses are merely suggestions 
  as to how to handle different kinds of world 
  ending scenarios and can be altered to fit the 
  campaign you are playing. You can choose to 
  take only some elements from one of the pre-
  written scenarios, or to mix and match them 
  as you see fit. Maybe the occurence of one 
  apocalypse spawned the creation of another, or 
  perhaps two scenarios happened at the same 
  time and are influencing the world in different 
  destructive ways. An example of this could be 
  mixing the Frost and the Inferno, with one side 
  of the world dealing with an eternal winter 
  where the other lives in the heat of a constantly 
  burning fire. 
  WHAT MAKES AN 
  APOCALYPSE?
  It’s not just those creatures that have us hiding 
  in our homes like scared kittens. It’s the world. 
  The entire world has become a battlefield and 
  every hour it claims more lives.   
  — Eve Alain, owner of the Angelnest Home for 
  forgotten children
  The following sections will detail different 
  kinds of apocalypse that you can utilize when 
  creating your own world ending scenario. Each 
  section will look into five different aspects of 
  an apocalypse, these being Causes, People and 
  Settlements, Infection, Threats, and Monsters.
  CAuses
  When the apocalypse happens, many people 
  want to know why or how it happened. What 
  was it that went wrong to bring the world 
  to such destruction? The answer to this can 
  vary wildly, especially in a D&D setting. With 
  otherworldly entities, meddling gods, and 
  parallel planes of existence, there can be 
  countless reasons for the world to have come 
  to an end. Sometimes it is as simple as locating 
  a single powerful entity who is insistent on the 
  world’s destruction, whereas others will be 
  more complicated, dealing with cosmic destiny 
  and the foretold end of the world as has been 
  prophesied for decades or centuries. 
  Each of the following scenarios will have 
  a few suggestions as to what could have 
  caused the apocalypse. Whether or not the 
  adventurers are aware of this reason is up 
  to the nature of the apocalypse and the story 
  being told. In some cases, it is best to keep the 
  CHAPTER 2 - CREATING AN 
  APOCALYPSE
  Preparation! That is the mark of 
  a true knight. Chivalry as well, 
  of course, but preparation is the 
  shield of survival. It is the wall 
  between you and certain death. 
  The fates have deemed this world 
  a savage one, and it will wait 
  patiently for you to make just one 
  small mistake. One misstep, and the 
  world takes another precious life 
  away.
  
  16
  |   Surviving the Apocalypse
  actual cause a secret and have it be something 
  the adventurers must travel out to discover on 
  their own. Even though the DM will know what 
  caused the calamity, the adventurers might not 
  be aware of why the destruction around them 
  is happening.  
  PeoPle And settleMents
  Despite the new and dangerous living 
  conditions, people still manage to pull together 
  in times of crisis, though how they end up 
  doing this varies depending on the crisis they 
  are facing. In some cases, flocking together 
  in large communities becomes necessary to 
  survive the hardships of the apocalyptic world, 
  whereas moving around in groups is as a death 
  sentence in other settings. It all depends on the 
  type of world and apocalypse the people are 
  living in. 
  This section will focus on how people react 
  to different types of world ending situations 
  and offer ideas as to how settlements and 
  townships function in this sort of world. These 
  ideas should always be seen as suggestions 
  that can be modified to fit the campaign and 
  setting being created for them. 
  settleMent deFenses
  Different settlements defend themselves in 
  different ways. It all depends on the kind of 
  apocalypse the settlement finds itself in, and 
  in most cases special defenses are needed 
  to fend off the threats of the apocalyptic 
  world. However, there are some defenses 
  that are pretty universal no matter what kind 
  of apocalypse the settlement is built in and 
  which should be considered when creating 
  a township or homestead in an apocalyptic 
  setting. Apocalyptic settings offer few moments 
  of diplomacy and parlay, so settlements must 
  always be heavily defended as to not fall victim 
  to the various scourges of the apocalypse. 
  Access to Food, Water, and Resources. 
  What can make a settlement both strong and 
  vulnerable is the fact that it is stationary. It 
  being stationary means that better quality 
  defenses and construction can be built, but it 
  also means that the residents of the settlement 
  have to rely on the local area to survive. If the 
  grounds around the settlement aren’t capable 
  of providing food and water, as well as other 
  resources such as medicine and building 
  materials, the settlement won’t survive very 
  long. 
  
  17
  Anne Gregersen   |
  Alarms. A system to warn those living in the 
  settlement of oncoming danger is crucial to 
  ensuring everyone’s safety. Alarms can mean 
  multiple things, examples could be that the 
  settlement is under attack and everyone needs 
  to get to the walls to defend it. Or it might 
  be opposite, where the people living inside 
  the township must seek shelter or flee along 
  pre-planned routes to avoid the danger of an 
  oncoming threat. Regardless, warning systems 
  are set up to protect the lives of everyone in the 
  settlement, capable of sending out information 
  quickly and efficiently. 
  Signal Fires. Communication is key if 
  a settlement wants to survive. Staying in 
  touch with other outposts and warning 
  them of oncoming danger is essential to not 
  be surprised by a sudden attack from an 
  advancing threat. Signal fires can be lit to 
  communicate to other nearby townships that 
  danger is coming their way, and likewise inform 
  the settlement itself if they should prepare their 
  defenses for an attack from an advancing force 
  of monsters. 
  Solid Walls. No settlement is secure 
  without its walls. Depending on the 
  material at hand, the wall might be 
  made out of rock, wood, or simply 
  discarded trash and furniture 
  stacked on top of each other. In 
  all cases where defense is on the 
  line, a wall, no matter how poorly 
  constructed, is always better than 
  no wall. This is true no matter the 
  size of the settlement, and should 
  always be one of the first priorities 
  of construction when building the 
  township defenses. 
  Traps. Depending on the ferocity of 
  the monsters living in the apocalypse, 
  merely keeping them at bay with 
  shouts and spears might not be 
  enough. In these cases, the pathways 
  and routes leading to the settlement 
  are riddled with traps meant to 
  catch or kill the creatures looking to 
  advance on the settlement. This can 
  include moats and spiked barricades 
  for dealing with the more mindless monsters, 
  or specific traps that are tailored towards a 
  special kind of enemy. Watery traps are good 
  for dealing with vampires and cinder beasts, as 
  found in the Night and the Inferno scenarios, 
  where a line of solid archers can do wonders at 
  keeping an advancing group of zombies at bay, 
  as found in the Horde scenario. 
  Watchmen and Scouts. Knowing what goes 
  on in and around the settlement is another 
  important part of keeping the residents of 
  the settlement safe. This includes patrolling 
  the walls and streets looking for any kinds of 
  problems that might interfere with the security 
  of the settlement, as well as scouting the 
  nearby wilderness to see if anything unusual 
  is happening near the township. If a group of 
  monsters or raiders has recently moved into 
  the local area, it is vital that the settlement 
  knows of it so they can begin to come up with a 
  plan towards combating this new threat to their 
  home. 
  
  18
  |   Surviving the Apocalypse
  inFeCtion
  Infection is a classic part of the apocalypse 
  setting. It is seen in epidemic and zombie 
  apocalypses where people die or succumb to 
  a disease that slowly kills or changes them. 
  Depending on the lethality of the setting 
  you plan on running, you may choose an 
  appropriate type of infection that goes well with 
  the campaign you will be playing in. 
  You do not need to incorporate an infection 
  into your world. Plenty of world-ending 
  scenarios exist that does not involve infecting 
  the remaining surviving populace with lethal, 
  transforming diseases. 
  Immunity to disease should also be 
  considered before deciding to employ an 
  infection. Infection can be considered a bit of 
  a gray area when it comes to including it with 
  other diseases. If infections function in the 
  same way as diseases, then people playing as 
  Paladins will have a great advantage when it 
  comes to surviving the apocalypse. Whether 
  or not disease immunity is applicable to the 
  infection in question should be decided by the 
  DM and shared with the players before starting 
  a game in an apocalyptic setting. 
  What follows are some options for creating 
  an infection in an apocalypse. These effects are 
  meant to be added onto the infections offered 
  by the following pre-written apocalypses so you 
  have the more control over how infections will 
  function in your specific apocalyptic setting. 
  The pre-written infections are not mandatory 
  additions to the apocalypse in question and can 
  be ignored if desired. Likewise, the duration 
  and effects of the premade infections can be 
  changed, both to more easily fit the style of 
  your game and to keep your players on their 
  toes. Uncertainty is a great tool for instilling 
  nervousness and suspicion in a group of 
  traveling adventurers. 
  These are some overall rules that should be 
  considered for any infection being utilized in an 
  apocalyptic setting. The nature of the various 
  infections is described in the pre-written 
  scenarios below, and you should refer to 
  those when looking up the effects of a specific 
  infection. 
  •	
  No Infection. Infection does not exist in 
  this apocalypse.  
  •	
  Chance of Infection. When you are 
  subjected to an infection, such as from 
  a zombie’s bite or an infectious disease, 
  you have to succeed on a Constitution 
  saving throw to avoid being infected. The 
  DC equals 10 + the CR of the source of 
  the infection rounded down. If the source 
  does not have a CR, then the DC is 10. 
  If you fail the saving throw, you become 
  infected and suffer the described effects. 
  You may consider making it so infections 
  like this only happen to a character if they 
  go below half of their maximum hit points 
  or lower. That way, they don’t have to roll 
  a saving throw every time they are hit 
  by a creature, thereby severely slowing 
  down combat. 
  •	
  Definite Infection. When you are 
  subjected to an infection, such as from a 
  zombie’s bite or an infectious disease, you 
  become infected and suffer the described 
  effects. 
  •	
  Curable Infection. If you are infected, you 
  have a set amount of time to find a cure 
  or you will succumb to the infection. The 
  amount of time available depends on the 
  nature of the infection and the manner 
  which you can be cured of the infection 
  depends on the world you are playing 
  in. In some cases, spells like lesser 
  restoration or greater restoration might 
  be enough to combat the infection, or you 
  may need to find some specific medicine 
  in order to cure the infection. How a 
  infection is treated is to be decided by 
  the DM. Likewise, spells such as purify 
  food and drink might be expanded to 
  include purifying food and drink from any 
  infection it may contain. 
  •	
  Incurable Infection. If you are infected, 
  you a set amount of time to live before 
  Though I do not suffer the assault of 
  pestilence, the lower classes do. A use for my 
  gifts, as granted by my Lady, is to relieve 
  the pain of the peasantry should they need it. 
  Some of the poorer caste have said it is my one 
  redeeming quality, though I am of the opinion 
  that I have a few more than just the one. 
  
  19
  Anne Gregersen   |
  succumbing to the infection. The amount 
  of time available depends on the nature 
  of the infection. 
  •	
  Infection Immunity. Normally, the 
  infection reacts in one of the ways 
  mentioned above, but certain people 
  are immune to its effects entirely, either 
  from birth or because of otherworldly 
  protection. 
  If an infection transforms your character 
  into another creature, as is the case with the 
  Horde and the Inferno, you lose control of 
  your character and relinquish control of the 
  character to the DM. 
  Some of the pre-written apocalyptic 
  scenarios, such as the Titans and the Rapture, 
  will not have any infections attached to them. 
  In cases of an apocalypse not having an 
  infection attached to it, this section has been 
  omitted from the scenario. 
  threAts
  The world has become a dangerous place 
  filled with hazardous events. Some of them 
  are natural, such as piercingly icy winds and 
  powerful storms, while others might involve the 
  encroaching force of an army of monsters. 
  There is of course also the case of people 
  being the most dangerous monster in the 
  apocalypse. With many lone travelers and no 
  law to govern the land, bandits and criminals 
  are allowed to roam free. Adventurers will 
  always have to be on the lookout for other 
  people in addition to any monsters or natural 
  phenomena that might threaten them. Even 
  people who claim to be welcoming and open 
  might have a hidden, darker agenda, especially 
  those who seem to be thriving despite the 
  violent nature of the apocalyptic world. 
  The apocalyptic scenarios provided in this 
  chapter each have some suggested threats 
  that could occur following the world’s end. 
  These can give some inspiration for creating 
  encounters for the adventurers to run into as 
  they travel through a world touched by different 
  kinds of destruction, as well as to add some 
  flavor to the setting they will be exploring. 
  Monsters
  Different apocalypses offer different foes. 
  In some cases, it might be an infection that 
  transforms what was once a docile creature 
  into a carnivorous monster. Other times, a 
  specific kind of monster might have risen to be 
  dominant over other threats found in the world. 
  This section will provide information about 
  the monster ecology of the world in response to 
  the apocalypse in question, and will sometimes 
  provide a template stat block that can turn 
  already existing monsters into new versions of 
  their old selves, as is the case with apocalyptic 
  scenarios like the Horde and the Machines.
  If a section does not have template like this, 
  it will in some cases have a section dedicated 
  to new monsters that would fit into the theme 
  of the chosen apocalypse, as is the case with 
  apocalypses such as the Titans and the Night. 
  These monsters can be found in Chapter 8 - 
  Monsters at the end of the document. 
  
  20
  |   Surviving the Apocalypse
  THE HORDE
  Shambling, skulking, creeping, crawling. 
  Dashing, groaning, biting, gnawing. They come 
  a-running, hollow shells, empty of their souls. 
  They come a-crawling, straight from hell, come 
  to eat you whole!  
  — Faukus ‘the Fool’, mad entertainer
  When people think of the word ‘apocalypse,’ 
  most modern people immediately associate it 
  with the word ‘zombie.’ The thought of a rising 
  army of undead taking over the world is not 
  an unknown one, and has been represented 
  in many different types of media throughout 
  many, many years. However, when attempting 
  to transfer this sort of apocalypse, one that 
  deals with an oncoming Horde of undead, you’ll 
  find that transferring it into a D&D setting can 
  be a bit tricky. 
  With class options such as cleric and paladin, 
  the idea of large masses of undead becomes 
  less of a threat and more of a slaughter, as 
  the holy warriors cleave their way through the 
  attacking creatures, turning them to dust by 
  simply presenting the symbol of their deity. 
  When these types of characters exist in a 
  D&D setting, it can be hard to understand how 
  control over the world was lost so wholly, and 
  playing as one of these powerhouses becomes 
  evermore appealing to a player when seeing 
  how useful the classes can be when facing an 
  undead scourge. 
  An answer to this problem could simply be 
  to remove clerics and paladins from this sort 
  of setting. That would both explain how the 
  undead were able to overwhelm the world 
  as rapidly as they did and it would give more 
  options when creating a useful character, 
  since the two obvious choices are now off the 
  table. This then poses the question of why 
  clerics and paladins do not exist in this world. 
  There can be multiple reasons for this, one 
  being that the connection to the divine powers 
  beyond the borders of the mortal realm was 
  severed, leaving clerics and paladins powerless 
  in response to the oncoming undead threat. 
  Without their best weapon, divine retribution, 
  the Horde was able to overwhelm the cities and 
  nations of the world, leaving it in ruins.
  
  21
  Anne Gregersen   |
  CAuses: the horde
  There are plenty of reasons why the undead 
  might have become a world-ending scourge, 
  most of which can be boiled down to a few 
  deciding factors. 
  Death Cure. Losing a loved one or a close 
  friend can be a devastating thing for many 
  people, devastating enough that they will 
  do anything to get them back. If the power 
  of resurrection magic does not work or is 
  unavailable, some might choose to seek out 
  alternate methods of revival. These methods 
  proved miraculous. They restored movement 
  and energy to a corpse. Only, though the body 
  of the deceased was reanimated, their mind 
  was not, leaving a murderous and carnivorous 
  creature in place of the person it was supposed 
  to be.  
  Mysterious Disease. The source or reason 
  for this disease is unknown, but its effects are 
  deadly. Those who recently died began rising 
  from their graves, intruding into their old 
  homes to terrorize their families. The infected 
  brought with them a deadly disease, killing 
  those who were subjected to its effects, only 
  to have them rise hours later as a mindless 
  member of the ever expanding Horde. 
  Undead Army. A powerful necromancer used 
  their powers of ancient magic to raise an army 
  of wandering undead. These zombies were 
  given one task: to bring chaos and destruction 
  to the world. This uncontrollable army soon 
  overran the continent, killing and feasting on 
  whoever was unlucky enough to stand in its 
  way. Alternatively, the scourge of the undead 
  could have come as a result of warfare. Either 
  by sending a marching force of undead after 
  their opposition or by introducing a strange, 
  deadly disease into their enemy’s homeland, 
  the Horde could certainly have its uses. To 
  control it was another matter, and it wasn’t 
  long before the undead armies were running 
  rampant throughout the world.
  PeoPle And settleMents: the 
  horde
  In response to the many undead marching on 
  every large settlement on the continent, most 
  people sought away from the major cities soon 
  after the apocalypse began. The capitals and 
  trading stations that had before been the heart 
  of civilization were the first to be overrun by 
  hunger of the Horde.
  Most people can safely maneuver around 
  a single zombie, maybe even a few. They are 
  fairly slow so outrunning them is not that 
  difficult. Likewise, taking out a few stragglers 
  is not much of an issue, as long as you are able 
  to keep your distance. However, if enough of 
  these shambling creatures get together, they 
  are nigh unstoppable. Settlements that thought 
  themselves safe were ill prepared for when 
  hundreds, if not thousands, of decomposing 
  bodies started appearing outside their homes, 
  pressing themselves against their constructed 
  walls until they began to give in to the ever-
  building pressure of the Horde. 
  As a result, people stay on the move, going 
  quickly from place to place and tend to not stay 
  in one area for too long. Settlements do exist, 
  but there are only a few solid ones remaining 
  after the largest of the hordes rolled through, 
  
  22
  |   Surviving the Apocalypse
  and these settlements have only been allowed 
  to exist because of their strong defenses, be 
  they natural or constructed. Holding up in 
  a fort or castle is a wonderful way to keep 
  yourself safe from the oncoming horde of 
  undead, as long as you have enough supplies to 
  survive a siege or have a way to slip out behind 
  enemy lines to restock your stores. These 
  settlements have survived because of rigorous 
  rules and combat proficiency, allowing them to 
  clear out advancing threats before they became 
  overwhelming to the safety of the settlement. 
  inFeCtion: the horde
  Those who have even just a little experience 
  with the zombie apocalypse know that 
  becoming a zombie is as easy as being bitten 
  by one of the foul creatures. One bite and 
  you are mere hours away from succumbing 
  to a terrible fever. Your rest will not last long 
  however, as you will soon rise from the dead as 
  a hungry undead monstrosity. 
  This type of infection does not exist in 5e 
  D&D, and for good reason. Adventurers get 
  hit a lot, and if every successful attack from 
  a zombie meant death, the game would be 
  cut pretty short. In addition, most undead 
  creatures are created by the powers of a 
  powerful necromancer or similar magic user 
  and is usually not caused by an infection, so 
  turning as a result of being bitten wouldn’t 
  make much sense. 
  Zombies and similar creatures usually have a 
  ‘slam’ attack instead of a ‘bite’ attack, probably 
  to avoid discussions of any would-be infection 
  happening at the table. If you decide to play in 
  a zombie apocalypse and use infections as a 
  major threatening point, you can change the 
  zombie’s attack from a ‘slam’ to a ‘bite’, which 
  deals piercing damage instead of bludgeoning 
  damage.
  In the case of a zombie apocalypse, there is 
  usually a type of infection present as this adds 
  on an additional layer of danger and fear to 
  the narrative of zombie survival. This won’t be 
  a surprising addition to most players, as the 
  themes of a zombie apocalypse is something 
  they will most likely be very familiar with.  
  zoMBie virus
  You can be infected by the virus in the following 
  ways:
  •	
  Bite. You are bitten by a creature infected 
  with the virus. 
  •	
  Consumption. You consume a food or 
  liquid infected by the virus. 
  •	
  Contamination. You have let the virus 
  enter your bloodstream, such as through 
  a cut or through contact with an open 
  wound. 
  If you are infected by the virus, you suffer the 
  following effects. The effects has been divided 
  into stages whose durations can be extended 
  or lessened as seen fit by the DM. Once you 
  transition from one stage to another, the effects 
  of the previous stage is replaced by the effects 
  of the new one. 
  •	
  Stage 1 - Fever. This stage occurs 1d4 
  hours after infection has occurred 
  and lasts for eight hours. While in this 
  stage, your body temperature rises in 
  an attempt to combat the infection. 
  You become disoriented, giving you 
  disadvantage on ability checks and saving 
  throws. 
  •	
  Stage 2 - Aggression. This stage occurs 
  at the end of the first stage and lasts for 
  eight hours. While in this stage, your 
  eyes have become bloodshot and you 
  become increasingly aggressive. You have 
  advantage on Strength checks and on 
  Charisma (Intimidation) checks. 
  •	
  Stage 3 - Exhaustion. This stage occurs 
  at the end of the second stage and lasts 
  for eight hours. You become lethargic 
  and have trouble moving around. You 
  immediately gain 3 levels of exhaustion. 
  These cannot be removed by any means 
  while you are infected. 
  •	
  Stage 4 - Death. This stage occurs at 
  the end of the third stage and lasts for 
  one hour. At the end of the hour, you rise 
  as a zombie. The stats of your zombie 
  is determined by following the zombie 
  template written in the “Monsters: The 
  Horde” section below. 
  
  23
  Anne Gregersen   |
  threAts: the horde
  The threats when facing the scourge of undead 
  are immense. If you are playing with the 
  infection rules, even one zombie can prove 
  extremely difficult to handle if you are caught 
  out ill prepared. 
  One of the most dangerous parts about 
  dealing with zombies is their mindlessness. In 
  most cases it is their greatest weakness, but 
  it can also be the thing that turns them into 
  a great danger. Since zombies walk with no 
  purpose other than searching for food, they 
  tend to move around in groups. Not because 
  of any sound tactic, but because one zombie 
  might have started wandering in one direction 
  and was soon followed by a dozen, a score, 
  and then a hundred others. A wandering group 
  of zombies is one of the greatest threats to a 
  group of adventurers. Even highly powerful 
  characters will have problems dealing with the 
  force of an advancing undead horde. 
  If the nature of the infection means that it 
  can affect creatures that are not humanoid, 
  such as dragons or beasts, the Horde only 
  becomes even more dangerous. Beings that 
  usually leave the adventurers alone or even 
  offer them no threat at all, such as a herd of 
  deer, will now be actively pursuing them in an 
  attempt to feast on their flesh. 
  The topic of infection can also pose a threat 
  to natural resources. If a zombie has wandered 
  into the nearby water supply or fertilized the 
  ground where a settlement is growing their 
  food, the township might soon be dealing 
  with deaths as a result of infection through 
  consuming corrupted goods. As a result, 
  settlements take care to keep their water 
  supply and fields clean, but the same cannot be 
  said for the wilderness. Adventurers will have 
  to be careful when drinking from a fresh water 
  spring or eating wild berries, or they might 
  soon succumb to the disease that has already 
  claimed so many lives. 
  Monsters: the horde
  Zombies are decaying, shambling versions 
  of their former living selves. They retain no 
  memory of who or what they were prior to 
  turning, and they no longer have any concept 
  of identity. What remains is a shell of teeth and 
  rot, wandering the world with no purpose or 
  goal. 
  If a zombie encounters a living thing, it will 
  go towards it by the most direct route available 
  to the zombie. This might result in the zombie 
  marching through fire or onto spikes, but the 
  zombie cares little for the pain this might have 
  caused it in life. Now all it seeks to do is feast 
  and consume anything living it encounters in 
  its path. 
  In a zombie apocalypse, the main reason for 
  the mass extinction of civilization is because 
  of the rampant growth of the Horde. When 
  someone is bitten, they are already in the 
  beginning stages of dying, slowly turning into 
  an undead zombie themselves. 
  zoMBie teMPlAte
  You can make nearly any creature or monster 
  into a zombie by changing its statistics 
  following the template below. Certain 
  
  24
  |   Surviving the Apocalypse
  creatures, such as elementals and constructs, 
  cannot be made into zombies. When a creature 
  is transformed into a zombie, it retains its 
  statistics and traits except for the changes 
  described below.  
  Ability Scores. The zombie’s ability scores 
  are changed to the following: Intelligence 3 
  (-4), Wisdom 6 (-2), Charisma 5 (-3). These 
  ability scores cannot be raised as a result of 
  this feature. Constitution is raised by 2, and 
  Dexterity is decreased by 4 to a minimum of 6 
  (-2). 
  Lost Proficiencies. The zombie loses any 
  saving throw or skill proficiencies it might have. 
  Lost Senses and Traits. The zombie loses 
  any special senses and traits it might have. 
  This includes spellcasting abilities. Attack 
  actions, such as a dragon’s breath weapon or a 
  beholder’s magical eye rays, remain. 
  Creature Type. The creature’s type changes 
  to undead. 
  Alignment. The zombie’s alignment is 
  neutral evil.
  Speed. The zombie’s movement speed is 
  reduced by 10 feet to a minimum of 5 feet. 
  Damage Immunities. The zombie is immune 
  to poison damage. 
  Condition Immunities. The zombie is 
  immune to the poisoned condition. 
  Darkvision. The zombie has darkvision out 
  to a range of 60 feet. 
  Saving Throw. The zombie is proficient in 
  Wisdom saving throws. 
  Undead Fortitude. If damage reduces 
  the zombie to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the 
  damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead. 
  Undead Body. The zombie doesn’t require 
  air, food, or sleep. 
  Languages. The zombie understands all 
  languages it knew in life but can’t speak.  
  zoMBie sAMPles
  Some examples of zombie creatures can be 
  seen on the following page.
  Zombies are nasty buggers. Gods, I do 
  detest their vileness. They are an insult to 
  the light of our divine rulers and they should 
  all be destroyed. Never pass up a chance to 
  rid the world of these disgusting things. This 
  is a vow everyone should make and stand by, 
  no matter their status or creed. 
  
  25
  Anne Gregersen   |
  zoMBie
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  6 (-2)
  16 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages understands the languages it knew in life but 
  can’t speak
  Challenge 1/4 (50 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the zombie drops to 1 
  hit point instead.
  Actions 
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  zoMBie dire WolF
  Large undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 42 (5d10 + 15)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  11 (+0)
  17 (+3)
  3 (-4)
  6 (-2)
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the zombie drops to 1 
  hit point instead.
  Actions 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) piercing damage. If the target is 
  a creature, it must succeed on a DC 13 Strength saving 
  throw or be knocked prone. 
  zoMBie yeti
  Large undead, neutral evil
  Armor Class 12 (natural armor)
  Hit Points 57 (6d10 + 24)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  18 (+4)
  3 (-4)
  6 (-2)
  5 (-3)
  Saving Throws Wis +0
  Damage Immunities cold, poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 8
  Languages Yeti, but can’t speak
  Challenge 3 (700 XP)
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a 
  DC of 5 + the damage taken, unless the damage is radiant 
  or from a critical hit. On a success, the zombie drops to 1 
  hit point instead.
  Actions 
  Multiattack. The zombie can use its Chilling Gaze and 
  makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold 
  damage.
  Chilling Gaze. The zombie targets one creature it can 
  see within 30 feet of it. If the target can see the yeti, the 
  target must succeed on a DC 13 Constitution saving throw 
  against this magic or take 10 (3d6) cold damage and then 
  be paralyzed for 1 minute, unless it is immune to cold 
  damage. The target can repeat the saving throw at the end 
  of each of its turns, ending the effect on itself on a success. 
  If the target’s saving throw is successful, or if the effect 
  ends on it, the target is immune to the Chilling Gaze of all 
  yetis (but not abominable yetis) for 1 hour.
  
  |   Surviving the Apocalypse
  THE RAPTURE
  Witness me. Witness my splendor and power 
  as I bring destruction and pain to the creatures 
  you claim to love. See me, angel. See me and 
  despair. 
  — Calthraz, infernal commander of the 13th 
  army
  The destructive battles between the upper 
  and lower planes of existence has descended 
  on the mortal world, bringing with it chaos 
  and destruction. Divine angels and wicked 
  devils clash on the battlefield, battling each 
  other as only immortal beings can. The golden 
  might of the angels is devastating against the 
  unholy forces of the infernal devils, but the 
  celestial army does not have the number of 
  their fiendish counterparts, making the battles 
  fought between the two groups long, grueling, 
  and bloody. 
  Caught in the crossfire, the peoples and 
  creatures living in the material realm must 
  scramble to get out of the way as these 
  extraplanar denizens fight for control over 
  the multiverse. The powers of the angels and 
  devils are so great that no mortal can hope to 
  best them in direct combat, especially not in 
  the great numbers they are appearing in. The 
  raw force of the otherworldly entities and their 
  aggressive warfare against each other makes 
  any resistance or attempt to fight the unwanted 
  creatures utterly futile. 
  Because of their immortality, the celestials 
  and fiends never cease coming. When one army 
  is knocked down and thought beaten, a second 
  one arrives, this one bigger and more powerful 
  than the first. In the face of such otherworldly 
  and inconceivable destruction, there is little 
  to do for those who survived the first waves of 
  the war between good and evil. The only thing 
  they can do is pray to any god that might be 
  listening and this war might soon end, in one 
  way or another. 
  CAuses: the rAPture
  The Rapture was not brought on by mere 
  chance or accident. There must be some 
  reason for this otherworldly destruction to 
  wreak havoc on the world. 
  Armageddon. The clash between the forces 
  of evil and good was always destined to occur. 
  How and when was always the question, 
  and the answer was something no one knew 
  for certain. What is certain is that the world 
  was destined to end in a battle of divine and 
  unholy forces, fighting over the dominion of the 
  material plane of existence. 
  Death of a God. After the death of a deity, the 
  universe rapidly spun into complete and utter 
  chaos. Celestial angels now stand without a 
  leader, without orders, and the infernal devils 
  of the lower planes sense a weakness in their 
  divine enemies. Meeting at the middle point 
  between their homes, this being the material 
  plane, these angels and devils clash together in 
  eternal and brutal combat. One side is fighting 
  for the god they used to serve, the other 
  simply fighting because they stand a chance at 
  destroying something good and beautiful. 
  PeoPle And settleMents: the 
  rAPture
  The battles fought between the angels and 
  the devils happen on such a destructive and 
  lethal scale that it is nearly impossible for 
  any mortals to approach this sort of combat 
  without immediately perishing to the forces of 
  the extraplanar combatants. Though most of 
  None can claim to possess the divine 
  powers and elegance that is found 
  within the servants of the gods. Golden 
  creatures are angels, so beautiful, so 
  full of holy power. 
  As a servant of the gods myself, 
  I am one worthy of watching their 
  divine war against evil. It is my holy 
  responsibility to chronicle their battles 
  and conflicts, their victories and 
  losses. 
  Even should this cost me my life, I 
  shall remain steadfast. I shall remain 
  vigilant. I will not fail in this, my 
  holy vow, to educate others of the 
  dangers found in this new world.
  
  27
  Anne Gregersen   |
  the angels might see kindly to the humanoids 
  inhabiting the world, wishing to keep them 
  safe as best they can, they are more concerned 
  about winning the war against the advancing 
  devils. That leaves little time to worry about 
  collateral damage. This means that even 
  though the angels will fight for what is good 
  and pure, their radiant powers might at times 
  fall to wreak havoc on innocents, simply 
  because they were caught in the crossfire as 
  the angels attacked an advancing infernal 
  assault. 
  Devils will have no scruples or worries about 
  endangering innocent lives or the integrity 
  of humanoid settlements, going so far as to 
  target them in an attempt to rattle their angelic 
  foes. This leaves most major cities as burning 
  ruins of what they once were and the people 
  who lived there scattered around the nearby 
  countryside. 
  Keeping together in smaller groups and 
  doing their best to stay out of sight of the 
  immortal beings that have invaded the world 
  becomes necessary to survive. Settlements 
  exist, but they are small and well hidden from 
  onlookers, as to not catch the attention of the 
  fiendish creatures so intent on causing unholy 
  destruction. 
  Because of the religious weight of the 
  apocalypse, those who follow a god or deity 
  will be given more attention than before. Either 
  their words will be revered as the people are 
  desperately looking for any kind of resolution 
  in this destructive time, or they will be hated 
  and alienated as it is their faith that spawned 
  the vile creatures now tearing this world apart. 
  The sentiment towards religious figures can 
  vary from settlement to settlement, and almost 
  always reflects the hardships the community 
  have undergone during the apocalypse. Those 
  who have felt the destructive powers of the 
  otherworldly denizens at first hand will have 
  less patience for this religious figures, whereas 
  others who have only been able to watch the 
  two armies battle from afar might be more 
  inclined to give credence to their words. 
  
  28
  |   Surviving the Apocalypse
  threAts: the rAPture
  One of the more obvious threats in the 
  Rapture is that of the angels and devils fighting 
  each other for rulership over the world. In 
  these fights, the two armies are much too 
  preoccupied with one another to pay any 
  attention to the humanoid masses below, so 
  the people don’t have to worry too much about 
  being actively targeted in these fights. However, 
  the weapons of both the angels and the devils 
  are powerful and destructive. Though they 
  might have been aiming at the opposing army, 
  one of these weapons can change course to 
  crash into humanoid settlements and cities, 
  causing massive destruction wherever it lands. 
  There also exists other threats besides the 
  battles between the two armies. The fiery 
  energies from the infernal planes below can 
  grow so intense that they rip holes in the earth, 
  leaving bright, burning chasms into the pits of 
  hell below. From here, devils and sometimes 
  fire elementals, can spawn to bring torment to 
  the world around them. 
  The devils are most likely going to be the 
  most dangerous threat to the people of the 
  world. Minor devils, too weak and frail to 
  participate in the war against the divine angels, 
  will make do with tormenting the humanoid 
  people of the world they are fighting over 
  instead. Devilish antics they might conduct 
  include kidnapping, maiming, and killing, as 
  well as attacking humanoid settlements. The 
  minor devils likely only do this for sport or 
  amusement, as the humanoid settlements are 
  able to give little, if any, support to either side of 
  the conflict. 
  Monsters: the rAPture
  The monsters roaming the world during 
  the Rapture will, unsurprisingly, 
  consist mainly of angels and devils. 
  From the massive otherworldly 
  armies, to smaller scouting parties and chaos 
  inducing individuals, the celestials and fiends 
  will make up the main portion of the monstrous 
  threat encountered in this apocalypse. 
  Through the various supplements released 
  for 5e D&D, several kinds of devils and fiends 
  exist to bring a varied collection of monsters 
  to the Rapture. As this is the creature type the 
  adventurers will be fighting against the most, 
  this provides a varied selection of enemies 
  for them to encounter while traversing the 
  wasteland.
  As for the angelic army, they might have 
  recruited other celestials willing to assist 
  in the battle against the advancing devils. 
  To further bring a challenge to your players, 
  these celestials can swiftly be turned from 
  divine, holy beings into monstrous murderers 
  by corrupting them. A celestial tainted with 
  devil blood or who has undergone substantial 
  torture can turn evil, offering a new and 
  unusual challenge for adventurers trying to 
  survive in this 
  apocalypse. 
  
  29
  Anne Gregersen   |
  THE VISIT
  You can’t explain infinity. I’ve seen it, I saw 
  beyond it. And it was beautiful. It had a voice, 
  you understand? And it spoke to me. It told me 
  all the answers, to every secret ever known. It 
  brought a clarity that I can’t begin to explain. It 
  was… beautiful. 
  — Lorren Haddas, city watchman and guard
  The arrival of the otherworldly, alien 
  aberrations was as sudden and violent as one 
  could imagine. The cause of their appearance, 
  as well as the reason for it, was unknown to the 
  people caught in the initial waves of destruction 
  as the aberrant monsters swept through the 
  major cities of the world, destroying anything 
  that chose to stand in their path. 
  With the powers of the attacking aberrations 
  being both so sudden and so immense, there 
  was little to do for the humanoid people 
  other than flee the destruction caused by 
  these alien creatures. In the chaos, they were 
  powerless witnesses to their civilization and 
  history crumbling around them, all the while 
  immortal, unspeakable entities rushed the city 
  streets with unnatural powers and forces of 
  destruction at their disposal. 
  This apocalypse is one that is filled with 
  questions and provides very few answers. The 
  alien visitors do not engage in communication, 
  the reason for them being in the mortal world 
  is unknown to most, and their otherworldly 
  powers mean that they are nearly impossible to 
  fight. It is an apocalyptic world of hopelessness 
  and chaos, one they create just with their 
  eldritch presence, and that chaos will remain 
  for generations after they choose to leave the 
  mortal realm behind. Provided that they ever 
  choose to leave. 
  CAuses: the visit
  Though no one knows where exactly the 
  strange alien creatures came from, the reason 
  for the Visit might still be found by those left to 
  witness the world’s destruction. 
  Annihilation. Destruction, consumption, 
  and brutal takeover are the only things that 
  are seemingly on the minds of these aberrant 
  visitors. Their attacks are efficient and 
  lethal, their power immense and impossible 
  to understand. Diplomacy does not work. 
  Conversation is pointless. There is only war 
  between the mortal people of the world and the 
  strange, alien aberrations who have intruded 
  
  30
  |   Surviving the Apocalypse
  on the material plane from realms far beyond 
  mortal understanding. 
  Resource Harvest. As a group of nomadic 
  travelers, moving between strange multiverses 
  and faraway realms of chaotic energies, the 
  purpose of these otherworldly creatures is to 
  harvest and gather resources. Be it because 
  their own home is lacking the resources they 
  need or their kind have always worked as a 
  people wandering between different worlds 
  might vary, but what is certain is that the 
  mortal world has something they want and they 
  won’t leave until they get it. 
  Strange Encounters. Whether it is because 
  of simple curiosity or perhaps a need for 
  gathering information from worlds different 
  than their own, the alien creatures of the 
  Visit have arrived to learn something about 
  the mortal world. If this is supposed to be 
  a peaceful study of a people different than 
  them or a prolonged inspection that will 
  eventually lead to annihilation is not certain, 
  which explains the panic the presence of these 
  creatures continue to instill in the public. 
  PeoPle And settleMents: the 
  visit
  When the aberrant creatures of the Visit 
  arrived, the first thing most people did was 
  to leave the major cities and flee into the 
  wilderness. How many actually made it out 
  of the cities safely is not entirely known, 
  but the highest death tolls came from the 
  large metropolises where the alien visitors 
  could cause the most destruction. Living on 
  the run quickly became a way of life, as the 
  visitors were quick to figure out the natures 
  of the humanoid peoples living in this mortal 
  world and that the best way to dispose of 
  them quickly was to hit the homesteads and 
  townships where they lived. 
  After the total destruction the denizens of 
  the Visit brought to any standing structure 
  they could find, the only settlements that 
  were left were those hidden from plain sight. 
  Underground burrows and hidden tree top 
  settlements. Even nomadic traveling was more 
  dangerous than ever because of the obvious 
  signs of life left behind by the survivors, so 
  those moving from place to place make sure to 
  travel fast and travel light. 
  Because of the high intelligence of the 
  aberrant visitors, discretion and secrecy 
  surrounding an encampment is of utmost 
  importance. If the location of a settlement gets 
  out to the otherworldly alien creatures, it will 
  only be a matter of time before an eldritch 
  host arrives at the township gates, seeking to 
  destroy the settlement and possibly imprison 
  its residents. Settlements rely heavily on 
  camouflage and discretion, rarely housing 
  more than about a hundred members, and are 
  always prepared to leave a location should it 
  become unsafe. 
  threAts: the visit
  It isn’t just the people and the creatures of 
  the world that are affected by the presence of 
  the visitors. Strange and unnatural growths 
  begin to show up in areas where the aberrant 
  creatures often mingle, and otherworldly 
  lettering and plant life begin appearing around 
  the ruins of humanoid civilization. 
  These changes to the world are very real 
  and can be very dangerous. Some people have 
  
  31
  Anne Gregersen   |
  reported that eating or even just interacting 
  with these alien growths can cause delirium 
  and madness, and might even transform 
  someone who was once hearty and healthy 
  into a voidling under the control of the visitors 
  raking through the world. 
  Staying clear of areas frequented by these 
  creatures becomes very important as a result, 
  leaving the fallen cities mostly undisturbed by 
  humanoids. There is of course the exception of 
  a few daring souls who venture into the ruined 
  patches of civilization to search for resources 
  and loot, but only few ever return from such 
  ventures and their minds are nearly always 
  broken beyond repair if they make it out of the 
  aberrant bound cityscapes. 
  Monsters: the visit
  The eldritch horrors found beyond the known 
  reaches of the multiverse can be unexplainable 
  and horrifying to a mind unable to comprehend 
  the nature of what they are seeing. Though 
  some of the aberrant visitors that move around 
  the mortal world have taken on aspects of other 
  mortal creatures, most are still so strange and 
  otherworldly to behold that the mere sight of 
  them instills madness. These creatures are 
  better known as aberrations, and some have 
  already been found in the mortal realm, hiding 
  and scheming away in forgotten nooks of the 
  world. Now these mysterious creatures that 
  were so rare and unusual are joined by scores 
  and armies of other monstrous, alien beings 
  from a place far away and far stranger than any 
  place a mortal mind could comprehend. . 
  Those who do survive the assault of these 
  creatures are forever changed and now serve 
  as blind followers to the unknown, mythic 
  creatures that are interfering with the natural 
  order of the world. These creatures, called 
  voidlings, have been molded and shaped into 
  insane loyalty by the aberrant visitors. They 
  have been transformed down to their very 
  core, leaving only a husk of the creature than 
  once was. The body of this creature has often 
  been altered or twisted in unspeakable ways, 
  giving it additional limbs, tentacles, or other 
  horrifying visual defects. 
  voidlinG teMPlAte
  You can make nearly any creature or monster 
  into a voidling by changing its statistics 
  following the template below. Certain 
  creatures, such as elementals and constructs, 
  cannot be made into voidlings. When a 
  creature is transformed into a voidling, it 
  retains its statistics and traits except for the 
  changes described below.
  Creature Type. The creature’s type changes 
  to aberration. 
  Alignment. The voidling’s alignment is 
  chaotic evil.
  Damage Immunities. The voidling is 
  immune to psychic damage. 
  Condition Immunities. The voidling is 
  immune to the charmed, frightened, paralyzed, 
  and poisoned conditions. 
  Darkvision. The voidling has darkvision out 
  to a range of 60 feet. 
  Eldritch Horror. If a creature starts its turn 
  within 30 feet of the voidling and can see it, the 
  creature must succeed on a Wisdom saving 
  throw (DC = 10 + the voidling’s proficiency 
  bonus) or become affected by a random short 
  term madness for one minute. The creature 
  may repeat the saving throw at the end of each 
  of its turns, ending the madness on a success. 
  If a creature’s saving throw is successful or the 
  madness ends for it, the creature is immune to 
  the voidling’s eldritch horror for 24 hours.
  Immutable Form. The voidling is immune to 
  any spell or effect that would alter its form.
  Magic Resistance. The voidling has 
  advantage on saving throws against spells and 
  other magical effects. 
  Psionics. Any spells the voidling might be 
  able to cast are cast psionically. 
  Languages. The voidlings forgets all 
  languages it knew in life. It can understand 
  Deep Speech, but can’t speak.  
  voidlinG sAMPles
  Some examples of creatures that have been 
  turned into voidlings can be seen on the 
  following page. 
  
  32
  |   Surviving the Apocalypse
  voidlinG GriFFon
  Large aberration, chaotic evil
  Armor Class 12
  Hit Points 59 (7d10 + 21)
  Speed 30 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  2 (-4)
  13 (+1)
  8 (-1)
  Skills Perception +5
  Damage Immunities psychic
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 15
  Languages the voidling can understand Deep Speech, but 
  can’t speak.
  Challenge 2 (450 XP)
  Eldritch Horror. If a creature starts its turn within 30 feet 
  of the voidling and can see it, the creature must succeed 
  on a DC 12 Wisdom saving throw or become affected by a 
  random short term madness for one minute. The creature 
  may repeat the saving throw at the end of each of its 
  turns, ending the madness on a success. If a creature’s 
  saving throw is successful or the madness ends for it, the 
  creature is immune to the voidling’s eldritch horror for 24 
  hours.
  Immutable Form. The voidling is immune to any spell or 
  effect that would alter its form.
  Keen Sight. The voidling has advantage on Wisdom 
  (Perception) checks that rely on sight.
  Magic Resistance. The voidling has advantage on saving 
  throws against spells and other magical effects.
  Actions 
  Multiattack. The voidling makes two attacks: one with its 
  beak and one with its claws. 
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8+4) slashing damage. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8+4) slashing damage. 
  voidlinG sPirit nAGA
  Large aberration, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 75 (10d10 + 20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  17 (+3)
  14 (+2)
  16 (+3)
  15 (+2)
  16 (+3)
  Saving Throws Dex +6, Con +5, Wis +5, Cha +6
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 12
  Languages the voidling can understand Deep Speech, but 
  can’t speak.
  Challenge 8 (3,900 XP)
  Eldritch Horror. If a creature starts its turn within 30 feet 
  of the voidling and can see it, the creature must succeed 
  on a DC 13 Wisdom saving throw or become affected by a 
  random short term madness for one minute. The creature 
  may repeat the saving throw at the end of each of its 
  turns, ending the madness on a success. If a creature’s 
  saving throw is successful or the madness ends for it, the 
  creature is immune to the voidling’s eldritch horror for 24 
  hours.
  Immutable Form. The voidling is immune to any spell or 
  effect that would alter its form.
  Magic Resistance. The voidling has advantage on saving 
  throws against spells and other magical effects.
  Rejuvenation. If it dies, the naga returns to life in 1d6 days 
  and regains all its hit points. Only a wish spell can prevent 
  this trait from functioning.
  Spellcasting (Psionics). The voidling is a 10th-level 
  spellcaster. Its spellcasting ability is Intelligence (spell 
  save DC 14, +6 to hit with spell attacks), doesn’t require 
  material components when casting its spells. It has the 
  following wizard spells prepared: 
  Cantrips (at will): mage hand, minor illusion, ray of frost 
  1st level (4 slots): charm person, detect magic, sleep
  2nd level (3 slots): detect thoughts, hold person
  3rd level (3 slots): lightning bolt, water breathing
  4th level (3 slots): blight, dimension door
  5th level (2 slots): dominate person
  Actions 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  creature. Hit: 7 (1d6+4) piercing damage, and the target 
  must make a DC 13 Constitution saving throw, taking 31 
  (7d8) poison damage on a failed save, or half as much 
  damage on a successful one.  
  
  33
  Anne Gregersen   |
  THE FROST
  I’ve heard stories of when the sun would stay 
  up for more than an hour at a time. Stories are 
  good in that way. They give us hope of a better 
  world, one we can wish for and dream about. 
  Even the worst of us need dreams like that.
  — Andera Delani, poet and minstrel
  The cold of winter has been used in many 
  poems, stories, and songs to represent the 
  themes of darkness and death. Winter is the 
  time of year where flowers wither and die, 
  where the sun hides behind dark clouds, and 
  where heavy snow storms can trap people 
  within their homes for days or even weeks. The 
  chill of winter is natural, however, and people 
  know that its power is a passing one. Soon, the 
  winter will give way to the warmth and colors 
  of spring to welcome a new year into existence. 
  For those surviving in the Frost, cold is 
  constant and never ending. Fire and embers 
  become the only shield left to survive in the 
  eternal chill, and people starve as food begins 
  to steadily run out. With the eternal cold, only 
  few plants and animals remain alive, and what 
  does survive is quickly picked clean by the 
  people trying to survive in this apocalypse. 
  The world has become a blank sheet in 
  response to the Frost. Ice and snow make the 
  world look bright and clean. Heavy storms 
  make the falling snow feel like needles, 
  tracks and camps are covered in white after 
  only a few moments, and monsters stalk the 
  dead forests in search of living prey. These 
  creatures, normally at home at their colder 
  mountaintops, have sought downward as their 
  natural resistance against the cold elements 
  have turned them from a dangerous but distant 
  foe into a prime predator. 
  CAuses: the Frost
  The never-ending cold found in the Frost must 
  have happened for a reason. 
  Curse. A powerful creature, such as a fiend, 
  demigod, or archfey, have turned their attention 
  to the material plane and found something 
  they disliked. Perhaps they were slighted by 
  a mortal or tricked by a powerful individual. 
  Their world-altering powers were so grand 
  that, in their anger and frustration, they called 
  down eternal winter on the planar home of the 
  one who had dared to anger them. 
  Destined. The phrase “fimbul winter” might 
  be well known to those who are familiar with 
  the traditions and legends of the northern, 
  tribal peoples of the world. Ancient tales tell 
  of a long winter meant to prelude the actual 
  ending of the world. The world has been 
  covered in snow and ice, and the people living 
  in it can do nothing against the forces of 
  prophesied destruction. 
  Plane Shift. The mortal realm and the plane 
  it is resting on has shifted from its original 
  position to come closer to the outer, colder 
  borders of the multiverse. The elemental 
  planes can no longer affect the mortal realm in 
  the way it did before, causing the world to be 
  trapped in what seems like an eternal winter. 
  PeoPle And settleMents: the 
  Frost
  Though not many would have been able to 
  survive the Frost, those who do are more likely 
  to stick together than they would be in another 
  kind of apocalypse. In a world were it is nature 
  itself that is the greatest enemy, banding 
  together to fight against it is a strategy that 
  many choose to employ. 
  Likewise, seeking refuge in old buildings 
  and keeps is a fine solution to keeping away 
  from the dangers of the howling winds outside. 
  The idea of shelter becomes paramount in 
  the battle for survival, as does the idea of heat 
  and warmth. If it is impossible to create a fire 
  or hard to find wood to make one, the shelter 
  Don’t let the frost discourage your 
  determination. Let the light of the 
  gods warm you and you shall never 
  be cold again. I’ve told many of the 
  peasantry to do this, but they keep 
  ignoring me while building their fires. 
  Typical heathen behavior.
  
  34
  |   Surviving the Apocalypse
  doesn’t offer the protection necessary to 
  survive in this type of apocalypse and is quickly 
  abandoned. 
  Since resources occur either rarely or not at 
  all, the survivors of the Frost scout the world 
  in search of supplies to live off. Either that, or 
  people seek below ground to makeshift hovels 
  beneath the earth. Certain caverns and tunnels 
  can offer enough protection from the elements, 
  as well as areas where farms can be planted, 
  to ensure survival. The lack of enemies also 
  make it easier to construct a suitable base in 
  response to the apocalypse. As long as it can 
  withstand the elements, it can be considered 
  as good a place as any to seek shelter from the 
  Frost. Of course, by seeking underground the 
  survivors run the gambit of being snowed in 
  and trapped in a space with no air. Many have 
  died from suffocation because of a lack of air 
  holes in their underground den, left forever 
  as frozen reminders of what happens to those 
  who believe themselves to be safe against the 
  destructive elements of the Frost. 
  inFeCtion: the Frost
  Becoming sick because of the cold or the 
  whipping winds found in the Frost, provides 
  yet another threat to living in a white world of 
  snow and ice. To add an additional element 
  of danger to this apocalypse, you may choose 
  to incorporate the idea of a deadly infection 
  into the game, a disease brought on by the 
  otherworldly cold of the apocalypse. 
  Frostlung is a lethal and horrible infection 
  that is feared by the few people who have 
  managed to survive the cold of the Frost. To 
  identify it can be hard, as the infection itself 
  grows from tree branches and mountainsides, 
  taking on the appearance of icicles. Pricking 
  yourself on one of these icicles will be enough 
  to become infected. Consuming it is also 
  a way of becoming infected, but since the 
  frostlung icicles do not melt into water, it is 
  nearly impossible to consume it accidentally. 
  Only by licking an frostlung icicle or otherwise 
  
  35
  Anne Gregersen   |
  consuming the source of the infection will 
  cause an infection in this way. The more likely 
  cause of infection comes from being attacked 
  by a creature already infected by frostlung or by 
  a fimbuli, a creature that has been reanimated 
  by the power found within the frostlung icicles.
  The frostlung icicles are actually a plant 
  of sorts and do not melt, no matter the 
  temperatures they are subjected to. They 
  grow in spaces where there is plenty of food 
  for them, this being other plant life and the 
  occasional animal who mistake the icicles for 
  a source of water. Once ingested, the frostlung 
  infection grows inside of its host, eventually 
  piercing through its hide in transparent, icelike 
  spikes. 
  FrostlunG
  You can be infected by frostlung in the 
  following ways:
  •	
  Consumption. You consume a food or 
  liquid infected with frostlung. 
  •	
  Contamination. You have let frostlung 
  enter your bloodstream, such as through 
  a cut or through contact with an open 
  wound. 
  If you are infected by frostlung, you suffer the 
  following effects. The effects has been divided 
  into stages whose durations can be extended 
  or lessened as seen fit by the DM. Once you 
  transition from one stage to another, the effects 
  of the previous stage is replaced by the effects 
  of the new one. 
  •	
  Stage 1 - Fever. This stage occurs 1d4 
  hours after infection has occurred 
  and lasts for eight hours. While in this 
  stage, your body temperature rises in 
  an attempt to combat the infection. 
  You become disoriented, giving you 
  disadvantage on ability checks and saving 
  throws. 
  •	
  Stage 2 - Chilled. This stage occurs at the 
  end of the first stage and lasts for eight 
  hours. While in this stage, your body has 
  gotten used to its lower temperature and 
  you begin to become more comfortable 
  with the low temperatures. Wearing 
  warm clothes becomes uncomfortable, 
  and you become resistant to cold 
  damage. 
  •	
  Stage 3 - Frostbite. This stage occurs at 
  the end of the second stage and lasts for 
  one hour. While in this stage, your fingers 
  and toes are darkening in response to 
  the cold. Your eyes will have turned an 
  icy blue and your breath no longer shows 
  in the air. The pain of moving around 
  halves your movement speed and you 
  have disadvantage on attack rolls, ability 
  checks, and saving throws. You are still 
  resistant to cold damage. 
  •	
  Stage 4 - Death. TThis stage occurs at 
  the end of the third stage and lasts for 
  one hour. You fall over dead, killed by 
  
  36
  |   Surviving the Apocalypse
  the otherworldly frost inside of you. At 
  the end of the hour, spikes of frostlung 
  icicles will begin to slowly protrude from 
  your body and your skin will solidify into 
  a hard ice-like material. When you die 
  in this way, there is a 20% chance that 
  you will rise again as a fimbuli. This 
  transformation occurs one hour after 
  death. You can find the stats for your 
  fimbuli in the “Monsters: The Frost” 
  section below. 
  threAts: the Frost
  The Frost brings with it cold, snow, and ice. 
  Adventurers prowling the wilderness during 
  this apocalypse will be dealing with extreme 
  cold (DMG, p. 110), as well as snow and ice 
  storms. These factors make it difficult to travel 
  long distances and significantly lowers travel 
  speed. 
  Because of the storms and snow, there is a 
  high chance of becoming lost and disoriented 
  in the wilderness. With everything being 
  covered with white snow, locating landmarks 
  or recognizing areas already passed through 
  becomes close to impossible at times, making 
  it extremely hard to track through heavily snow 
  covered areas. 
  The snow also makes it harder to move 
  around. People move slowly, taking hours to 
  move short distances and leaving behind them 
  an obvious trail which is easy for stalking 
  predators or bandits to follow. 
  Monsters: the Frost
  The creatures that once delved only in the 
  coldest reaches of the world are now more 
  comfortable further down the mountains 
  they used to call home. Yetis and frost giants 
  especially thrive in the cold, moving through 
  the snow covered environment with ease and 
  deadly resolve. Remorhazes are likewise at 
  ease in this cold world. Lying in wait beneath 
  many feet of powdered snow, they are patient 
  predators who take full advantage of the fact 
  that humanoids cannot move quickly through 
  piles of heavy snow. 
  Occasionally, creatures who die from the 
  frostlung infection will not remain dead. In 
  these cases, the creature is corrupted and 
  changed by the infection inside of them, 
  turning them cold and cruel as a result. Their 
  bodies become covered in rime and frost and 
  when they receive wounds or cuts their blood 
  does not flow, instead sticking like a half-frozen 
  liquid. Whatever motivation the creature 
  might have had before is replaced when this 
  transformation occurs, changing the creature 
  into an icy shell of cold determination and 
  intent for spreading the frostlung infection. 
  FiMBuli teMPlAte
  You can make nearly any creature or monster 
  into a fimbuli by changing its statistics 
  following the template below. Certain 
  creatures, such as elementals and constructs, 
  cannot be made into fimbuli. When a creature 
  is transformed into a fimbuli, it retains its 
  statistics and traits except for the changes 
  described below.
  Altered Actions. The fimbuli alters any 
  actions it has that deals acid, fire, lightning, or 
  poison damage. These actions now deal cold 
  damage instead. 
  Creature Type. The creature’s type changes 
  to undead.
  Alignment. The fimbuli’s alignment is neutral  
  evil.
  Damage Immunity. The fimbuli is immune to 
  cold damage. 
  Condition Immunities. The fimbuli is 
  immune to the paralyzed condition. 
  Skin of Ice. A creature that touches the 
  fimbuli takes 3 (1d6) cold damage from its 
  frozen skin and the fimbuli’s melee attacks deal 
  an additional 3 (1d6) point of cold damage. 
  Undead Body. The fimbuli doesn’t require 
  air, food, or sleep. 
  Languages. The fimbuli understands the 
  languages it knew in life, but it can’t speak. 
  FiMBuli sAMPles
  Some examples of creatures that have 
  been turned into fimbuli can be seen on the 
  following page. 
  
  37
  Anne Gregersen   |
  FiMBuli younG Green drAGon
  Large undead, neutral evil
  Armor Class 18 (natural armor)
  Hit Points 136 (16d10 + 48)
  Speed 40 ft., fly 80 ft., swim 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  17 (+3)
  16 (+3)
  13 (+1)
  15 (+2)
  Saving Throws Dex +4, Con +6, Wis +4, Cha +5
  Skills Deception +5, Perception +7, Stealth +4
  Damage Immunities cold, poison
  Condition Immunities paralyzed, poisoned
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 17
  Languages the fimbuli can understand common and 
  draconic, but can’t speak.
  Challenge 8 (3,900 XP)
  Amphibious. The fimbuli can breathe air and water. 
  Skin of Ice. A creature that touches the fimbuli takes 3 
  (1d6) cold damage from its frozen skin and the fimbuli’s 
  melee attacks deal an additional 3 (1d6) point of cold 
  damage (included in the attack).
  Actions 
  Multiattack. The fimbuli makes three attacks: one with its 
  bite and two with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one 
  target. Hit: 15 (2d10 + 4) piercing damage plus 10 (3d6) 
  cold damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold 
  damage. 
  Cold Breath (Recharge 5-6). The fimbuli exhales cold in 
  a 30-foot cone. Each creature in that area must make a 
  DC 14 Constitution saving throw, taking 42 (12d6) cold 
  damage on a failed save, or half as much damage on a 
  successful one.
  FiMBuli BroWn BeAr
  Large undead, neutral evil
  Armor Class 11 (natural armor)
  Hit Points 34 (4d10 + 12)
  Speed 40 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  10 (+0)
  16 (+3)
  2 (-4)
  13 (+1)
  7 (-2)
  Skills Perception +3
  Damage Immunities cold
  Condition Immunities paralyzed
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The fimbuli has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Skin of Ice. A creature that touches the fimbuli takes 3 
  (1d6) cold damage from its frozen skin and the fimbuli’s 
  melee attacks deal an additional 3 (1d6) point of cold 
  damage (included in the attack).
  Actions 
  Multiattack. The fimbuli makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8 + 4) piercing damage plus 3 (1d6) cold damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage plus 3 (1d6) cold 
  damage.
  
  38
  |   Surviving the Apocalypse
  THE INFERNO
  Fire used to mean home. It meant safety. 
  That meaning has been lost. Now fire has no 
  meaning other than destruction.
  — Borren Bran, former forrester of the 
  Bramblewood
  When considering the four elements, fire 
  is often considered to be the most wild and 
  destructive of them. Out of the four, it is the 
  least controllable as most creatures are unable 
  to come too close to it without being harmed 
  by its heat, but at the same time it is necessary 
  for people to survive. People need its light 
  and warmth. Hearths and homes are built to 
  contain it safely, and it has become a staple of 
  humanoid civilization. A small, red flicker in 
  the night is a universal sign among the civilized 
  races of the world, one that is inviting and gives 
  off a feeling of safety. 
  As the inferno fell on the world, it forever 
  changed the perception of fire. Fields and 
  forests were now black voids of smoke and 
  embers, ever burning and ever smoldering 
  as the world was slowly turned to ash. Fire 
  consumes. It is hungry and starving for feed, 
  and it is capable of quickly eating through 
  miles of nature and civilization with no mercy 
  or hesitation. It is a fiery hell made reality. 
  What is left in this wasteland are blackened 
  fields and scorched forests, boiled lakes and 
  husks of cities. Travelers will be dealing with 
  severe hazards as they move around the 
  destroyed landscape, and people will become 
  scarce as the natural resources are depleted 
  before their very eyes. Clerics and druids, 
  capable of creating water by utilizing their 
  magical abilities, will be among those best able 
  to combat this sort of apocalypse. They, along 
  with the groups who choose to follow them, 
  will be better equipped to handle the hardships 
  of this world of fire than other people who are 
  less fortunate with what abilities they have at 
  their disposal. 
  CAuses: the inFerno
  The fiery destruction caused by the Inferno 
  is so powerful and consuming it’s hard to 
  understand how it could even happen. 
  Opened Hellgates. The burning heat of the 
  Hells is a well-known concept. Sinners and 
  evil-doers are meant to roast in its flames, 
  contained within the realm of the Hells below. 
  In this case, the fires of Hell have spread 
  beyond their rightful domain to plague the 
  living people of the mortal world. 
  Plane Clash. The elemental planes of air, 
  water, fire, and earth are all, in one way or 
  another, connected to the material plane. This 
  connection is harmless in most cases, with 
  only little of the energies found in the outlying 
  planes actually making it through to affect 
  the mortal realm. However, in the case of the 
  Inferno, the connection between the material 
  plane and the elemental plane of fire became 
  too close as they began overlapping. The 
  otherworldly fires existing in the plane burned 
  through to set the material one ablaze, causing 
  death and destruction to fall swiftly in its wake. 
  PeoPle And settleMents: the 
  inFerno
  In response to the fires of the Inferno, there 
  are a few options for survivors wanting to 
  construct a base or settlement. The viability 
  of these settlements depends entirely on how 
  devastating the nature of the Inferno actually 
  is, and how the world responds to the constant 
  heat of the fires. 
  An obvious response would be to head for 
  the ocean. Either by sailing in large galleons 
  and ships, avoiding land as much as possible 
  or by constructing massive raft-like cities that 
  float along close to the shore, it is a clever way 
  to deal with a world that is now becoming 
  increasingly impossible to live in. However, 
  there is a chance this would not be possible as 
  the heat of the Inferno could be so high that the 
  ocean water is almost boiling. This would make 
  living on the waves impossible and force the 
  remaining survivors to seek back to land. 
  
  39
  Anne Gregersen   |
  What few settlements that might be able 
  to survive will most likely be located near 
  or around mountain tops. With the fires 
  burning below, the mountains will be the only 
  remaining place in the world that has a decent 
  temperature as well as resources that make 
  survival at all possible. 
  It might also be the case that the Inferno is 
  entirely impossible to survive in. Any structure 
  or available food is under constant threat of 
  being consumed and eaten up by wildfires, 
  making traveling, gathering food, and just 
  surviving that much harder. In this case, spells 
  such as create food and water and purify food 
  and drink become paramount to surviving, as 
  the world is no longer able to offer the natural 
  resources adventurers might be used to. 
  Creatures with resistance to fire damage, 
  such as tieflings and certain types of 
  dragonborn, will have an easier time adapting 
  to this new world order. Their bodies being 
  already used to heat and fire, they are more 
  likely to survive the harshness of this kind of 
  apocalypse. 
  inFeCtion: the inFerno
  To add to the threat that is the Inferno, you may 
  choose to employ the topic of infection into the 
  game. This particular infection will be tied to 
  the cinder beasts mentioned in the “Monsters: 
  The Inferno” section below. 
  The cinder fever is as devastating as the 
  fires it spawned from. Taking the form of 
  small sparks that are inhaled or otherwise 
  consumed, the fever is hard to ward against. 
  The best way to keep safe from its effects is to 
  protect the orifices of your body, these being 
  
  40
  |   Surviving the Apocalypse
  primarily mouth, eyes, ears, and nose. This can 
  be done by wearing a specially designed mask 
  with glass lenses covering the eyes so you can 
  safely move through the fires of the Inferno 
  without risk of being infected. 
  Not all sparks carry cinder fever and it can 
  be hard to tell which ones are infectious and 
  which are just harmless sparks. The cinder 
  fever is released from the bodies of wandering 
  cinder beasts, creatures that have been so filled 
  with the fires of the Inferno that most of their 
  original nature has been lost to the energy of 
  the flames. 
  Cinder Fever
  You can be infected by cinder fever in the 
  following ways:
  •	
  Inhalation. You inhale air that contain 
  cinder sparks. 
  •	
  Consumption. You consume a food or 
  liquid infected with cinder sparks. 
  •	
  Contamination. You have let cinder 
  sparks enter your bloodstream, such as 
  through a cut or through contact with an 
  open wound. 
  If you are infected by the fever, you suffer the 
  following effects. The effects has been divided 
  into stages whose durations can be extended 
  or lessened as seen fit by the DM. Once you 
  transition from one stage to another, the effects 
  of the previous stage is replaced by the effects 
  of the new one. 
  •	
  Stage 1 - Smoldering. This stage occurs 
  1d4 hours after infection has occurred 
  and lasts for eight hours. While in this 
  stage, your veins start glowing with a 
  faint, golden light as the fire within you 
  is slowly starting to burn in your body. 
  You feel more comfortable in the heat 
  of the Inferno and your skin is warm to 
  the touch. You become resistant to fire 
  damage. 
  •	
  Stage 2 - Burning. This occurs at the end 
  of the first stage and lasts for eight hours. 
  While in this stage, your eyes begin 
  to glow and flames start flicking from 
  your fingertips. You feel warm and your 
  skin is very hot to the touch. You know 
  the cantrips produce flame and control 
  flames. Dexterity is your spellcasting 
  ability for these spells. You are still 
  resistant to fire damage. 
  •	
  Stage 3 - Immolation. This stage occurs 
  at the end of the second stage and lasts 
  for one minute. You burst into flames, 
  violently changing to embody the powers 
  of the Inferno. At the end of the one 
  minute, you will have transformed into 
  a cinder beast. The stats of your cinder 
  beast is determined by following the 
  cinder beast template written in the 
  “Monsters: The Inferno” section below. 
  threAts: the inFerno
  The most obvious dangers of this particular 
  type of apocalypse would be the fire and the 
  heat. Most places are constantly suffering from 
  extreme heat (DMG, p. 110), making traveling 
  both hard and dangerous. 
  Another consequence of the Inferno is 
  the smoke and ash that is constantly in the 
  air. Inhaling this smoke can cause coughing 
  fits, possibly alerting nearby creatures and 
  monsters of the adventurers’ presence. The 
  smoke spawned from the fires is thick and 
  black, obscuring areas and making scouting 
  the wilderness even harder than it would 
  normally be. Wildfires are also a constant 
  threat and can occur quickly and rapidly. They 
  can spread through an area of forest or plains 
  in seconds, potentially trapping travelers and 
  scavengers behind massive walls of fire. 
  Natural resources also become scarce, as 
  the constant fires burn away most naturally 
  occurring food sources, such as plant and 
  animal life. Settlements will have to be both 
  lucky and resilient to get any sort of farming 
  space established, as the heat and fires are 
  always threatening to consume whatever they 
  might have managed to construct. 
  Monsters: the inFerno
  What is expected to exist in an Inferno 
  apocalypse is the elemental power of fire, and 
  with that comes fire elementals. Adventurers 
  
  41
  Anne Gregersen   |
  are much more likely to encounter denizens 
  from the elemental plane of fire than normally 
  because the nature of the world has become 
  much more welcoming to their nature. 
  Likewise, other creatures that are comfortable 
  in fiery places, such as red dragons, will also 
  increase in number as they now have a definite 
  advantage over other creatures living in the 
  world. 
  Another addition to this type of apocalypse is 
  a type of creature called cinder beasts. These 
  are creatures that were once normal, but have 
  been changed and altered by the pure power 
  found in the fires of the inferno. Creatures 
  turn into cinder beasts by being infected by 
  cinder fever, an infection that comes from the 
  sparks of elemental energy that stem from the 
  elemental fires of the apocalypse. 
  Cinder beasts have lost any semblance of the 
  personality they had prior to turning. 
  Though they keep their intellect 
  and mind, most of their memories 
  are burnt away, leaving only a 
  smoldering creature whose only 
  goal now is to consume through 
  fiery destruction.  
  Cinder BeAst teMPlAte
  You can make nearly any creature or monster 
  into a cinder beast by changing its statistics 
  following the template below. Certain 
  creatures, such as elementals and constructs, 
  cannot be made into cinder beasts. When a 
  creature is transformed into a cinder beast, it 
  retains its statistics and traits except for the 
  changes described below.
  Altered Actions. The cinder beast alters any 
  actions it has that deals acid, cold, lightning, 
  or poison damage. These actions now deal fire 
  damage instead. 
  Creature Type. The creature’s type changes 
  to elemental. 
  Alignment. The cinder beast’s alignment is 
  chaotic evil.
  Damage Immunities. The cinder beast is 
  immune to fire damage. 
  Illumination. The cinder beasts 
  sheds bright light in a 5-foot radius and 
  dim light an additional 15 feet. 
  Skin of Fire. A creature that touches 
  the cinder beast takes 3 (1d6) fire 
  damage from its scolding skin and the 
  cinder beast’s melee attacks deal an 
  additional 3 (1d6) point of fire damage. 
  Water Susceptibility. For every 5 feet 
  the cinder beast moves in water, or for every 
  gallon of water splashed on it, it takes 1 cold 
  damage. 
  Darkvision. The cinder beast has darkvision 
  out to a range of 60 feet. 
  Elemental Body. The cinder beast doesn’t 
  require air, food, or sleep. 
  Languages. Ignan. 
  Cinder BeAst sAMPles
  Some examples of creatures that have 
  been turned into cinder beasts can be 
  seen on the following page. 
  
  42
  |   Surviving the Apocalypse
  Cinder BeAst hydrA
  Huge elemental, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 172 (12d12 + 75)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5)
  2 (-4)
  10 (+0)
  7 (-2)
  Skills Perception +6
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 16
  Languages Ignan
  Challenge 8 (3,900 XP)
  Hold Breath. The cinder beast can hold its breath for 1 
  hour. 
  Illumination. The cinder beast sheds bright light in a 
  5-foot radius and dim light an additional 15 feet. 
  Multiple Heads. The cinder beast has five heads. While it 
  has more than one head, the cinder beast has advantage 
  on saving throws against being blinded, charmed, 
  deafened, frightened, stunned, and knocked unconscious.
  Whenever the cinder beast takes 25 or more damage in 
  a single turn, one of its heads dies. If all its heads die, the 
  cinder beast dies.
  At the end of its turn, it grows two heads for each of its 
  heads that died since its last turn, unless it has taken fire 
  damage since its last turn. The cinder beast regains 10 hit 
  points for each head regrown in this way.
  Reactive Heads. For each head the cinder beast has 
  beyond one, it gets and extra reaction that can be used 
  only for opportunity attacks. 
  Skin of Fire. A creature that touches the cinder beast takes 
  3 (1d6) fire damage from its scolding skin and the cinder 
  beast’s melee attacks deal an additional 3 (1d6) point of 
  fire damage (included in the attack).
  Wakeful. While the cinder beast sleeps, at least one of its 
  heads is awake. 
  Water Susceptibility. For every 5 feet the cinder beast 
  moves in water, or for every gallon of water splashed on it, 
  it takes 1 cold damage.
  Actions 
  Multiattack. The cinder beast makes as many bite attacks 
  as it has heads. 
  Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 10 (1d10 + 5) piercing damage plus 3 (1d6) fire 
  damage. 
  Cinder BeAst oGre
  Large elemental, chaotic evil
  Armor Class 11 (hide armor)
  Hit Points 59 (7d10 + 21)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  16 (+3)
  5 (-3)
  7 (-2)
  7 (-2)
  Damage Immunities fire
  Senses darkvision 60 ft., passive Perception 8
  Languages Common, Giant, Ignan
  Challenge 2 (450 XP)
  Illumination. The cinder beasts sheds bright light in a 
  5-foot radius and dim light an additional 15 feet. 
  Skin of Fire. A creature that touches the cinder beast takes 
  3 (1d6) fire damage from its scolding skin and the cinder 
  beast’s melee attacks deal an additional 3 (1d6) point of 
  fire damage (included in the attack). 
  Water Susceptibility. For every 5 feet the cinder beast 
  moves in water, or for every gallon of water splashed on it, 
  it takes 1 cold damage.
  Actions 
  Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) bludgeoning damage plus 3 (1d6) 
  fire damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 
  ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing 
  damage. If this is made as a melee attack, the attack deals 
  an additional 3 (1d6) fire damage. 
  
  43
  Anne Gregersen   |
  THE GROWTH
  We woke up to William screaming. He had 
  been sitting near a tree and had fallen asleep 
  against its trunk, and when we woke up he 
  was being pulled down. It seemed as though 
  the tree roots had sprungut o from the earth 
  and were now winding and binding around 
  him. It happened so fast. Once moment he was 
  screaming for us to help him, and the next he 
  was gone. Dragged beneath the ground. 
  — Enid Xander, scout of the Tallhill township
  Nature is home to many creatures and beasts. 
  The forests and fields of the world are filled 
  with animals who rely on the plants growing 
  in the soil to survive. Humanoids do as well, 
  growing gardens filled with flowers, herbs, 
  and vegetables that they use for many different 
  reasons. Building grand orchards which 
  provide a village with food to survive the colder 
  months of the year, or maybe to make into 
  sweet wines and drinks. Nature has become a 
  commodity. A thing to be harvested, tempered, 
  and sold for profit. It has been used and 
  changed by the denizens of the mortal realm, 
  and has done so with no complaint. 
  In The Growth, nature is not as amiable as it 
  once was. Wild sproutings of vines and thorny 
  bushes have pierced through the ground to 
  turn what was once a sprawling settlement into 
  a green grove. Moss covers every surface as 
  plants grow rapidly to cover even the smallest 
  available surface. In many ways, it is beautiful. 
  The bright greens contrast wonderfully with 
  the reds and blues of spring flowers, and brown 
  oaks stand like pillars holding a green canopy 
  of leaves. 
  But The Growth expands. It hungers and 
  consumes. It stretches and pulls forward, 
  taking anything with it that comes in its path. It 
  grows defensive, sprouting leaves so sharp they 
  cut like knives and it blossoms flowers exhaling 
  deadly poisons. And to grow stronger, The 
  Growth takes on the shell of living creatures, 
  piercing them with roots and vines to turn what 
  was once a living thing into a hivemind shell 
  whose main intent is to continue expanding 
  and growing. 
  CAuses: the GroWth
  There can be multiple reasons for the plantlife 
  to have begun taking over the world. 
  Awoken Magic. There exists spells, such 
  as awaken, which can give a mind and 
  sentience to plants and lesser beasts. If a 
  powerful enough spellcaster was to use this 
  magic enough, the very essence of the spell 
  could possible seep into the soil that make up 
  the earth. Here, the spellpower spread like 
  a disease, infecting any plants and trees it 
  encountered along the way, imbuing it with a 
  semblance of sentience. 
  Earthly Defenses. Seeing the destruction 
  caused by the humanoids living in the world, 
  be it based in actual destruction or just a 
  perceived act of violence against nature, the 
  earth responded with its own destruction. 
  Lashing out with every ounce of energy it 
  could muster, it grew the plants that defined 
  its destruction. It did so rapidly and violently, 
  striking against the people who had wronged 
  the very ground that gave them life. 
  Fey Power. The archfey who make their 
  home in the faerie plane beyond the material 
  are known for their mischief and trickery. 
  Unfortunately, what might be seen as a prank 
  or joke to these fey creatures, can be harmful 
  or even lethal to mortal creatures. Invoking 
  wild plants to twist the forests and plains into 
  dangerous fields of terror might be fun for an 
  archfey with a little too much time on their 
  hands, but it can mean the end of the world to 
  a people not prepared for its deadly effects.
  The thorns of a rose are only ever 
  dangerous if disturbed. If the hand was 
  to cease its touching, no harm would 
  blemish its skin and the rose would 
  remain pure and beautiful. 
  My knight master taught me that, and 
  it was vital to shaping my character. 
  
  44
  |   Surviving the Apocalypse
  PeoPle And settleMents: the 
  GroWth
  Combating a threat as constant and expanding 
  as the Growth takes time and strength. To beat 
  back the advancing wilderness, people are 
  more likely to band together in larger groups 
  where they fortify themselves in an area still 
  mostly unclaimed by the wild Growth. If, or 
  when, the Growth starts advancing on their 
  position, the settlers will have a greater chance 
  of forcing it to retreat if there are a large group 
  of people who can help out with the settlement 
  defenses. 
  Nomadic travelers are rarer in this sort of 
  apocalypse. With the trails and paths of the 
  wilderness overgrown and the roads being 
  mostly reclaimed by the Growth, traveling 
  between areas can be hard and very dangerous. 
  Despite the dangers of the Growth, the earth 
  and soil is still healthy enough that farms can 
  thrive, so fortifying a homestead to withstand 
  the plant onslaught becomes the main priority 
  for survival. 
  To improve their chances at survival, most 
  people try to claim an area fairly open and 
  clear of overgrown vegetation. Areas with rocky 
  ground and soil can likewise make good places 
  of residence as the Growth will be growing 
  slower in those areas. Fire also becomes a 
  necessary aspect of surviving the apocalypse. 
  Fire is the best and most effective way of 
  clearing out large areas of Growth infestation, 
  and people take care to always have kindling, 
  tinderboxes, and torches readily at hand. 
  threAts: the GroWth
  With the plants growing across the pathways 
  and trails, moving around the world can 
  become very slow. Most areas that aren’t often 
  cleared by fire or by people wielding special 
  tools are considered difficult terrain, and the 
  forests, deep as well as small, become thick 
  with shrubbery and plantlife. As a result, 
  
  45
  Anne Gregersen   |
  people can easily get lost in the evershifting 
  woods, as the Growth twists and changes areas 
  that was once familiar into something strange 
  and foreign. 
  To protect itself from removal, at least by 
  sentient beings, the Growth has sprouted 
  some new flora that exist to deter people from 
  venturing too far into Growth infested areas. 
  This can make it difficult to explore, as most 
  places are covered by these plants. They serve 
  as defenses for the Growth in an area and can 
  be hard to get rid of once its roots have driven 
  deep into the ground. 
  The following plants can serve as ideas for 
  Growth inspired plants that you can insert into 
  your apocalyptic setting. 
  Hag’s Rose. These large, purple flowers 
  are quite beautiful to look at, but they hide a 
  dangerous effect. If the flower is touched, it 
  will spray out a nasty, yellow gas which affects 
  every creature in a 15 foot radius of the flower. 
  Every affected creature must succeed on a DC 
  15 Constitution saving throw. The creature 
  takes 2d6 poison damage on a failed save and 
  is poisoned for the next hour on a failed save. 
  If the creature fails the save with 5 or more, it 
  takes 4d6 poison damage and is poisoned until 
  they finish their next long rest.  
  Razorvine. Thin vines growing in patches 
  of 3-30 vines in total usually cling to walls and 
  tree trunks, or grow in large patches taking on 
  the appearance of shrubbery. If you touch the 
  razorvine, the sharp leaves will cut you, dealing 
  1d6 points of slashing damage. If you attempt 
  to chop down the razorvine patch, you must 
  succeed on a DC 10 Dexterity saving throw or 
  take 1d6 slashing damage. You can chop down 
  1d4+1 vines with one successful attack made 
  with a weapon that deals slashing damage. 
  If you fall into a patch of razorvine, the 
  damage will be much more severe and even 
  potentially lethal. You take a number of d6s of 
  slashing damage equal to the number of vines 
  you landed on. This number is usually between 
  3 and 10, and is determined by the DM. You 
  will take the same amount of damage when you 
  wrench yourself free from the patch.
  Sleepweed. These little clusters of pink 
  flowers exude a fine powder if disturbed. 
  Any creature that touches the sleepweed 
  or otherwise breathes in the powder must 
  succeed on a DC 15 Constitution saving throw 
  or fall unconscious for one hour, until they take 
  damage, or until a creature uses an action to 
  rouse them. 
  Monsters: the GroWth
  Plant creatures will find themselves right 
  at home in this apocalypse. Blights and 
  myconids, as well as shambling mounds, will 
  be everywhere, seamlessly blending in with the 
  overgrown scenery. There will also be a greater 
  than usual appearance of fey creatures. The 
  realm of the fey is often based heavily in the 
  chaotic powers of the natural world, and with 
  the Growth taking over the material plane it 
  
  46
  |   Surviving the Apocalypse
  is no wonder that fey creature, both malicious 
  and kindhearted, will have taken up residence 
  in the mortal world. 
  While the Growth makes a great home for 
  plant creatures to live in, the Growth is more 
  sinister in its expansion. It doesn’t only provide 
  a world were plants can survive and live among 
  each other, it also creates new plant creatures. 
  These creatures are called blightspawn and 
  are created by the force of the Growth itself. 
  Vines and roots infused with the otherworldly 
  power of the Growth will entangle living 
  creatures, and sometimes dead ones, and 
  twist them into a plant version of their earlier 
  selves. These blightspawn wander the world, 
  their intention largely unknown to the surviving 
  people of the world. They might want to spread 
  the power of the Growth beyond the borders 
  of the already claimed territories, or it might 
  wish to protect the natural realm that has been 
  created for it.  
  BliGhtsPAWn teMPlAte
  You can make nearly any creature or monster 
  into a blightspawn by changing its statistics 
  following the template below. Certain 
  creatures, such as elementals and constructs, 
  cannot be made into blightspawn. When a 
  creature is transformed into a blightspawn, it 
  retains its statistics and traits except for the 
  changes described below.
  Creature Type. The creature’s type changes 
  to plant. 
  Alignment. The blightspawn’s alignment is 
  chaotic evil.
  Skill Proficiencies. The blightspawn is 
  proficient with the Dexterity (Stealth) skill. 
  Damage Vulnerability. The blightspawn 
  is vulnerable to fire damage. 
  Condition Immunities. The 
  blightspawn is immune to the blinded 
  and deafened conditions. 
  Blindsight. The blightspawn has 
  blindsight out to a range of 60 feet. It is 
  blind beyond this radius. 
  False Appearance. While the 
  blightspawn remains motionless, it is 
  indistinguishable from a normal plant, tree, 
  or shrub. 
  Languages. The blightspawn forgets 
  all languages it knew in life. It can 
  understand Sylvan, but can’t speak. 
  BliGhtsPAWn sAMPles
  Some examples of creatures that have 
  been turned into blightspawn can be 
  seen on the following page. 
  
  47
  Anne Gregersen   |
  BliGhtsPAWn disPlACer BeAst
  Large plant, chaotic evil
  Armor Class 13 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  6 (-2)
  12 (+1)
  8 (-1)
  Skills Stealth +4
  Damage Vulnerabilities fire
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 11
  Languages understands Sylvan, but can’t speak
  Challenge 3 (700 XP)
  Avoidance. If the blightspawn is subjected to an effect 
  that allows it to make a saving throw to take only half 
  damage, it instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails. 
  Displacement. The blightspawn projects a magical 
  illusion that makes it appear to be standing near its 
  actual location, causing attack rolls against it to have 
  disadvantage. If it is hit by an attack, this trait is disrupted 
  until the end of its next turn. This trait is also disrupted 
  while the blightspawn  is incapacitated or has a speed of 
  0.
  False Appearance. While the blightspawn remains 
  motionless, it is indistinguishable from a normal plant, 
  tree, or shrub. 
  Actions 
  Multiattack. The blightspawn makes two attacks with its 
  tentacles. 
  Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) 
  piercing damage.
  BliGhtsPAWn Gnoll
  Medium plant, chaotic evil
  Armor Class 15 (hide armor, shield)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  11 (+0)
  6 (-2)
  10 (+0)
  7 (-2)
  Skills Stealth +3
  Damage Vulnerabilities fire
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 10
  Languages understands Sylvan, but can’t speak
  Challenge 1/2 (100 XP)
  False Appearance. While the blightspawn remains 
  motionless, it is indistinguishable from a normal plant, 
  tree, or shrub. 
  Rampage. When the blightspawn reduces a creature to 0 
  hit points with a melee attack on its turn, the blightspawn 
  can take a bonus action to move up to half its speed and 
  make a bite attack.
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage. 
  Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 
  ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage, or 6 (1d8 + 2) piercing damage if used with two 
  hands to make a melee attack. 
  Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 
  ft., one target. Hit: 5 (1d8 + 1) piercing damage. 
  
  48
  |   Surviving the Apocalypse
  lesser known and more malicious gods might 
  have combined forced to raise a Titan from the 
  earth to destroy the centers of worship that 
  give power to their divine competition. These 
  Titans are given the purpose of destruction, 
  and it is a purpose they fulfill perfectly. 
  PeoPle And settleMents: the 
  titAns
  In a world plagued by wandering city 
  destroyers, not many people choose to reside 
  in one. Those who do are rarely there for 
  long, and rarely survive for more than a few 
  weeks before their home is pulverised if they 
  do choose to stand their ground against the 
  advancing Titans. 
  Unlike other apocalypses, the cities are not 
  abandoned by its inhabitants. In other world 
  ending scenarios, the cities are left as empty 
  shells with the buildings left empty and slowly 
  collapsing due to time and lack of maintenance. 
  In a world plagued by titans, the cities have 
  been completely destroyed. Likewise, any 
  settlement or structure that begins showing 
  any kind of permanency is under threat of 
  being crushed beneath the weight of a colossal 
  Titan. 
  As a result of this, settlements are a rarity 
  and those that do exist are small and well 
  hidden. A group of survivors could have sought 
  to the seas, living on floating rafts that skirt 
  the shores of the once civilized mainland. They 
  could also have sought below ground, sharing 
  the space of caverns and tunnels with other 
  creatures also fleeing from the wrath of the 
  titans. These creatures might not be willing to 
  share their living spaces, making the fight for 
  survival constant for those fortunate enough to 
  have avoided the wrath of the mountains. 
  threAts: the titAns
  There is one big and pretty obvious threat 
  when considering this particular apocalypse, 
  this being the Titans themselves. Their 
  destruction carve permanent paths into the 
  landscape, making it clear where they have 
  THE TITANS
  Where were you when the mountains came 
  alive? 
  — Essira Onlett, self-taught historian 
  Some things in the world are thought of as 
  static. Eternal, even. Parts of the world have 
  been there for thousands and thousands of 
  years, watching over the developments below, 
  being a constant part of the landscape that 
  gave an area identity and security. Mountains 
  and cliffsides, standing as ancient monuments 
  to a time no one was present to remember. 
  Now they are static no longer. 
  Most who are even slightly familiar with the 
  D&D system will have heard the stories of the 
  horror that is the tarrasques. Dormant, ancient 
  creatures who rest beneath the earth, simply 
  waiting for their time to rise out of the ground 
  to wreak havoc on the world that thought of 
  them as little more than legends.
  Tarrasques are described as mythical 
  creatures, their meaning of existence believed 
  to be to answer a cosmic call for destruction 
  and devastation. These city-killers are 
  legendary, powerful, and believed to be largely 
  unstoppable, leaving a trail of ruin behind them 
  as they wander from city to city, from nation to 
  nation, turning them to dust in the process. 
  CAuses: the titAns
  In the chaos of destruction caused by these 
  Titans, not everyone will have time to stop 
  and consider why they might have chosen this 
  specific time to rise from their slumber. 
  Destiny. The Titans were always meant 
  to rise. Be it to bring the world to ruin so 
  that it might rise again from the debris, or to 
  simply bring on the actual end of civilization 
  is unknown and ultimately irrelevant for most 
  survivors of the apocalypse. There is little that 
  the common person can do against the deadly 
  force of a moving mountain. 
  Divine Interference. A raging battle between 
  the gods has brought their divine warfare to the 
  mortal realms below. With many of the divine 
  servants to popular gods living in the cities, the 
  
  49
  Anne Gregersen   |
  Monsters: the titAns
  The major addition to the monster ecology of 
  the world is that of the titan type of monster. In 
  officially published material, the tarrasque is by 
  far the most famous type of Titan, but it does 
  not need to be the only one of its kind. Various 
  types of titanic monstrosities can exist, these 
  having special avenues of destructive powers. 
  The tarrasque’s main directive is to be a 
  hammer of ruin striking against buildings and 
  structures. It is a siege monster, created by the 
  gods or another great otherworldly power to 
  destroy civilization. Other Titans, such as the 
  astral dreadnought from Mordenkainen’s Tome 
  of Foes, haunt the waves of the Astral Sea. Its 
  prerogative, design, and purpose is different 
  from that of the tarrasque, but their avenues 
  of destruction marks them both as fearsome 
  forces of the universe capable of great amounts 
  of devastation. 
  In addition to the Titans provided by 
  published material, a few more Titan options 
  have been added to give variety to your Titan 
  apocalypse. These new Titans can be found in 
  Chapter 8 - Monsters of this document. 
  recently been and making it fairly easy to 
  know what direction they are moving. With the 
  exception of when they enter into their slumber, 
  in which case they often dig themselves below 
  ground to rest, they are not exactly subtle when 
  moving around, making them fairly easy to 
  avoid. 
  The problem comes when you have to find 
  places of rest and safety. Deep forests and 
  underground caves have become the safest 
  places to be in this new world, as it brings 
  you far from civilization and the dangers it 
  offers. However, people aren’t the only ones 
  who thinks this way. The creatures and 
  monsters usually making their homes in cities, 
  mountains, or just anywhere near civilization is 
  likewise forced into these areas.
  The hidden venues of the world are 
  not exactly safe on their own either. The 
  underground tunnels and cavernous regions 
  of the world are not void of life, and instead 
  offer a wide variety of creatures making their 
  lives below ground. These creatures might 
  welcome the surface people, actively working 
  with them to create a better, safer way of life, 
  but the much more likely scenario is that these 
  creatures will have already settled into an area 
  which they consider their home, and that they 
  will be unwilling to share it with anyone. 
  
  50
  |   Surviving the Apocalypse
  THE MACHINES
  We have been brought low by those we used to 
  regard as nothing but servants and guard dogs. 
  — Kirandi Eskilla, self-proclaimed fieflord 
  In a world ever evolving in regards to 
  technology and science, automatons and 
  servitor constructs begun to become a natural 
  part of the landscape. Nobles and the richer 
  classes of humanoid society would employ 
  these robotic creatures into their service, using 
  them as laborers and servants in their homes 
  and castles. These constructs, practical and 
  strong as they were, were created to serve 
  humanoids and they did so faithfully for several 
  years. 
  Though the reasons might vary, the 
  Machines that used to serve the civilized world 
  have turned against it. Using the strength and 
  intelligence granted to them by their humanoid 
  creators, they turned against those whom 
  they used to call masters, wreaking havoc in 
  their homes and cities. No one was prepared 
  for an attack from the inside, as most were 
  used to seeing constructs walk the city streets 
  or running errands for their owners. The 
  sudden violence and destruction caused by the 
  Machines was shocking to everyone, and where 
  seeing an automaton used to spark interest 
  or a feeling of safety, now the mere sight of a 
  construct is cause for panic and fear among the 
  humanoid peoples who used to live side by side 
  with them. 
  Strong and capable, the constructs of this 
  apocalypse make up a great threat. Modified 
  to fit the new parameters of the world order, 
  this being tearing down the walls of humanoid 
  civilization, they have quickly turned from 
  servants to soldiers. They now live as creatures 
  keen on making the world their own, a world 
  where they might live as the new masters of the 
  material world. 
  
  51
  Anne Gregersen   |
  CAuses: the MAChines
  To many, the exact reason for the sudden rise 
  of the Machines and the loss of control remains 
  a total mystery.
  Achieved Sentience. The constructs were 
  built to serve and protect their humanoid 
  creators. They did not need a thought process 
  or any kind of sentience to accomplish this, 
  and as a result they were not given one. Be it 
  through the acts of an experimenting inventor 
  or through some strange cosmic intervention, 
  the constructs gained sentience and started 
  to realise they did not care much for standing 
  in the shadow of creatures much frailer and 
  weaker than themselves. 
  Corrupted. In this scenario, the Machines 
  remain mindless robots, wandering the world 
  with little to no reason for existing that they 
  are able to understand. Instead of turning 
  on their creators out of malice or anger, they 
  did so because they were programmed to 
  do so. A corruption or virus surged through 
  the constructs, turning them from compliant 
  servants to humanoid killing machines. 
  PeoPle And settleMents: the 
  MAChines
  The cities where humanoids used to find 
  homes and safety are no longer capable of 
  providing  either. With the Machines rising 
  against them, acting as a constant and 
  deadly foe, cities have become void of any 
  humanoid life with the exception of a few 
  stubborn stragglers and people scavenging the 
  abandoned buildings for resources. 
  Most settlements that are not well hidden 
  will suffer the same fate as the cities did, as 
  they are quickly overwhelmed by an advancing 
  army of Machines with no other intent than 
  to cause destruction against their used-to-be 
  masters. The settlements that do exist are 
  often built to hopefully withstand the advancing 
  constructs, using metal and steel plating 
  harvested from the robotic foes to fortify their 
  defenses. Alternatively, the settlers use magic 
  or natural resources to hide and camouflage 
  their homes away from the sensors installed 
  in the Machines. Placing the settlement in a 
  hard to reach location, such as below ground 
  or in tree tops, where it remains out of sight, 
  is another common way of keeping a safe 
  distance from the wandering constructs. 
  People also choose to move around 
  nomadically, keeping a constant distance to the 
  killer robots as best they can. Quickly traveling 
  from location to location, never staying longer 
  than a few days at most before moving on. In 
  an attempt to stay ahead of a threat which is 
  always moving, never tires, and never stops, 
  some survivors attempt to do the same, always 
  moving, never resting, never stopping.
  threAts: the MAChines
  With the exception of the machines stalking 
  and killing humanoids, there aren’t that many 
  threats unique to this apocalypse. The world 
  remains as it always has and the cities still 
  stand, falling only due to lack of care and 
  maintenance. Abandoned towns and homes 
  are abundant, but with the exception of 
  other scavengers, they have been left largely 
  untouched. 
  The main threat in this apocalypse is the 
  drive and determination of the risen constructs. 
  No matter where you go, no matter how far 
  you run, the Machines will follow to carry out 
  their creed of vengeance and violence on their 
  previous masters. 
  Monsters: the MAChines
  The constructs that used to serve the people of 
  the world were always being studied by arcane 
  inventors and experts. These studies were 
  meant to find points in their design in need of 
  improvement or enhancement to better the 
  The ingenuity of society is incredible 
  in many different ways. Especially 
  when it comes to creating things 
  that should never have existed. These 
  “scholars” as they call themselves, 
  would get more out of life if they 
  were taught manners instead of magic. 
  
  52
  |   Surviving the Apocalypse
  construct’s capability to assist its humanoid 
  masters. This idea of improvement and 
  enhancement was not lost when the Machines 
  began rising, except now the constructs don’t 
  rely on any humanoid interference when 
  modifying their design. 
  Taking inspiration from the creatures the 
  constructs find wandering in the wilderness, 
  such as wolves, bears, and larger monsters, 
  they were able to use the intellect granted to 
  them by their creators to make entirely new 
  constructs. The constructs built by humanoids, 
  though powerful and strong, were created for 
  the purpose of service. They were servants and 
  builders, and only in very few cases were they 
  built for war. These new constructs, shaped 
  and molded on the basis of wild predators, 
  have been built by the constructs to further 
  their destructive agenda. Framed after natural 
  predators, these new constructs, called 
  machina, are perfect for hunting and tracking 
  down any humanoids who attempt to flee the 
  wrath of the Machines. 
  MAChinA teMPlAte
  You can make nearly any creature or 
  monster into a machina by changing its 
  statistics following the template below. 
  Certain creatures, such as elementals, 
  cannot be made into machina, and most 
  machina creatures were created for a 
  specific purpose, such as tracking or killing, 
  which should be considered when the 
  machina is created. When a creature is 
  transformed into a machina, it retains 
  its statistics and traits except for the 
  changes described below.
  Creature Type. The creature’s type 
  changes to construct. 
  Alignment. The machina’s alignment 
  is unaligned.
  Saving Throws. The machina is 
  proficient in Constitution saving throws. 
  Damage Immunities. The machina is 
  immune to poison and psychic damage. 
  Condition Immunities. The machina is 
  immune to the blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, and 
  poisoned conditions.
  Blindsight. The machina has blindsight out 
  to a range of 120 feet. It is blind beyond this 
  radius. 
  Immutable Form. The machina is immune to 
  any spell or effect that would alter its form. 
  Magic Avoidance. The machina cannot cast 
  spells, innately or otherwise. 
  Magic Resistance. The machina has 
  advantage on saving throws against spells and 
  other magical effects. 
  Languages. None. 
  MAChinA sAMPles
  Some examples of creatures that have been 
  turned into machina can be seen on the 
  following page. 
  
  53
  Anne Gregersen   |
  MAChinA tyrrAnnosAurus rex
  Huge construct, unaligned
  Armor Class 13 (natural armor)
  Hit Points 136 (13d12 + 52)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  10 (+0)
  19 (+4)
  2 (-4)
  11 (+0)
  5 (-3)
  Saving Throws Con +7
  Skills Perception +4
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 120 ft. (blind beyond this radius), 
  passive Perception 10
  Languages —
  Challenge 8 (3,900 XP)
  MAChinA ettin
  Large construct, unaligned
  Armor Class 12 (natural armor)
  Hit Points 85 (10d10 + 30)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  8 (-1)
  17 (+3)
  6 (-2)
  10 (+0)
  8 (-1)
  Saving Throws Con +5
  Skills Perception +4
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, paralyzed, petrified, poisoned
  Senses blindsight 120 ft. (blind beyond this radius), 
  passive Perception 10
  Languages —
  Challenge 4 (1,100 XP)
  Immutable Form. The machina is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The machina has advantage on saving 
  throws against spells and other magical effects. 
  Two Heads. The machina has advantage on Wisdom 
  (Perception) checks and on saving throws against being 
  stunned and knocked unconscious.
  Wakeful. When one of the machina’s heads is asleep, its 
  other head is awake.
  Actions 
  Multiattack. The machina makes two attacks: one with its 
  battleaxe and one with its morningstar. 
  Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) slashing damage. 
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (2d8 + 5) piercing damage.  
  Immutable Form. The machina is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The machina has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The machina makes two attacks: one with 
  its bite and one with its tail. It can’t make both attacks 
  against the same target. 
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 33 (4d12 + 7) piercing damage. If the target is a 
  Medium or smaller creature, it is grappled (escape DC 17). 
  Until this grapple ends, the target is restrained, and the 
  machina can’t bite another target. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 20 (3d8 + 7) bludgeoning damage.  
  
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  |   Surviving the Apocalypse
  THE FLOOD
  My dream is to one day stand on a structure 
  that is not moved by the waves. To feel blades 
  of grass beneath my feet. 
  — Ran Deacon, captain of Dorenia’s Rose
  So much of what people connect to civilization 
  comes from the earth they walk upon. Farmers, 
  foresters, and miners make their living from 
  the gifts given to them by the ground beneath 
  their feet. It is the foundation for great cities 
  and history, a home to countless creatures and 
  peoples. That was the case before the Flood 
  made its impact on the world. 
  For one reason or another, massive waves 
  of crushing water struck the world so beloved 
  by the people living in it, changing it from a 
  sprawling, living landmass into a massive 
  ocean. The only land remaining are the 
  mountaintops peaking above the bopping 
  waves. Many people lost their lives and homes 
  to this calamity, with only very few making it to 
  safety before the Flood struck them. Protected 
  either by divine intervention, magic, or just 
  plain luck, they managed to survive the coming 
  of the endless waters, living to witness their 
  once green and living world now drowned by 
  an endless ocean. 
  To survive, the people had to adapt quickly 
  to this new way of life. The few races born 
  with the gift of wither flight or water breathing 
  were quicker to adapt to the new world order 
  than their landbound fellows. They had an 
  easier time staying out of danger, as well as 
  getting food, giving them a definite advantage 
  over other races that were not born with these 
  innate abilities of water breathing and flying 
  capabilities. 
  CAuses: the Flood
  The Flood came suddenly and violently, but 
  there has to be some reason for its arrival. 
  Comet Annihilation. Comets and similar 
  otherworldly debris entering the stratosphere 
  of the planet is not unusual, but the size of it is 
  usually fairly small. In this case, the comet was 
  large enough to rattle the very core of the world 
  itself, sending physical ripples through the 
  oceans covering the planet. These ripples, as 
  they might be seen from a cosmic perspective, 
  were in reality massive waves, strong and 
  powerful enough to destroy anything they came 
  into contact with and covering most of the 
  world in ocean water. 
  Melting Ice. The icy continents near the 
  poles of the world have been hit by some 
  sort of sudden, intense heat, perhaps from 
  another plane or from a fiery creature intent 
  on destroying the world by drowning it. The 
  melted ice formed quickly into a massive lake, 
  unleashed to swallow the world beneath the 
  newly created, icy waves. 
  Planar Influence. Outside the material 
  planes lies the elemental planes of air, water, 
  fire, and earth. These four each have their 
  influences over the multiverse and the mortal 
  realm, some more strongly than others. In the 
  
  55
  Anne Gregersen   |
  case of the Flood, the energies found within the 
  elemental plane of water has begun to overlap 
  with the energies of the material plane. It might 
  have started out small at first, with springs and 
  rivers flowing quicker than usual, but it soon 
  ended up with the elemental waters rising to 
  consume the mortal world beneath an ever 
  growing ocean. 
  PeoPle And settleMents: the 
  Flood
  With little to no land anywhere, people are 
  forced to live on the waters any way they are 
  able. Those few who don’t know how to swim 
  must learn to do so quickly, and those who 
  don’t have any kind of floating vessel, raft, or 
  ship must find ways to make one. The few 
  islands that remain in existence are heavily 
  sought after and potentially warred over, as the 
  access to soil and earth from which to grow 
  food is becoming extremely rare. In these 
  cases, the soil itself is rarely ever built on and 
  is instead used exclusively for farming. The 
  people then construct rafts and bridges that 
  hook off from the island where they might live 
  without disturbing the precious soil giving 
  them their food and resources. 
  Large vessels made from several rafts and 
  ships tied together can make up an entire 
  settlement with dozens of people living 
  together as they float around the now nearly 
  endless seas. They hunt the waters for food 
  and prey, and gather clean drinking water from 
  the rain falling from the sky. Learning how to 
  navigate an ocean with close to no landmarks 
  and with pirating crews always looking for easy 
  prey becomes crucial if you wish to survive, as 
  does identifying which sections of the ocean 
  
  56
  |   Surviving the Apocalypse
  is safe to travel and which might house lethal 
  storms capable of toppling even the most well 
  made sailing vessels.
  Understand the nature of the neverending 
  becomes paramount to surviving in this 
  apocalypse. Just because the world is covered 
  in water, doesn’t mean that it is equally deep in 
  all places. Finding a place with shallow water 
  where there are not miles of sea water between 
  the surface and the ocean floor is important for 
  the people trying to survive the Flood, as the 
  threats dwelling in the now endless oceans are 
  less prominent in these locations where the 
  water isn’t as deep and dark. 
  threAts: the Flood
  With nothing to protect or block the force of 
  the wind, storms and heavy rainfalls can turn 
  from a concern to a potential lethal threat very 
  quickly. The ocean storms can whip up huge 
  waves that can crush most ships to kindling if 
  they are caught out in it, and push other vessels 
  so far off course that their supplies might run 
  out before they reach their final destination. 
  The lack of shelter in the face of natural events, 
  such as a storm or maybe even a hurricane, can 
  mean the end for even an experienced sailor 
  with a decent ship, and it’s no different for a 
  rugged survivor maneuvering a vessel made 
  out of tied together driftwood. 
  Another problem faced when dealing with 
  the Flood is the lack of food and fresh soil 
  from which to grow things, such as medicinal 
  herbs, edible plants, and trees for constructing 
  and repairing ships. Those few people who are 
  lucky to find themselves near any mainland 
  will protect it with their lives and are extremely 
  wary of strangers coming into their homes. 
  Monsters: the Flood
  Not surprisingly, the monsters most 
  encountered in the Flood are those who 
  live beneath the waves. Those who couldn’t 
  swim or otherwise adapt to the new watery 
  environment were bound for extinction, leaving 
  the ocean riddled with creatures who feel much 
  more at home in the waters than the surviving 
  people sailing the waves above. 
  Black and bronze dragons, sahuagin, 
  merrows, and sharks are all common threats 
  encountered after the Flood consumed the 
  landmasses of the world. In addition, water 
  elementals might also have a greater presence 
  than normal, seamlessly blending in with the 
  bopping waves and swirling waters, waiting for 
  their prey to come close enough that they might 
  strike at them from below the waves. 
  
  57
  Anne Gregersen   |
  THE NIGHT
  Wonderful of you to stop by. I do so enjoy 
  having guests for dinner. 
  — Lady Vianka Bathory, the Blood Countess of 
  Ecsed Castle
  The powerful lords and ladies of the Night 
  have become ill content in their roles as 
  nightmarish shadows, stalking and hunting like 
  petty monsters. For one reason or another, the 
  vampires once hidden away from the public eye 
  has made their existence known to the people 
  they call their prey. 
  The people living under the oppressive rule 
  of vampires and their armies of bound spawn 
  live a life of constant terror. The light of the 
  sun, if ever present, provides a short respite 
  from the horror they must endure each night 
  when the vampires exit their resting places to 
  hunt and feed. Being largely powerless against 
  the guile and force of the vampiric threat, 
  the common people can do little more than 
  cower in their homes. Though it is not within 
  the vampire’s interest to kill all the people in 
  the region, as that would remove their much 
  needed supply of food, their presence and 
  demands of submission bring terror and fear 
  to the region. People flee en masse, traveling 
  as far as they are able during the day and 
  praying that the vampires won’t care enough 
  about their disappearance to follow their tracks 
  during the Night.  
  The vampires themselves care little for the 
  opinion of the common folk, being mostly 
  content at seeing them afraid and shaking at 
  the mere sight of their powerful rulers. Any 
  opposition is quickly struck down however, 
  at least by newer vampires who are not quite 
  used to their powers. Older, or even ancient, 
  vampires are more bemused at the act of 
  rebellion, and might see acts of opposition as 
  unworthy of their time and energy to take care 
  of because they know, mostly rightfully so, that 
  their power will be forever unmatched by that 
  of most mortal beings. 
  CAuses: the niGht
  Why the vampires chose this time to rise 
  might vary by region and by the power of the 
  vampire in charge of the area as well. 
  Hungry for Power. Being confined to the 
  dark and being forced to hide away from lesser 
  creatures isn’t the life sought after by many 
  vampires. They crave power and reverence, 
  they enjoy instilling fear in their subjects. 
  Craving more power, a few ancient, powerful 
  vampires chose to step forward and make 
  themselves known to the world, demanding 
  the people of the region to submit to their rule 
  or feel the consequences of their wrath if they 
  refused. 
  The Long Night. A curse of eternal darkness 
  has descended on the world, bringing with it 
  the murderous denizens of the Night. With 
  their greatest enemy, the sun, no longer 
  threatening their existence, the vampires 
  can walk the earth undisturbed, feasting and 
  feeding on the people whom they used to hide 
  from. 
  PeoPle And settleMents: the 
  niGht
  One of the biggest weaknesses found with 
  vampires, and which makes defense against 
  them much easier to accomplish, is the fact 
  that they cannot enter a residence without 
  permission from one of the occupants. Staying 
  inside while the sun is out becomes paramount 
  to surviving, as the vampires will have all the 
  advantages of battle should it take place in the 
  darkness of the Night. 
  Protecting against vampires outside of this, 
  admittedly, very shallow defense is extremely 
  hard. Vampires are clever creatures, able to 
  trick and charm people around them with a 
  The undead denizens who haunt the night 
  should be respected. Not because of the 
  power they hold, that is unholy and wicked 
  and should be exterminated if given the 
  chance. No, give them respect same as 
  you would a duelist. As you would a wolf 
  prowling for prey. Give them the respect you 
  would a predator, because that is exactly 
  what they are.  
  
  58
  |   Surviving the Apocalypse
  simple smile. If a vampire can get someone to 
  open a door, or simply make eye contact with 
  them through a window, their charms can 
  make anyone trust them completely, even so far 
  as to give them an invitation to come inside. 
  The best thing to do is to avoid the places 
  where vampires naturally reside or to settle in 
  places where vampires are less likely to appear, 
  such as by lakes or waterfalls. Vampires detest 
  running water, and a common defense for 
  settlements defending themselves against 
  vampires is by living in wet, rainy areas, or 
  by living in places where water is abundant. 
  Using precise crafting and engineering, traps 
  with flowing and streaming water can be 
  placed throughout the settlement to protect 
  against any nightly visitors. While this will 
  most likely not kill any of the advancing 
  vampiric creatures, it might deter them 
  from relentlessly plaguing the settlement. 
  Or it might just make the vampire in question 
  extremely angry. 
  inFeCtion: the niGht
  Most people are at least somewhat familiar 
  with the myths that exist around vampires. 
  The stories of their devilish charms 
  and deadly bites make excellent villainous 
  characteristics in a dangerous enemy intent 
  on luring innocent youngsters away from the 
  safety of their homes, and they might even 
  be made into romantically misunderstood 
  characters in works of fiction and literature. 
  The reality is darker and bloodier than these 
  stories, portraying a clever and manipulative 
  enemy that hungers for power and life’s blood. 
  Falling victim to vampirism can be 
  devastating not only to the person suffering 
  the infection, but for the family members of 
  the infected as well. If the person successfully 
  turns, they will be able to return to their home, 
  now driven by bloodlust instead of loyalty, to 
  feed on the people they used to call family. As a 
  result, most people who die in the Night are not 
  buried, even if they died from natural causes. 
  Instead people burn or otherwise dispose of 
  their dead to ensure that their loved ones don’t 
  rise again as a monster desiring nothing more 
  than killing and feeding. 
  vAMPirisM
  If you are a humanoid, you can be infected by 
  vampirism in the following ways:
  •	
  Lethal Bite. You are brought to 0 hit 
  points by a bite from a vampire. 
  If you are infected by vampirism you suffer the 
  following effects. The effects has been divided 
  into stages whose durations can be extended 
  or lessened as seen fit by the DM. Once you 
  transition from one stage to another, the effects 
  of the previous stage is replaced by the effects 
  of the new one. 
  •	
  Stage 1 - Death. This stage occurs 
  immediately after you are brought to 0 hit 
  points because of the vampire’s bite. You 
  cannot be revived from this death.
  
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  Anne Gregersen   |
  •	
  Stage 2 - Resting. This stage occurs 
  only if you are buried in the ground after 
  you die and it lasts for 8 to 24 hours. 
  During this time, your body slowly starts 
  transforming into that of a vampire’s, 
  giving you longer nails with the strength 
  of claws and long, pointed fangs.  
  •	
  Stage 3 - Rising. This stage occurs at 
  the end of the second stage and it always 
  occurs at night. You claw your way out of 
  the earth, risen as a vampire spawn. In 
  this state, you can only be made into a 
  vampire if a true vampire allows you to 
  drink blood from its body. In this case, 
  you turn from a vampire spawn into a 
  true vampire. The stats for your vampire 
  is determined by using the vampire 
  template in the “Monsters: The Night” 
  section below.  
      You will remain a vampire spawn until 
  your vampire master chooses to release 
  their hold on you by allowing you to drink 
  their blood. Until that time, you are fully 
  under the control of your vampire maker 
  and must obey them in all things. The 
  stats for a vampire spawn as is found in 
  the Monster Manual (p. 298) represents 
  your character for as long as you remain 
  a vampire spawn.  
       When you rise from your earthly grave, 
  there is a 25% chance that you will not be 
  made into a vampire spawn. Instead, the 
  turning process has gone terribly wrong, 
  breaking your mind and turning you into 
  little more than a mindless, starving 
  beast. You turn into a feral vampire, the 
  stats of which can be found in Chapter 8: 
  Monsters of the Apocalypse. These feral 
  vampires obey no one and can never be 
  made into true vampires. 
  threAts: the niGht
  In a world where vampires rule through terror 
  and murder, the powers of the vampires in 
  the area will obviously be the main threat for 
  the people who live there. Not only because 
  the people live in constant fear of being hurt 
  or killed by them, but because they constantly 
  have to beware the consequences of potentially 
  vAMPire sPAWn
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 82 (11d8 + 33)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  16 (+3)
  16 (+3)
  11 (+0)
  10 (+0)
  12 (+1)
  Saving Throws Dex +6, Wis +3
  Skills Perception +3, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 60 ft., passive Perception 13
  Languages the languages it knew in life
  Challenge 5 (1,800 XP)
  Regeneration. The vampire regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn. 
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws:
  Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
  Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
  Stake to the Heart. The vampire is destroyed if a 
  piercing weapon made of wood is driven into its heart 
  while it is incapacitated in its resting place. 
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. The vampire makes two attacks, only one of 
  which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 8 (2d4 + 3) slashing damage. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 13).
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by the 
  vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) 
  piercing damage plus 7 (2d6) necrotic damage. The 
  target’s hit point maximum is reduced by an amount 
  equal to that amount, and the vampire regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. 
  
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  |   Surviving the Apocalypse
  angering the vampires in the region. As the 
  vampires are fully intelligent beings, fooling 
  or tricking them is extremely risky as the 
  punishment for doing such things will be a 
  swift and immediate death sentence. 
  People rarely get full nights of sleep, fearing 
  the coming of the undead creatures, and the 
  day hours are spent working their craft to make 
  food or tools for their families and neighbors. 
  This leaves the people with very little energy 
  left to incite rebellion or to fight back against 
  their vampiric oppressors in any way. 
  There is also the fear of other people. If 
  one person in a settlement begin speaking ill 
  against their vampiric rulers, other residents 
  of the township might become scared at the 
  potential consequences the acts of this one 
  person will have on the rest of the settlement. 
  Out of fear, they might report these acts of 
  minor rebellion to their vampire ruler, fearing 
  that one person’s rebellious or unsanctioned 
  actions might bring devastation to the rest 
  of the local populace. They are willing to 
  sell out their neighbour if it means they can 
  keep themselves and their families safe. This 
  means that, while people can still live near and 
  around each other, it is rarely out of any sense 
  of kinship but instead purely out of necessity. 
  Trust is a feeling of the past, and one that is not 
  welcome in an area overrun by vampires. 
  Monsters: the niGht
  As the undead vampires are slowly taking 
  over the world, it comes as no surprise that 
  these are the creatures most lethal and most 
  commonly encountered when traveling a world 
  affected by the apocalyptic Night. Vampires 
  of many different kinds exist and thrive in the 
  darkness brought to the world, the screams 
  that mark the end of their hunts echoing in the 
  otherwise deadly silence. 
  Vampires exist in many different forms, 
  molded either by their environment or by 
  their age, and they don’t always regard each 
  other kindly. As the vampire ages, they grow 
  much more powerful, and the most ancient of 
  vampires are believed to be close to impossible 
  to kill. Feral vampires are also a big problem, 
  as their ferociousness means they attack 
  with little to no reason, making them highly 
  unpredictable and dangerous. Different kinds 
  of vampires in addition to those offered in the 
  Monsters Manual can be found in Chapter 8 - 
  Monsters at the end of this document. 
  
  61
  Anne Gregersen   |
  vAMPire teMPlAte - MAndAtory 
  trAits
  You can make any humanoid into a vampire by 
  changing its statistics following the template 
  below. This method of turning a humanoid into 
  a vampire varies from the method presented 
  in the Monster Manual, and can be safely 
  omitted if desired. Note that using the vampire 
  template will most likely make the transformed 
  humanoid much more dangerous and 
  challenging to the group of adventurers fighting 
  it, and as such the CR of the newly created 
  vampire should in most cases be raised by 2.
  When a humanoid is transformed into a 
  vampire, it retains its statistics and traits 
  except for the changes described below. The 
  following is a list of mandatory traits that are 
  found in all vampires. 
  Creature Type. The creature’s type changes 
  to undead. 
  Alignment. The vampire spawn’s alignment 
  is lawful evil.
  Saving Throws. The vampire is proficient 
  in Dexterity, Wisdom, and Charisma saving 
  throws. This trait is only activated if the 
  creature being turned into a vampire has less 
  than three saving throw proficiencies, in which 
  case the creature chooses which saving throws 
  to be proficient in to a maximum of three 
  proficiencies. 
  Skills. The vampire is proficient in the 
  Wisdom (Perception) and Dexterity (Stealth) 
  skills. 
  Damage Resistances. The vampire is 
  resistant to necrotic damage, as well as 
  bludgeoning, piercing, and slashing damage 
  from nonmagical weapons. 
  Darkvision. The vampire has darkvision out 
  to a range of 120 feet. 
  Regeneration. The vampire regains 10 hit 
  points at the start of its turn if it has at least 1 
  hit point and isn’t in sunlight or running water. 
  If the vampire takes radiant damage or damage 
  from holy water, this trait doesn’t function at 
  the start of the vampire’s next turn. 
  Spider Climb. The vampire can climb 
  difficult surfaces, including upside down on 
  ceilings, without needing to make an ability 
  check. 
  Vampire Weaknesses. The vampire has the 
  following flaws:
  Forbiddance. The vampire can’t enter a 
  residence without an invitation from one of the 
  occupants. 
  
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  |   Surviving the Apocalypse
  Harmed by Running Water. The vampire 
  takes 20 acid damage when it ends its turn in 
  running water. 
  Stake to the Heart. If a piercing weapon 
  made of wood is driven into the vampire’s heart 
  while the vampire is incapacitated in its resting 
  place, the vampire is paralyzed until the stake 
  is removed. 
  Sunlight Hypersensitivity. The vampire takes 
  20 radiant damage when it starts its turn in 
  sunlight. While in sunlight, it has disadvantage 
  on attack rolls and ability checks. 
  Bite. The vampire’s fangs are considered a 
  melee weapon and the vampire is proficient 
  when attacking with them. The vampire can 
  only attack a creature with its fangs if the 
  creature is willing, grappled, restrained, or 
  incapacitated. On a successful hit, the creature 
  takes piercing damage equal to 1d6 + the 
  vampire’s Strength modifier. If the creature 
  is humanoid, it has to make a Constitution 
  saving throw. The DC equals 8 + the vampire’s 
  Charisma modifier + the vampire’s proficiency 
  bonus. On a failed save, the creature takes 
  necrotic damage equal to 1d6 + the vampire’s 
  character level or challenge rating as the 
  vampire begins to drink their blood. On 
  a successful save, the creature takes half 
  damage. The target’s hit point maximum is 
  reduced by an amount equal to the necrotic 
  damage taken, and the vampire regains hit 
  points equal to that amount. The reduction 
  lasts until the target finishes a long rest. The 
  target dies if this effect reduces its hit point 
  maximum to 0. A humanoid slain in this 
  way and then buried in the ground rises the 
  following night as a vampire spawn under the 
  vampire’s control.  
  Vampiric Body. The vampire doesn’t require 
  air or food, but it does require at least 20 
  ounces of humanoid blood to survive. The 
  vampire can go without blood a number of days 
  equal to its Constitution modifier (minimum of 
  1). After that, it suffers one level of exhaustion 
  for each day it goes without blood. This 
  exhaustion can only be removed by consuming 
  at least 20 ounces of blood.
  vAMPire teMPlAte - seleCtive 
  trAits
  Vampires in the apocalypse are different from 
  each other, as is shown in their selective traits. 
  In addition to the mandatory traits, a creature 
  that is transformed into a vampire receives one 
  selective trait of its choice when it transforms, 
  chosen from the list below. A vampire might 
  choose additional traits as they grow more 
  powerful, as decided by the DM. 
  Charm. As an action, the vampire targets 
  one humanoid it can see within 30 feet of it. If 
  the target can see the vampire, the target must 
  succeed on a Wisdom saving throw against 
  this magic or be charmed by the vampire. The 
  DC = 8 + the vampire’s Charisma modifier + its 
  
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  Anne Gregersen   |
  proficiency bonus. The charmed target regards 
  the vampire as a trusted friend to be heeded 
  and protected. Although the target isn’t under 
  the vampire’s control, it takes the vampire’s 
  requests or actions in the most favorable way it 
  can, and it is a willing target for the vampire’s 
  fang attack.
  Each time the vampire or the vampire’s 
  companions do anything harmful to the target, 
  it can repeat the saving throw, ending the 
  effect on itself on a success. Otherwise, the 
  effect lasts 24 hours or until the vampire is 
  destroyed, is on a different plane of existence 
  than the target, or takes a bonus action to end 
  the effect.
  Children of the Night (1/Day). As an action, 
  the vampire magically calls 2d4 swarms of 
  bats or rats, provided that the sun isn’t up. 
  While outdoors, the vampire can call 3d6 
  wolves instead. The called creatures arrive 
  in 1d4 rounds, acting as allies of the vampire 
  and obeying its spoken commands. The beasts 
  remain for 1 hour, until the vampire dies, or 
  until the vampire dismisses them as a bonus 
  action.
  Fear Pheromones. The vampire is immune 
  to any effects that turn or destroy undead, 
  and it has advantage on saving throws against 
  being frightened. In addition, once per turn, 
  each creature that is within 60 feet of the 
  vampire and aware of it must succeed on a 
  Wisdom saving throw or become frightened 
  for one minute. The DC = 8 + the vampire’s 
  Charisma modifier + its proficiency bonus. 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 vampire’s Fear Pheromones 
  for the next 24 hours. 
  Misty Escape. When it drops to 0 hit 
  points outside its resting place, the vampire 
  transforms into a cloud of mist instead of 
  falling unconscious, provided that it isn’t in 
  sunlight or running water. If it can’t transform, 
  it is destroyed.
  While in mist form, the vampire can’t take 
  any actions, speak, or manipulate objects. It is 
  weightless, has a flying speed of 20 feet, can 
  hover, and can enter a hostile creature’s space 
  and stop there. In addition, if air can pass 
  through a space, the mist can do so without 
  squeezing, and it can’t pass through water. 
  It has advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to 
  all nonmagical damage, except the damage it 
  takes from sunlight.
  While it has 0 hit points  in mist form, it 
  can’t revert to its vampire form, and it must 
  reach its resting place within 2 hours or be 
  destroyed. Once in its resting place, it reverts 
  to its vampire form. It is then paralyzed until 
  it regains at least 1 hit point. After spending 
  1 hour in its resting place with 0 hit points, it 
  regains 1 hit point.
  Shape of Wings. If the vampire isn’t in 
  sunlight or running water, it can use its action 
  to polymorph into a Tiny bat or back into its 
  true form.
  While in bat form, the vampire can’t speak, 
  its walking speed is 5 feet, and it has a flying 
  speed of 30 feet. Its statistics, other than its 
  size and speed, are unchanged. Anything it is 
  wearing transforms with it, but nothing it is 
  carrying does. It reverts to its true form if it 
  dies.
  A vampire can attack with its fangs while in 
  bat form. 
  Shape of Mist. If the vampire isn’t in sunlight 
  or running water, it can use its action to 
  polymorph into a cloud of mist or back into its 
  true form.
  While in mist form, the vampire can’t take 
  any actions, speak, or manipulate objects. It is 
  weightless, has a flying speed of 20 feet, can 
  hover, and can enter a hostile creature’s space 
  and stop there. In addition, if air can pass 
  through a space, the mist can do so without 
  squeezing, and it can’t pass through water. 
  It has advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune to 
  all nonmagical damage, except the damage it 
  takes from sunlight.
  vAMPire sAMPle
  An example of a humanoid that has been 
  turned into a vampire can be seen on the 
  following page. 
  
  64
  |   Surviving the Apocalypse
  vAMPire GlAdiAtor
  Medium undead, lawful evil
  Armor Class 16 (studded leather, shield)
  Hit Points 112 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  15 (+2)
  16 (+3)
  10 (+0)
  12 (+1)
  15 (+2)
  Saving Throws Str +7, Dex +5, Con +6
  Skills Athletics +10, Intimidation +5, Perception +4, 
  Stealth +5
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing from nonmagical weapons
  Senses darkvision 120 ft., passive Perception 13
  Languages Common
  Challenge 7 (2,900 XP)
  Brave. The vampire has advantage on saving throws 
  against being frightened.
  Brute. A melee weapon deals one extra die of its damage 
  when the vampire hits with it (included in the attack).
  Regeneration. The vampire regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn. 
  Shape of Wings. If the vampire isn’t in sunlight or running 
  water, it can use its action to polymorph into a Tiny bat or 
  back into its true form.
  While in bat form, the vampire can’t speak, its walking 
  speed is 5 feet, and it has a flying speed of 30 feet. Its 
  statistics, other than its size and speed, are unchanged. 
  Anything it is wearing transforms with it, but nothing it is 
  carrying does. It reverts to its true form if it dies.
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws:
  Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
  Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
  Stake to the Heart. If a piercing weapon made of wood 
  is driven into the vampire’s heart while the vampire is 
  incapacitated in its resting place, the vampire is paralyzed 
  until the stake is removed. 
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. The vampire makes three melee attacks or 
  two ranged attacks.  
  Spear (Vampire Form Only). Melee or Ranged Weapon 
  Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 
  Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing 
  damage if used with two hands to make a melee attack.  
  Shield Bash (Vampire Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) 
  bludgeoning damage. If the target is a Medium or smaller 
  creature, it must succeed on a DC 15 Strength saving 
  throw or be knocked prone. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  willing creature, or a creature that is grappled by the 
  vampire, incapacitated, or restrained. Hit: 11 (2d6 + 4) 
  piercing damage. If the target is a humanoid, it must make 
  a a DC 13 Constitution saving throw. On a failed save, the 
  creature takes 10 (1d6 + 7) necrotic damage and half as 
  much damage on a successful one. The target’s hit point 
  maximum is reduced by an amount equal to the necrotic 
  damage taken, and the vampire regains hit points equal to 
  that amount. The reduction lasts until the target finishes a 
  long rest. The target dies if this effect reduces its hit point 
  maximum to 0. A humanoid slain in this way and then 
  buried in the ground rises the following night as a vampire 
  spawn under the vampire’s control. 
  
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  Anne Gregersen   |
  Part 2
  Surviving the 
  Wasteland
  
  66
  |   Surviving the Apocalypse
  D
  espite the fact that civilization was 
  largely destroyed after the apocalypse 
  hit, this does not mean society has 
  entirely disappeared. Society is 
  not gone, it has merely changed. 
  Reshaping itself to fit the mold of this new, 
  chaos-stricken world. 
  Depending on when the apocalypse took 
  place, society will act a lot differently. Society 
  will try to hold onto the norms of the old world 
  for as long as they can, the rules and laws of 
  old civilization often remaining in some way 
  or another for generations before they are 
  replaced by new rules, shaped to the new world 
  order. Society must adapt and this adaptation 
  around destruction does not happen quickly, 
  sometimes taking years or decades before 
  something even close to a functioning society 
  can be created. 
  SETTLEMENTS AND 
  TOWNSHIPS
  Home is where the walls are. 
  — Commander Niala Bennoit, leader of
  Fort Sankthill
  No matter how harsh the apocalypse is, there 
  will always be people who will attempt to make 
  something permanently safe for themselves 
  and those they want to protect. These attempts 
  might be more or less prosperous, but they will 
  always be there and there might even be a few 
  who succeed in creating a safe haven for those 
  fleeing the destructive nature of the apocalypse. 
  The size and nature of the society within 
  these different settlements might vary wildly, 
  as people have many different ways of dealing 
  with the trauma brought on by the apocalypse. 
  This includes the ways they choose to protect 
  themselves from sources they believe to be 
  dangerous.  
  settleMent sizes 
  Townships and settlements can come in many 
  different shapes and sizes, though the size is 
  often dependant on the type of apocalypse that 
  has struck the world. Below, a few different 
  settlement sizes have been described and these 
  can vary depending on the type of setting and 
  apocalyptic scenario that is being run. In the 
  “Township Governance” section below, the 
  settlement sizes are tied to specific types of 
  ruling societies to portray the potential size 
  you might find these settlements in. The larger 
  the settlement is, the more opportunities it will 
  be able to offer in terms of contacting certain 
  people or finding specific artisans. 
  Tiny Size. This little settlement has less than 
  100 members. This would be the equivalent of 
  an outpost or hamlet. 
  Small Size. Village sized and with only 
  minimal stores at its disposal. This settlement 
  has between 100 and 500 members. 
  Medium Size. Township or large village. 
  Artisans are better trained and professionals 
  might even make their homes here. This sort of 
  township has between 500 and 2000 members.  
  Large Size. For an apocalyptic setting, this 
  is a pretty big piece of civilization, housing 
  between 2000 and 5000 members and maybe 
  even providing trained craftsmen and artisans 
  for hire, as well as mercenary groups. 
  Huge Size. Though very rare, certain cities 
  of this size remain in the world despite the 
  dire circumstances it is experiencing. A huge 
  sized settlement has between 5000 and 10000 
  members and is as close to a metropolis as a 
  settlement can come. 
  CHAPTER 3 - APOCALYPTIC 
  SOCIETY
  
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  Anne Gregersen   |
  toWnshiP GovernAnCe
  With little to no higher government in a region, 
  most settlements and townships are left largely 
  to their own devices. They are left to come up 
  with their own rules and laws, to create their 
  own norms and traditions within the confines 
  of their protective walls. This can join the 
  members of the township together, bonding 
  them to stand united against a world that is 
  much more dangerous than it once was, but it 
  can also cause all manners of problems for the 
  residents of the settlement if the rulings of the 
  township prove to be discriminatory or unjust. 
  If neighboring settlements function 
  under wildly different rulesets, dislike and 
  even hostility is likely to spark between the 
  townships. Looking for someone, anyone, to 
  blame for the calamity that has struck the 
  world, people are unfortunately very likely to 
  put the blame on other people who choose to 
  live a life different from themselves. 
  The following sections all give examples on 
  different types of society one might encounter 
  in an apocalyptic wasteland. Most societies 
  spark up because of an agreed upon creed 
  among the settlers of the township, be it 
  religious, totalitarian, or something else 
  entirely, and only very rarely does a settlement 
  exist with a varied and non-apocalyptic type of 
  government. In the apocalypse, you look after 
  yourself and your own before you look after 
  others. Generosity is the killer of good people, 
  and people will take advantage of even the 
  slightest sign of weakness. 
  Consider what kind of settlement your 
  character is most familiar with, either what 
  they grew up in or where they have spent a 
  large portion of their lives. The connection 
  with a certain type of society is likely to have 
  shaped their worldview and affects how they 
  act around other peoples and groups. 
  Some gates remain closed, no matter 
  how persuasive and gallant you may be. 
  In cases where this sort of rudeness 
  is experienced, fret not. They are not 
  worthy of your company, anyway. 
  
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  |   Surviving the Apocalypse
  ruled By CriMe 
  The apocalypse offers a varied and continuous 
  avenue of areas which can be described as a 
  wretched hive of scum and villainy. In these 
  societies, where the scum of the earth has 
  risen to power, it is the idea of freedom in 
  all things that motivates the members of the 
  settlement. No rules or laws exist within the 
  crime keeping walls. Gambling, violence, and 
  other less than attractive aspects of society 
  are celebrated and encouraged in this sort of 
  settlement. As a people who seeks freedom in 
  all things, the loss of law and rule was the best 
  thing that could have happened to them. 
  Not all is equal in this sort of society, as it 
  rarely ever is. Those with the most resources 
  and the most power become the rulers of the 
  settlement, swiftly striking down anyone they 
  might suspect to be working against them. 
  There is rarely just one of these rulers and they 
  aren’t always on the best of terms, sparking 
  distrust and conflict within the walls of the 
  settlement itself, as the criminal bosses of the 
  township are battling each other for power. 
  Because of the lack of true order, the size of 
  a settlement ruled by crime tends to reach no 
  more than medium size. 
  ruled By ForCe 
  It is the unfortunate case that in situations 
  were chaos and uncertainty reigns, some 
  people with powerful abilities and resources 
  will step forward and demand the loyalty 
  of those who reside around them. Their 
  intentions might be varying scales of good, 
  some truly believing that a firm hand and 
  strong leadership is required to make it 
  through the devastation brought upon the 
  world, while others abuse their position of 
  power to control their subjects through fear. 
  Their ability to take on the role of leader 
  can stem from many things, be it tradition, 
  resources such as food or magic, or even 
  an extreme intellect that allows them to 
  manipulate anyone daring to oppose them. 
  A society like this can also be under the rule 
  of military powers. A garrison or a section of 
  stationed army reserves might have used their 
  military training to create some semblance 
  of order after the apocalypse hit. This order 
  has created a society which is extremely 
  hierarchical, one where people with the 
  abilities of a soldier are allowed to advance 
  through the ranks whereas those unable to 
  beneficially attribute to the cause are treated 
  like parasites. With its rigorous training, 
  opposing settlements are hesitant to go against 
  this sort of society as their well-trained, military 
  background make them a formidable foe. 
  Needing the numbers and having the order 
  to maintain them, societies that are ruled by 
  force usually fall between the sizes of small 
  and large. 
  ruled By lAW 
  Keeping a semblance of law and order in the 
  apocalypse is important if you wish for your 
  settlement to grow beyond a small hamlet or 
  ever-moving campsite. However, while this law 
  and order might reflect a need for structured 
  rules, it does not necessarily reflect the ruleset 
  
  69
  Anne Gregersen   |
  as found before the apocalypse struck the 
  world. Instead, the laws governing this society 
  might have been created based on the new, 
  chaotic world the society is living in and have 
  nothing to do with the laws of the world that 
  was before. 
  The sense of law and order gives off an air of 
  safety and can therefore be considered more 
  lucrative to the people trying to survive the 
  apocalypse. Though the society’s laws might 
  restrict essential rights, such as personal 
  freedom and right of free speech, people are 
  more willing to bend to a specific ruleset if it 
  means that they and their families can be safe, 
  even if this doesn’t always turn out to be true. 
  Just because a settlement is ruled by law and 
  order does not mean that it is ruled justly, as 
  the laws set in place can be complicated, overly 
  detailed, discriminatory, and involve brutal 
  punishments if they are broken in even the 
  most minute ways. 
  Societies governed by law can often reach 
  a higher number of members than other 
  societies. They usually fall between medium 
  and large sizes, and can even go all the way up 
  to huge size. 
  ruled By rACe 
  Before the apocalypse hit, the races of the 
  world might have been living together more or 
  less harmoniously. Though the culture found in 
  the different races would have separated them 
  somewhat from one another, marking a person 
  as “different” or “strange”, the bustling cities 
  of the world showed a varied group of people 
  living side by side. In an apocalyptic scenario, 
  where distrust and suspicion reign supreme, 
  any tensions there might have been between 
  two different peoples are likely to have flared 
  up into hate and acts of violence. The fear felt 
  at the changing world brought out the worst 
  in people who now saw those who had been 
  their neighbors not as fellow survivors, but as 
  dangerous threats. 
  As a result, some societies formed that 
  actively sought to keep out those of other races 
  or cultures, barring them from entering their 
  group. The rules and laws in this society are 
  reflect the culture of the people making up 
  the group, which further separates them apart 
  from other societies of the apocalypse. 
  The size of a society ruled by race rarely ever 
  grows very big and usually lies between sizes 
  tiny and medium. 
  ruled By reliGion 
  Following a ruleset, any kind of ruleset, is 
  a common response for people who have 
  experienced great turmoil or chaos in their 
  lives. Survivors of the apocalypse are no 
  different. Confused and scared about a world 
  that has become unexplainable and eternally 
  hostile, some might turn to religion in search 
  of answers about why the world they knew was 
  destroyed. They might also believe that it was 
  because of a lack of faith the apocalypse was 
  brought down upon them and that they must 
  repent to bring the world back to what it was 
  before. 
  Religious societies follow the doctrines set by 
  the religion relevant to the group at hand. This 
  means that things like laws and leadership 
  can vary depending on the doctrines set by 
  the god the society is following. In most cases, 
  the leadership is made out of high-standing 
  officials and priests within the group itself, or 
  it might fall upon a random person believed to 
  be chosen as a vessel for the god the group is 
  worshiping. 
  A society ruled by religion can vary in size, 
  but usually falls somewhere between being tiny 
  and medium. 
  It does occasionally happen that the 
  survivors of this wretched world will 
  listen to the holy words I speak. In 
  these cases, I do my best to offer 
  advice and answers where I can, and 
  prayer when I can offer neither. 
  My Lady is a gentle, warm goddess 
  who will always be welcoming of the 
  new souls into her embrace. She is the 
  shepherd of the lost flock. She is the 
  light which guides ships to safe harbor. 
  She is the fire burning in our hearths, 
  creating the homes we are so intent on 
  protecting.  
  
  70
  |   Surviving the Apocalypse
  CHAPTER 4 - OPTIONAL RULES
  S
  ome of the most common themes of 
  an apocalyptic story and world is the 
  sense of dread, the danger of a world 
  afflicted with chaos, and the near-
  constant battle for survival experienced 
  by those who survived the impact of whatever 
  calamity caused the apocalypse. In D&D, this 
  aspect of the game - survival - is often glossed 
  over, as it is not what the 5th Edition ruleset is 
  designed to focus on. As a result, many tables 
  choose to ignore or largely set aside rules 
  about encumbrance, hunger, and dehydration 
  so they can focus on the storytelling and 
  combat instead. 5e was designed to be an 
  elegant, easily approachable system that 
  doesn’t require the player to roll ten times to 
  figure out the purity of the water source the 
  party just found. 
  However, since survival is such a major 
  theme when looking at apocalyptic settings and 
  stories, it is not a facet of the game that should 
  be ignored. The following chapter poses a lot 
  of different rules, some being completely new 
  and some being altered versions of already 
  known rules, that you can choose to employ in 
  your game. All of the rules, minor and major 
  alike, are optional and not required to enjoy 
  playing the game. Including every single of 
  the below written rules is not encouraged as 
  it is more likely to be overwhelming to the 
  players than beneficial to how the game will 
  function. Instead, you should look the rules 
  over and discuss with your table which rules, 
  if any, to would fit at your table. Some of the 
  rules aren’t even rules per say, but serve more 
  as suggestions or reminders of how to add a 
  level of survival elements to the game you’ll be 
  playing. 
  While these rules are designed with an 
  apocalyptic setting in mind, they can all be 
  lifted into other types of campaigns. The 
  addition of these rules, especially rules like the 
  Stress and Trauma rule, should be discussed 
  with the table beforehand, as it can have a big 
  impact on how the game is played. 
  MINOR RULES
  Without rules, we are truly nothing more than 
  beasts. 
  — Vick the Slick, last words before his death. 
  The following rules serve as reminders of 
  already existing concepts of the D&D 5e 
  experience, though they are concepts most 
  tables choose to either not employ or to modify 
  in a way where they matter less in the overall 
  vision of the game at hand. There are also rules 
  that deal with common assumptions about 
  what makes the framework of a D&D 5e game. 
  In an apocalyptic scenario, survival and 
  battling the elements becomes the main focus 
  for anyone trying to make it in this new chaotic 
  world. Looking for food and clean water, as 
  well as being conscious of the equipment you 
  choose to carry with you, becomes a necessary 
  part of surviving. If the adventurers don’t have 
  to worry about spending time gathering food or 
  consider what equipment is actually important 
  enough to them that they are willing to carry 
  it for hundreds of miles as they explore the 
  wasteland, a lot of the inherent threat and 
  themes of the apocalypse disappear. 
  None of the following rules are obligatory 
  and introducing too many new rules to a game 
  that is already somewhat complicated can be 
  overwhelming for players who don’t expect. 
  Look through the offered rules and consider 
  which ones fit well at your table. 
  You should always respect 
  the rules of the house you 
  are in. It is a show of 
  proper manners, which is 
  crucial for a knight. So 
  always follow the rules. Even 
  if those rules are barbaric 
  and stupid. 
  
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  Anne Gregersen   |
  APoCAlyPtiC horrors
  To truly immerse the adventurers in a world 
  that has supposedly been hit by destruction, 
  consistency is extremely important. The 
  thought of the world ‘out there’ should bring 
  thoughts of dread and reluctance to the 
  survivors of the apocalypse, as the world is no 
  longer as inviting and open as it used to be. 
  Monsters roam the wild, raiders lie in wait near 
  any main road. The amount of threats, natural 
  and otherwise, that are present in the world is 
  larger than ever before, and it should be felt by 
  the adventurers meant to explore it. Enhancing 
  the theme of dread can be done in many 
  different ways, but what is most important is 
  that they remain consistent throughout the 
  game. 
  A major aspect of creating a sense of dread 
  is to create a sense of safety to oppose it. When 
  the world is teeming with monsters and the 
  adventurers will have to sneak, stalk, and flee 
  apocalyptic horrors every day they spend out 
  in the wild, the thought of manmade walls 
  and the safety they offer can be an incredible 
  motivator for them to brave the elements of the 
  destructive world. 
  Because the world is as lethal as it is, the 
  adventurers need to be reminded of this. Not 
  every encounter is one they can win, and most 
  times the smartest thing would be to run away 
  from whatever threat might have appeared to 
  chase them down. Encounters, especially those 
  that surprise the adventurers, should hardly 
  ever be easy, as that reinforces the idea that the 
  adventurers are somehow elevated above the 
  common survivor. Of course, the adventurers 
  are in fact elevated above the common person, 
  but that is not the feeling they should be 
  experiencing when fighting for their life in the 
  apocalypse. They should be careful and scared 
  for their lives, watching each and every step, 
  trusting no one. 
  CurrenCies 
  Things like gold and money means little when 
  survival is on the line. In most settlements 
  where trade is offered, only very few people 
  would accept money in exchange for their 
  services. With civilization crumbling around 
  them, there is little, if anything, for people to 
  spend their money on, especially if it has been 
  years or decades since the apocalypse started. 
  To engage in trade or to procure 
  any sort of needed resource or 
  material, you must be able to offer 
  something in return. This can be 
  favors, protection, knowledge, 
  items, healing, food, or some other 
  resources necessary for those 
  trying to survive the apocalypse. 
  Getting rarer items, such as 
  magical ink for a wizard’s spell book or 
  a spellcasting focus, can involve 
  a long trek into dangerous 
  areas where you must find 
  suitable items you can then 
  trade in the next settlement 
  you find. Scavenging for 
  useful items becomes 
  
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  paramount for survival, as there is no longer 
  any, or at least only very few, shops where the 
  adventurers can buy the gear that they need. 
  dehydrAtion And stArvAtion
  Managing your supplies when exploring 
  a world touched by catastrophe becomes 
  very important when you’re trying to sell the 
  dread and hardships that is so ingrained in 
  the apocalypse genre. A large part of this 
  is enforcing the need for food and water, 
  especially how this food and water is gathered. 
  A common theme amongst most apocalyptic 
  scenarios is the lack of and battle for 
  resources, a theme which can be expanded to 
  play a part in the adventurer’s motivations as 
  well. 
  Food And WAter
  For ease of use, the rules for dealing with 
  food and water as presented in the Player’s 
  Handbook has been written below. 
  Characters who don’t eat or drink suffer the 
  effects of exhaustion. Exhaustion caused by 
  lack of food or water can’t be removed until 
  the character eats and drinks the full required 
  amount.
  Food. A character needs one pound of 
  food per day and can make food last longer 
  by subsisting on half rations. Eating half a 
  pound of food in a day counts as half a day 
  without food. A character can go without food 
  for a number of days equal to 3 + his or her 
  Constitution modifier (minimum 1). At the 
  end of each day beyond that limit, a character 
  automatically suffers one level of exhaustion. 
  A normal day of eating resets the count of days 
  without food to zero.
  Things that are vital for your 
  survival: Rope, rations, waterskin, 
  bedroll, a good pair of boots, 
  sharp knife, torches, tinderbox, 
  crowbar, a map, and clean 
  bandages. 
  In addition, your weapons 
  should always be kept as clean 
  as possible. One cut, and you 
  might be dealing with an infection 
  and eventual death. It is not the 
  destiny of a knight to die from 
  disease. 
  
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  Water. A character needs one gallon of 
  water per day, or two gallons per day if the 
  weather is hot. A character who drinks only 
  half that much water must succeed on a DC 15 
  Constitution saving throw or suffer one level of 
  exhaustion at the end of the day. A character 
  with access to even less water automatically 
  suffers one level of exhaustion at the end of the 
  day. If the character already has one or more 
  levels of exhaustion, the character takes two 
  levels in either case.
  PuriFyinG WAter 
  A lot of water found in the wilderness, such 
  as from lakes and rivers, can be contaminated 
  with bacteria and must be ridden of these 
  before you can safely drink it. The easiest ways 
  to do so is by subjecting the water to a purify 
  food and water spell or by boiling it over a fire. 
  By using the latter option, this means that the 
  adventurers will only be able to get clean water 
  while in a camp or settlement. 
  sPells thAt CreAte Food 
  If the theme of surviving against the odds and 
  battling other people for the precious resources 
  that remain in the world, the ability to conjure 
  food and water on a whim can take a bit of the 
  edge off in terms of having to look and search 
  for food. The adventurers no longer have to 
  worry about it, as the party’s cleric or druid 
  can just create them a starch but filling meal 
  without them having to risk their lives for it. 
  If you play in a game where hunger and 
  thirst plays a large part, consider removing 
  spells such as create food and water and 
  similar spells that offer the adventurers food in 
  exchange for a spell slot. The same is the case 
  for the Outlander background, which allows for 
  a character to easily find food for their party if 
  they are given the chance to explore an area. 
  Consider either changing the feature granted 
  by this background, or baring it from the game 
  entirely if you do not wish for your players to 
  have an easy time finding food and water. 
  enCuMBrAnCe 
  When trekking through an apocalyptic 
  wasteland, making decisions about what to 
  take with you and what to leave behind can 
  add an element of gravitas to an otherwise 
  simple scenario. Moments where a party 
  of adventurers have to decide between 
  transporting food back to their home 
  settlement or take the treasure they have just 
  found can spark great moments of storytelling. 
  Enforcing and using the encumbrance rule 
  enhances the mindset of survival, as you can 
  only bring so many things with you when 
  traveling the wasteland. 
  The use of the encumbrance rules means 
  that the adventurers will have to make short 
  trips, never moving too far away from whatever 
  civilization might remain in the wasteland, or 
  they must use wagons and animals to carry 
  their stuff around, protecting it from would-be 
  looters and predators. 
  
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  enCuMBrAnCe rules
  For ease of use, the encumbrance rules, as well 
  as a variant for them, has been written below. 
  Based on the rules set in the Player’s 
  Handbook, your carrying capacity equals 
  your Strength score multiplied by 15. The 
  result is the amount of weight you can carry in 
  pounds, but this number is usually so high that 
  adventurers don’t have to worry about it. 
  If you choose to use the variant encumbrance 
  rules, you can only carry a weight of your 
  Strength score multiplied by 5. If you go above 
  this number, you are encumbered, meaning 
  that your speed drops by 10 feet. 
  If you are carrying a weight of your Strength 
  score multiplied by 10 up to your maximum 
  carrying capacity (Strength score multiplied 
  by 15), you are heavily encumbered, meaning 
  that your speed drops by 20 feet and you have 
  disadvantage on ability checks, attack rolls, 
  and saving throws that use Strength, Dexterity, 
  or Constitution as long as you are heavily 
  encumbered. 
  equiPMent quAlity And rArity
  With the coming of the apocalypse, a lot of the 
  common aspects of life were lost. Laws and 
  norms that were once fundamental in making 
  society function are no longer relevant, and 
  jobs that used to be common occurrences 
  are now scarce. With little proper training 
  of apprentices, as well as a lack of advanced 
  teachers, artisans tend to stick with doing 
  what is necessary and little else. The fight for 
  survival is paramount and there is little time 
  left over to become an expert at a craft. 
  As a result, weapons and armor that require 
  the work of a capable blacksmith is not only 
  very rare, but also incredibly valuable. People 
  
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  who have flaunted their keen greatsword one 
  too many times are likely to find themselves 
  the victim of a dagger to the throat in their 
  sleep before a thief runs off with their beautiful 
  weapon. This is less likely to happen to a 
  regular mercenary wearing rugged leathers 
  and wielding a simple club. 
  Generally, weapons and equipment that 
  doesn’t take as much work to make become 
  more common sightings in an apocalyptic 
  world. This includes clubs, bows, and staffs 
  in regards to weapons, and hide and leather 
  armors, as well as wooden shields. These items 
  are much easier to create with the limited 
  resources and skill sets at hand, and no one 
  will bat an eye at adventurers equipped with 
  this sort of gear. Heavy armor, such as plate 
  and splint armor, and intricate weapons, such 
  as hand crossbows and greataxes, will be 
  less common, simply because the people and 
  resources required to make them have become 
  extremely rare because of the destruction 
  caused by the apocalypse. 
  Likewise, weapons and equipment found in 
  the wild or in ancient dwellings and dungeons 
  are often in rather bad condition. The wearer 
  of the equipment probably used it heavily, 
  leaving it dented and broken in some places. 
  This sort of equipment is not useable by an 
  adventurer, not unless it undergoes hefty 
  repairs. Such weapons and armor can be 
  taken to a formidable craftsman, assuming the 
  adventurers know where to find one, and can 
  be repaired for half the cost of the equipment 
  in question. 
  hero Points
  This rule is a rather simple one and deals 
  with portraying a character taking damage. 
  Since some of the more common infections 
  associated with the apocalypse, such as a 
  zombie’s bite, involve the character being 
  physically wounded, this means that any 
  martial character is much worse off than a 
  ranged character. 
  A way to remedy this is to replace the 
  concept of Hit Points with Hero Points. HP no 
  longer reflects how much health a character 
  has, but rather how well they react in response 
  to danger. In this case, the character would 
  only get physically wounded on a critical hit, 
  upon hitting 0 HP, or by other circumstances as 
  determined by the DM. 
  less MAGiC
  With people taking advantage of one another 
  and any skill beyond the usual trades having 
  a great chance of gathering unwanted 
  attention, magic users might not be a very 
  common sight in an apocalyptic setting. Either 
  because of them hiding, a lack of teachers, or 
  just because of the more prevalent focus on 
  physical abilities and attributes, spellcasters 
  are not as present as they once were, and the 
  few who remain never reach the power levels 
  of their predecessors who existed before the 
  apocalypse. 
  Only very few settlements are able to offer 
  items centered around spellcasting such as 
  magical inks for spell books or spellcasting 
  foci, and will likely not offer any kind of magical 
  services such as healing or similar magic. It 
  also means that, with the exception of minor 
  magical reagents, magic items are even rarer 
  than they were before as the people capable 
  of creating them no longer exist. To find items 
  with magical properties and powers, the 
  adventurers will have to venture into a world 
  that is even more dangerous and lethal than 
  the world used to be. 
  No matter the quality of your 
  company, you must learn to take 
  care of yourself. Even if you are 
  surrounded by people you trust, you 
  cannot be guaranteed that they 
  will always be there to protect 
  you. 
  Learn to use a blade, even 
  poorly, and it might save your life. 
  Train to run further and faster. 
  To lift and pull and climb. Depend 
  on yourself before anyone else. 
  
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  MAteriAl CoMPonents For heAlinG 
  sPells
  To make the trials of the wasteland that much 
  harder to deal with, you may consider adding 
  a material component to any spell that heals 
  creatures or grants them hit points. This 
  material component should be available to 
  the players, such as by making the material 
  component that of a harvested herb or perhaps 
  a specially treated ingredient they will have to 
  purchase in doses in settlements. 
  The amount of doses of the component they 
  then have will detail how many healing spells 
  they can utilize before they must go searching 
  for more components for the restorative 
  spellcasting. 
  lonG And short rests
  Surviving in the apocalypse is not supposed 
  to be easy. One of the larger themes found in 
  media, and especially games, that touches 
  on the idea of an apocalypse is the battle for 
  survival in a world that is constantly doing 
  its best to kill you. In a D&D game, the 
  adventurers are already better than the average 
  person. Much better, in fact. They are heroes 
  of the ages, meant for greatness and glory, and 
  that style of play does not mash well with the 
  dreary visage of a destroyed world. 
  A way to make the adventurers more 
  reliant on planning and caution as they move 
  through the world, is to lengthen the rest the 
  adventurers usually take when exploring the 
  world. In the case of a 5e game following this 
  rule, a short rest would then last one day, 
  requiring a full night’s rest. A long rest in turn, 
  would last a week. 
  This means that any abilities and skills 
  with a cooldown of a short rest wouldn’t be 
  restored until they had slept through the night, 
  and features requiring a long rest, such as a 
  wizard’s spells, would not be restored until 
  after a full week of relaxing and resting.
  AdditionAl rests
  If you wish to stick with the normal system 
  for rests, you can choose to deploy these 
  additional types of rests into your game. These 
  function alongside short and long rests, both 
  of which function as described in the Player’s 
  Handbook. 
  Taking a Breather. Immediately after a fight, 
  the DM may allow the adventurers to take a 
  breather over a short period of time where 
  they can gather themselves after a tough 
  battle. Lasting no more than 10 minutes, you 
  may relax, take a drink, tend to a wound, or 
  converse with your fellow adventurers. During 
  this time you may spend one Hit Die to regain 
  a number of hit points equal to what you rolled 
  + your Constitution modifier. You must have at 
  least 1 hit point at the start of the rest to gain 
  its benefits. 
  
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  Day’s Rest. When you take a day’s rest, you 
  spend at least 24 relaxing. During this time, 
  you may perform light activities or light labor 
  for no more than two hours, you must spend at 
  least 8 of the 24 hours sleeping, and you must 
  consume 2 rations. At the end of the rest, you 
  recover all lost hit points, regain all spent Hit 
  Dice, and you lose 2 levels of exhaustion. You 
  must have at least 1 hit point at the start of the 
  rest to gain its benefits. 
  You cannot have a day’s rest while in the 
  wilderness, while wearing armor, or while in 
  areas infected with danger. You must be in a 
  safe place where you do not feel the need to 
  have your guard up, such as in your home or in 
  a tavern. 
  This sort of rest is considered a long rest in 
  regards to recharging abilities, such as spells 
  or similar features. 
  Guns And MorAlity
  When modern people think of the apocalypse, 
  it is often set in the context of our real world 
  and daily life. Most depictions in media that 
  we see are of an alternate, but equally morden 
  or sometimes futuristic, world which is hit by 
  destruction. In this version of the apocalypse, 
  guns and other modern firearms play a large 
  part in how survival is depicted for the people 
  fighting to make it through the horrors of the 
  world ending. 
  This document does not look into adding 
  guns or firearms mechanics into the game, as 
  it works from the mindset of an apocalypse 
  happening in a medieval fantasy setting, a 
  location and period where firearms having 
  not yet been invented. Not counting magically 
  enhanced thundercannons, of course. 
  A common theme in apocalyptic storytelling 
  is the loss of normality that is found in our 
  everyday life. Guns are a modern means 
  of defense and war, and it therefore occurs 
  naturally to most people that guns would be 
  a part of the apocalypse simply because the 
  apocalyptic media they have witnessed often 
  includes it, making it a common theme of the 
  genre. 
  We are modern people with modern ideals 
  and morals, and though we play in a realm that 
  is based heavily on a historical period and we 
  try to reflect this mindset, we are still deeply 
  affected by how we see our own modern world. 
  This includes bringing themes of modern 
  times into our fantasy universe because it gives 
  us something tangible to understand as we 
  attempt to portray characters that, supposedly, 
  exists in a much different era of morality than 
  our own. 
  In an apocalypse as portrayed by modern 
  media, one of the many themes that occurs 
  repeatedly, especially in a zombie apocalypse, 
  is that man is the real monster. Despite the 
  hordes of monsters and horrors threatening 
  the lives of the survivors, there is always the 
  
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  hero who is able to keep their morality and 
  decency, despite the horrors of the new world. 
  These heroes are contrasted against other 
  people, other humans who were not able to do 
  so, humans who have turned into beings worse 
  than the monsters chasing our beloved heroes. 
  To make a story truly apocalyptic, making 
  encounters and scenarios that challenges the 
  players’ morality and core human ideals is of 
  as much importance as the fight for survival, 
  because these two themes go hand in hand 
  when dealing with the end of the world. How 
  much of your humanity are you willing to give 
  up in the battle for survival? If you can get your 
  players to ponder that question, you’ve truly 
  brought them into the apocalypse. 
  SCAVENGING
  I’ve survived weeks living off of nothing but 
  luck and half-rotten carcasses of starved 
  animals. I’ve woken up to the floor giving way 
  beneath me and the ceiling falling apart down 
  on my head. I was once trapped beneath a 
  pile of rubble for three days before someone 
  found me and got me out. Not before they tried 
  to rob me first of course, but I wasn’t exactly 
  surprised by that.
  — Nill Swann, eccentric survivor and teacher
  If you are considering using the scavenging 
  system in your setting, you should make sure 
  that employing this rule actually makes sense. 
  For the players to be motivated to search for 
  food and supplies the world will need to have 
  a scarce supply of what they need to survive. 
  That means that cities are rare and that loot 
  given by searching bandit dens or robbing 
  caravans should not be abundant. If the 
  adventurers are given equipment and food with 
  little to no effort from their side, scavenging 
  becomes largely pointless.
  This is not a bad thing, as some people 
  simply don’t enjoy playing the game in that 
  way. Some people are not interested in adding 
  survival mechanics to the game and that 
  should be respected. The scavenging system 
  belongs in a game and setting where the battle 
  for survival involves having to dig through the 
  ruins of civilization in order to survive, and to 
  employ this rule means changing a lot about 
  what most people consider D&D to be. 
  Regardless, elements of the scavenging 
  system, such as the ruined structures, can be 
  taken out and modified to fit into your game. 
  Even if searching for supplies isn’t high priority 
  for your table, there are still elements in this 
  scavenging rule that can find a home at every 
  table. 
  
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  ruined struCtures
  As the world began to crumble under the 
  effects of the apocalypse, as did the buildings 
  and structures created by the humanoid 
  peoples of the world. With no one to repair and 
  maintain the integrity of the buildings, time 
  and the force of the apocalyptic elements will 
  eventually turn the structure into a ruin. 
  Depending on the material, the building 
  might stand the test of time for longer. Stone 
  buildings, for instance, can keep standing 
  for years with only minor entropy damaging 
  the structure, whereas wooden buildings will 
  collapse in less than a few decades. Even so, 
  if the apocalypse took place several hundreds 
  of years ago, only very few pre-apocalyptic 
  buildings will still be standing, no matter 
  the ingenuity of their construction. Natural 
  disasters, such as storms and fires, can destroy 
  the remnants of civilization in a few quick 
  breaths, leaving only a charred husk of what 
  once was a thriving homestead. 
  When scavenging for resources, adventurers 
  will occasionally have to explore some areas 
  that time or destructive circumstance has 
  made unsafe. Rotting or partially collapsed 
  buildings can offer their own dangers as floors 
  and walls break down or the ceiling drops 
  down on the heads of the exploring survivors. 
  There might even be critters, monsters, or 
  even other survivors hiding in the abandoned 
  structure, patiently waiting for the adventurers 
  to either leave or to make a wrong move inside 
  the dilapidated building. 
  levels oF ruin
  Buildings can be found in different degrees of 
  ruin, the severity of which will only increase as 
  time goes on. This means that settings where 
  the apocalypse has just happened will still have 
  plenty of intact buildings, where the opposite is 
  the case for settings where the calamity struck 
  centuries before. 
  The severity of the damage to the buildings 
  also means that it is harder to scavenge for 
  
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  goods. Either fallen beams and pillars block 
  off certain areas, the rooms have already been 
  picked clean, or the structural integrity is 
  simply too fragile to safely explore. A character 
  who is proficient in the Wisdom (Survival) skill 
  will be able to determine the level of ruin of a 
  structure by examining it from the outside for 
  10 minutes. 
  A character exploring a ruined building 
  must succeed on a Wisdom (Survival) check 
  to move safely through the building. The 
  difficulty of the check depends on the level 
  of ruin of the structure being explored. 
  Every time the adventurers must make an 
  Intelligence (Investigation) check to search 
  for items (as detailed in the following section), 
  the adventurers must make another Survival 
  check to continue through the building. This 
  represents them moving from one area of 
  the building to another, such as from floor to 
  floor of a farmhouse. If a building is totally 
  undamaged, no survival checks are required. 
  Level of Ruin
  Survival Check DC
  Minor Damage
  10
  Major Damage
  15
  Near Ruin 
  20
  Collapsed
  30
  If the exploring character succeeds on their 
  Survival check they may explore the building 
  safely and scavenge for any useful materials. 
  If they fail, a Structural Accident occurs which 
  the character must then deal with. Some of 
  these accidents will cause damage to the 
  character, perhaps forcing them to retreat from 
  the building. The amount of damage taken 
  depends on the character’s level and can be 
  read about below. 
  Damage Severity by Level
  Character 
  Level
  Minor 
  Damage
  Moderate 
  Damage
  Major 
  Damage
  1st-4th
  1d10
  2d10
  4d10
  5th-10th
  2d10
  4d10
  10d10
  11th-16th
  4d10
  10d10
  18d10
  17th-20th
  10d10
  18d10
  24d10
  The damage dealt to the characters should be 
  substantial, otherwise the act of scavenging 
  and the dangers of exploring old buildings and 
  structure quickly becomes trite. Therefore, 
  the damage scales with the character’s level 
  instead of remaining static. 
  Structual Accidents
  d100
  Accident
  1-25
  Broken Floor
  26-50
  Fallen Debris
  51-55
  Random Encounter, Minor
  56-60
  Random Encounter, Moderate
  61-75
  Ceiling Collapse
  76-90
  Wall Collapse
  91-95
  Floor Collapse
  96-100
  Structure Collapse
  Broken Floor. A piece of floor board breaks 
  beneath your feet, making part of your body 
  fall through the floor with a loud crash. You 
  are prone and restrained, and you take minor 
  damage from this accident. You can pull 
  yourself free using an action. 
  Fallen Debris. A loose piece of wood, rock, 
  or similar debris falls from above, striking you 
  hard on its way down. You take minor damage 
  from this accident. 
  Random Encounter, Minor. You run 
  into some weaker creatures, monsters, or 
  aggressive survivors while searching the 
  building. The DC for the encounter equals half 
  your character level (minimum of 1). 
  Random Encounter, Moderate. You run 
  into some stronger creatures, monsters, or 
  aggressive survivors while searching the 
  building. The DC for the encounter equals your 
  character level (minimum of 1). 
  Ceiling Collapse. Large sections of the 
  ceiling come loose, raining down on top of you. 
  Note to self: avoid abandoned 
  farms. Either they are too 
  dilapidated to safely explore 
  or they are very much not 
  abandoned and filled with 
  incredibly hostile inhabitants. 
  
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  You take moderate damage from this accident. 
  The floor above you is now gone and can’t be 
  crossed should you choose to explore the area 
  above you.
  Wall Collapse. A crumbling section of wall 
  falls on top of you, pinning you to the floor. 
  You are prone and restrained, and you take 
  moderate damage from this accident. You can 
  get free from beneath the fallen wall after 1d4 
  rounds, and half as many if you are helped free. 
  After suffering this accident, the level of ruin 
  for the structure increases by 1. 
  Floor Collapse. The floor gives way beneath 
  you, crumbling away and making you drop to 
  the story below where you fall prone. Along 
  with falling, debris and various structural 
  materials fall with you, landing on you and 
  piercing your skin as you fall. You take major 
  damage from this accident. After suffering 
  this accident, the level of ruin for the structure 
  increases by 1. 
  This effect can only occur if the you are not 
  standing on the foundation of the building. 
  If you roll this accident and you are standing 
  on the foundation of the building, reroll for 
  another accident. 
  Structure Collapse. The structural integrity 
  of the building has become compromised 
  and it is beginning to collapse. The building 
  will collapse for 1d3 rounds. For each round 
  the building collapses, the level of ruin will 
  increase by 1, meaning that a building suffering 
  only Minor Damage will have reached Near 
  Ruin status after two rounds of collapsing. 
  For every round you spend within the 
  collapsing building, you must make an 
  additional Survival check, suffering a 
  Structural Accident on a failed check.
  sCAvenGinG rules
  Having to scrounge and search every nook and 
  cranny of abandoned civilization to survive is 
  unfortunately the fate of many trying to survive 
  in the apocalypse. Below, you will find some 
  basic rules surrounding scavenging specifically 
  tied together with the exploration rules as 
  described above. 
  seArChinG For iteMs
  The DC for searching for items is a little 
  complicated to figure out, as it takes into 
  account the level of ruin of the building being 
  searched, the skill and perceptiveness of the 
  character doing the searching, and also a good 
  measure of luck. 
  Searching the Area. First thing the character 
  must do is search the area, which they do by 
  making an Investigation check. Searching 
  an area takes 20 minutes to do and involves 
  rummaging through old crates and boxes, as 
  well as look behind any fallen rubble. The DC 
  of the Investigation check depends on the level 
  of ruin of the building being searched. The 
  Survival check DC found in the “Level of Ruin” 
  section above sets the DC for the Investigation 
  check for the area as well, meaning that a 
  building that has suffered major damage has 
  an Investigation DC of 15. No more than one 
  Investigation check can be made per area, but 
  two characters can help each other search the 
  same area, giving one of them advantage on 
  the Investigation roll. The DM determines how 
  many areas a building has. 
  
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  |   Surviving the Apocalypse
  Finding Items. If a character succeeds on 
  their Investigation check, they get to roll a d100 
  on the Scavenging Table, as detailed below. 
  For every increment of 5 they go above the DC 
  for the Investigation check, they get to roll on 
  the Scavenging Table again. For instance, if an 
  area has a DC of 10 and a character rolls a 17, 
  they get to roll twice on the Scavenging Table. 
  Looted Buildings. Some buildings have 
  already been looted or thoroughly searched 
  by other survivors. If this is the case, then a 
  modifier is added onto whatever number the 
  character rolled on the Scavenging table. It is 
  up to the DM to decide if the building has been 
  searched before based on the area the building 
  is in and the state of the ruined structure. If 
  a building is found in a major city, chances 
  are that other survivors have already looked 
  through it. The same is true for buildings that 
  have been standing for several decades and 
  have had multiple people travel past it. This 
  modifier is only used when reading the main 
  Scavenging Table, not when reading the other 
  tables. 
  Previous Looting
  Modifier
  Never been scavenged 
  +10
  Lightly scavenged 
  +0
  Moderately scavenged 
  -5
  Heavily scavenged 
  -15
  Nearly empty
  -40
  sCAvenGinG tABles
  When a character decides to scavenge a 
  building, they can find a variety of items that 
  might be useful for their survival. The exact 
  nature of the scavenged items in question can 
  be decided by the DM or be rolled for randomly 
  on the subheading tables below. The following 
  things can be found by a scavenger:
  Nothing. The area has nothing for the 
  scavengers to find. 
  Food. This consists of wildly growing berries 
  and vegetables, dead animals that are fresh 
  enough to be eaten, as well as dried goods 
  and water. Raw foods, such as berries, fruit, 
  vegetables, and raw meat needs to be eaten 
  quickly or cured to last longer, while dried 
  goods function much like rations and can be 
  saved for a long time without spoiling. 
  Miscellaneous. Random items left behind 
  by whoever was in the area before. This 
  might include bedroll, tinderboxes, broken 
  instruments, or pieces of parchment. 
  Herbs and Medicine. Ingredients for crafting 
  potions and poisons, as well as material 
  components for spellcasting. If you are playing 
  with the rule of healing spells requiring 
  materials components, finding the required 
  components through scavenging is an excellent 
  method of refilling the healer’s stores. 
  Weapons and Armor. Some locations 
  will still have pieces of armor or well-made 
  weapons lying around, most of which will be in 
  poor condition and will need to be repaired by 
  an artisan in a settlement. 
  Exotics. Very rarely, you may stumble upon a 
  gem among the rubble, such as a magic potion 
  or another low magic item. If you find an exotic 
  item, it is up to the DM to decide the nature 
  of the item in question or they might roll for a 
  random item in the Dungeon Master’s Guide. 
  Scavenging Table
  d100
  Scavenging Results
  1-35
  Nothing
  36-60
  Food
  61-75
  Miscellaneous
  76-90
  Herbs and Medicine
  91-98
  Weapons and Armor
  99-100
  Exotics
  96-100
  Structure Collapse
  The world can provide enough for 
  you to survive if you are just willing 
  to look for it. Though the nobler 
  classes, whose manners I strive 
  after, would consider me a savage for 
  what I have done to survive, living 
  to spread the word of my Lady is 
  paramount to me. 
  I shall dig through the filth of the 
  earth, if it means I can live another 
  day in her heavenly light.
  
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  Anne Gregersen   |
  Food Scavenging Table
  d100
  Scavenging Results
  1-40
  1d6 pounds of raw foods 
  41-50
  2d6 pounds of raw foods
  51-65
  1d4 pounds of dried goods
  66-75
  2d4 pounds of dried goods
  76-90
  1d4 gallons of water (waterskins, 
  natural spring)
  91-100
  1d4 bottles of wine or other alcohol 
  Herbs and Medicine Scavenging 
  Table
  d100
  Scavenging Results
  1-50
  1d6 doses of spell components 
  (resources for spellcasting, including 
  material components for healing spells 
  and reagents to make magical ink)
  51-75
  1d6 ingredients for use with tools 
  (alchemist supplies, herbalism kit, 
  poisoner’s kit)
  76-80
  Holy water 
  81-85
  Antitoxin
  96-99
  Healing potion
  100
  Greater healing potion
  Weapons and Armor Scavenging 
  Table
  d100
  Scavenging Results
  1-25
  Random light armor
  26-40
  Random medium armor or shield
  41-50
  Random heavy armor
  51-80
  Random simple weapon
  81-100
  Random martial weapon
  Miscellaneous Scavenging Table
  d100
  Scavenging Results
  1-17
  Random set of artisan’s tools
  18-21
  Random gaming set
  22-31
  Random musical instrument
  32-34
  Ball bearings (bag of 1d100 x 10)
  35-37
  Bell
  38-40
  Blanket
  41-43
  Book
  44-46
  Caltrops (bag of 1d20)
  47-49
  Candles, 1d4
  50-52
  Chain (10 feet)
  53-55
  Climber’s kit
  56-58
  Clothes, common
  59-61
  Clothes, fine
  62-64
  Clothes, traveler’s
  65-67
  Crowbar
  68-70
  Grappling hook
  71-73
  Hammer
  74-76
  Healer’s kit
  77-79
  Hunting trap
  80-82
  Lantern
  83-85
  Manacles
  86-88
  1d4 flasks of oil
  89-90
  Rope, hempen (50 feet)
  91-92
  Rope, silk (50 feet)
  93
  Spellbook
  94
  Spyglass
  95-97
  Torch
  98-100
  Vial, 1d4
  
  84
  |   Surviving the Apocalypse
  SIGN LANGUAGE
  Don’t speak! Or they will hear you. 
  — Ander Firehorn, mad pyromancer 
  With danger around every corner, even the 
  simple act of speaking can be enough to alert 
  the monsters and beasts threatening the 
  safety of the world’s remaining survivors. In 
  these cases, where the sound of spoken words 
  could be enough to garner the attention of the 
  monsters, some people learn to communicate 
  using hand signs and signals. 
  With this rule, when a character is given 
  the option to learn a new language of their 
  choice, they may consider the option of Sign 
  Language in addition to any other languages 
  allowed by the DM. Sign Language uses no 
  words to communicate, instead relying on 
  hand movements and gestures to communicate 
  thoughts and ideas. You must have at least one 
  hand free to communicate in Sign Language, 
  and then you can only communicate simple 
  ideas. To relay complex or detailed information, 
  you need the use of both of your hands. 
  If the DM chooses, the character might 
  be granted Sign Language as a part of their 
  backstory, having grown up with a deaf or mute 
  sibling. Alternatively, if the Sign Language is 
  known by every member of the adventuring 
  party, the Sign Language might be unique to 
  that party. This means that the Sign Language 
  can only be understood by the people who are 
  members of the party. Using this, they can have 
  secret conversations with one another while in 
  public without anyone knowing what they are 
  talking about. 
  STRESS AND TRAUMA
  I knew a girl once, before the world turned 
  insane. Alyss. She was the sweetest thing, kind 
  and caring. One night, our village was attacked 
  by a group of raiders. They were looking for 
  food and when they found we didn’t have any 
  they got mad, started attacking people. We 
  found Alyss hiding beneath the floorboards of 
  her family’s house when the raiders left. She 
  was covered in blood. She didn’t speak after 
  that. Couldn’t move, couldn’t talk, only ate 
  when we forced her. A living doll. I don’t know 
  where she is now. 
  — Daveth Forester, wanderer and storyteller
  Surviving in the apocalypse is not an easy 
  thing. You must deal with dangers of all kinds, 
  be they humanoid, monstrous, or natural, and 
  they can all have a great impact on how your 
  character reacts in certain situations. 
  This section introduces the ideas of stress 
  and trauma, two factors that become vital in 
  creating the grimdark attitude so often found in 
  settings that have been touched by destruction. 
  The system is intentionally made to be rather 
  simple and takes a lot from the already 
  implemented exhaustion system. This is done 
  both to fit the ruleset of 5e D&D, but also to 
  create a system players and DMs alike will 
  already have some familiarity with. 
  stress
  Stress can occur in many more situations than 
  exhaustion can and should be used more often 
  than its cousin system. Since the stress system 
  is not directly lethal, it can be utilized more 
  often thereby having a greater impact on the 
  game itself and also intensify the dread felt by 
  the players in the destructive world they are 
  playing in. 
  Stress is measured in five levels and an effect 
  can only give one level of stress. However, 
  multiple effects can occur at the same time 
  or in very close repetition, making the system 
  both effective and dangerous. 
  Despite what many people have told me, 
  I do know when to keep my mouth shut. 
  My companion and I once spent three 
  days in total silence while a beast of 
  legend rested beneath the tree we were 
  hiding in. 
  My companion often says that he longs 
  for those days, especially when I am 
  trying to teach him aspects of etiquette. 
  
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  Anne Gregersen   |
  the stressed Condition
  Any creature that is immune to exhaustion 
  or has advantage on saving throws against 
  becoming exhausted, has the same benefits 
  against the stressed condition. This means that 
  if a creature is immune to exhaustion they are 
  also immune to stress. 
  BeCoMinG stressed
  There are a few ways stress is certain to occur. 
  The following effects are guaranteed to give a 
  character one level of stress:
  •	
  Going unconscious as a result of 
  dropping to 0 hit points. 
  •	
  Not resting for an entire day, meaning 
  that the character takes no short or long 
  rests. 
  •	
  Witnessing an ally die. 
  Another way, and probably the most common 
  way,  of becoming stressed is by witnessing or 
  experiencing traumatic events. These events 
  are extremely subjective and what might be 
  a traumatic experience for one creature will 
  have little to no effect on another. If a creature 
  witnesses or experiences a traumatic event, 
  such as being betrayed by a close friend or 
  falling into a pit of corpses, it is up to the DM to 
  decide the level of the traumatic event for the 
  creature in question. 
  When experiencing such an event, the 
  creature must make a Trauma saving throw, 
  the DC of which is detailed below. A Trauma 
  save is made by rolling a d20 and then adding 
  either your Constitution or your Wisdom 
  modifier to the roll. The DM decides which of 
  these modifiers to add depending on the event 
  in question. 
  The examples given here serve merely as 
  suggestions, as some characters might have a 
  worse or lesser experience depending on their 
  background and the context of the situation at 
  hand. 
  
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  |   Surviving the Apocalypse
  Trauma Saves
  Level of 
  Traumatic Event
  Save 
  DC
  Event Examples
  Low - Disturbed
  10
  Seeing symbols 
  painted in blood, 
  finding a fresh corpse
  Medium - Shaken
  15
  Betrayed by an ally, 
  being kidnapped
  High - In Shock
  20
  Seeing an innocent 
  be murdered, being 
  tortured
  As a creature is faced with traumatic events, 
  their stress levels will increase. When they 
  reach a new level of stress, they will suffer its 
  effects in addition to any effects suffered from 
  previous levels of stress. 
  Stress Effects
  Level
  Effect
  1
  Minor trauma
  2
  Proficiency bonus is not added to 
  ability checks or saving throws
  3
  Moderate trauma
  4
  Speed is halved
  5
  Major trauma
  If an already stressed creature suffers another 
  effect that causes stress, its current level of 
  stress increases by one level. A creature suffers 
  the effect of its current level of stress as well 
  as all lower levels. For example, a creature 
  suffering level 2 stress has a minor trauma 
  and cannot add its proficiency bonus to its 
  ability checks or saving throws. However, it 
  does not suffer it multiple times, meaning that 
  a creature suffering level 2 stress does not 
  receive a second minor trauma. Likewise, the 
  creature doesn’t receive another minor trauma 
  if their stress level is lowered back down to 1. 
  An effect that removes exhaustion also 
  removes stress, reducing its level as specified 
  in the effect’s description, with most stress 
  effects ending if a creature’s stress level is 
  reduced below 1. Finishing a long rest reduces 
  a creature’s stress level by 1.
  Effects suffered as a result of a trauma 
  remain, even if the stress level is reduced below 
  1. There is no quick fix for sustained trauma, 
  not even for physical injuries, and it will take 
  longer for the trauma to go away. The recovery 
  time listed assumes a day where the creature 
  is able to eat and drink, as well as complete a 
  long rest. 
  Trauma Recovery
  Trauma Severity
  Recovery Time
  Low
  1 day
  Medium
  1 week
  High
  1 month
  trAuMA
  There exists two different kinds of trauma: 
  physical and mental. Which one of these 
  trauma types to use is decided by the DM, who 
  can then roll for a random effect or choose one 
  from the tables below. The DM should try to 
  pick a kind of trauma which makes sense for 
  the situation at hand. For instance, if a creature 
  is physically tortured it would make sense for 
  them to sustain a physical trauma, whereas if 
  they witnessed a horrific event, such as a brutal 
  murder, they would suffer a mental trauma. 
  The different types of trauma can be 
  described in the following ways: 
  •	
  Physical Trauma. This includes 
  sustained and lasting injuries a character 
  might have gotten while adventuring, 
  such as wounds and broken limbs. 
  •	
  Mental Trauma. This type of trauma 
  is suffered when a creature is mentally 
  pushed beyond their limits. Witnessing 
  something horrific or being faced with a 
  great fear could be some of the reasons 
  for sustaining a mental trauma. 
  If a creature suffers more than three traumas 
  in the same category (physical or mental) no 
  matter the severity level, the creature will 
  immediately die from it. Physical trauma 
  causes so much stress on the body that it shuts 
  down and mental trauma drives the creature 
  into irreversible insanity. 
  
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  Anne Gregersen   |
  You can choose an appropriate trauma from 
  the tables below or roll to determine a random 
  trauma. The traumas are accumulative, 
  meaning that a creature can suffer the Broken 
  Wrist and a Gangrenous Wound traumas at the 
  same time, but a creature cannot have more 
  than one instance of the same trauma. 
  In some cases, a trauma might have a lesser 
  or greater effect on the creature in question. 
  Barbarians would not suffer as heavily under 
  the Headache trauma as a wizard would, 
  and a creature with a low Dexterity modifier 
  won’t be heavily affected by a Twisted Wrist. 
  Likewise, some feats and abilities might nullify 
  the effects of a trauma, in which case it is up 
  to the DM whether or not the trauma has any 
  effect on the creature in question. Examples 
  of this could be a sorcerer with the War 
  Caster feat suffering the Broken Arm trauma. 
  Because of the wording of the feat, the DM 
  might rule that the sorcerer would still be able 
  to cast spells despite the trauma taking effect. 
  Deciding which traumas are deployed and to 
  which degree they have an effect on the game 
  ultimately falls under the DMs jurisdiction 
  and they have final say when it comes to how 
  penalizing the traumas will be. 
  PhysiCAl trAuMA
  Different kinds of physical trauma and its 
  effects can be read about below. 
  Physical Trauma Table
  d4
  Minor 
  Trauma
  Moderate 
  Trauma
  Major 
  Trauma
  1
  Twisted 
  Ankle
  Broken Ankle
  Broken Leg
  2
  Twisted Wrist
  Broken Wrist
  Broken Arm
  3
  Blurred 
  Vision
  Partial 
  Blindness
  Blindness
  4
  Infected 
  Wound
  Festering 
  Wound
  Gangrenous 
  Wound
  
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  |   Surviving the Apocalypse
  Blindness. You suffer the blinded condition. 
  Blurred Vision. You have disadvantage on 
  Wisdom (Perception) checks that rely on sight, 
  and you can’t see further than 60 feet. 
  Broken Arm. Your AC is lowered by 2, 
  you cannot wield two-handed weapons or 
  use shields, and you cannot cast spells with 
  somatic components. 
  Broken Ankle. Your movement speed is 
  lowered by 20 feet to a minimum of 5 feet. 
  Broken Leg. Your movement speed is 
  lowered by 20 feet to a minimum of 5 feet and 
  you cannot walk unassisted. If you attempt to 
  walk without aid, such as with help from an ally 
  or the support of a crutch, you fall prone. 
  Broken Wrist. You have disadvantage on 
  attack rolls made with two-handed weapons, 
  shields only give a +1 bonus to AC instead of 
  its usual +2 bonus, and you have disadvantage 
  on attack rolls using spells that have a somatic 
  component. 
  Festering Wound. You no longer add your 
  ability modifier when determining your 
  chances to hit with an attack or when you 
  make a saving throw. You still subtract it if the 
  modifier is negative. 
  Gangrenous Wound. You have disadvantage 
  on attack rolls and saving throws, and when 
  you roll a Hit Die to regain hit points, you only 
  regain half of the rolled amount. 
  Infected Wound. You no longer add your 
  ability modifier when determining the damage 
  of an attack. You still subtract it if the modifier 
  is negative. 
  Partial Blindness. You have disadvantage on 
  Wisdom (Perception) checks that rely on sight, 
  you can’t read, and you have disadvantage on 
  initiative rolls. 
  As a true knight, it is expected of 
  me to console those who are fair of 
  character and constitution when trouble 
  enters their lives. 
  Fortunate, it is, that the Lady protects 
  my mind from the horrors of the world. 
  That way, I can better help those 
  suffering from ailments caused by the 
  wretched powers of the world. 
  
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  Anne Gregersen   |
  Twisted Ankle. Your movement speed is 
  lowered by 10 feet to a minimum of 5 feet. 
  Twisted Wrist. You have disadvantage on 
  Dexterity checks that uses your hands, such as 
  Sleight of Hand checks. 
  MentAl trAuMA
  Different kinds of mental trauma and its effects 
  can be read about below. 
  Mental Trauma Table
  d4
  Minor 
  Trauma
  Moderate 
  Trauma
  Major 
  Trauma
  1
  Forgetfulness
  Hallucinations
  Tics and 
  Spasms
  2
  Distracted
  Nightmares
  Amnesia
  3
  Headache
  Mute
  Confusion
  4
  Concerned
  Fearful
  Phobia
  Amnesia. You can no longer recognize the 
  people around you and you cannot remember 
  anything from before you contracted the 
  amnesia. You automatically fail all Intelligence 
  checks and Intelligence saving throws. 
  Concerned. You worry about all things all the 
  time. You have disadvantage on saving throws 
  against being frightened and charmed. 
  Confusion. You have problems 
  understanding what is going on. Whenever you 
  roll initiative, there is a 75% chance that you 
  become confused as per the confusion spell. 
  Distracted. You have trouble staying in the 
  moment and become easily distracted by 
  mundane things. You have disadvantage on 
  initiative rolls, Wisdom (Perception) checks 
  made when keeping watch, and Intelligence 
  checks made to remember information. 
  Hallucinations. You start seeing shapes and 
  figures that aren’t there. You have disadvantage 
  on Wisdom (Insight) checks and on Charisma 
  checks made to convince others of something. 
  Headache. You are plagued by a constant, 
  piercing headache that makes it hard to think 
  clearly. You have disadvantage on concentration 
  checks and Intelligence checks made to recall 
  information. 
  Fearful. You are afraid of a thing or creature. 
  When you encounter the source of your fear, 
  you must succeed on a DC 15 Trauma saving 
  throw or become frightened for 1 minute. 
  You can repeat the saving throw at the end 
  of each of your turns, ending the effect on a 
  success. If your saving throw is successful 
  or the effect ends for you, you are immune 
  to being frightened of the triggering instance 
  for the next 24 hours. The source of your fear 
  is decided by the DM when you contract this 
  trauma and should have something to do with 
  how you contracted the trauma. Examples of 
  fears could be a monster type such as dragons 
  or orcs, or an element such as fire or water.
  Forgetfulness. You lose things and forget 
  where you put them. Every day that you have 
  this trauma, there is a 50 % chance that an 
  item will go missing from your inventory. The 
  DM decides what item goes missing. 
  Mute. You lose the ability to speak coherently, 
  only being capable of communicating in sounds 
  and strange gestures. You have disadvantage 
  on Charisma checks and you cannot cast spells 
  with a verbal component. 
  Nightmares. You are plagued by nightmares. 
  When you take a long rest, there is a 50 % 
  chance you will be plagued by nightmares, 
  therefore gaining no benefit from the rest. If 
  you go to take a long rest with at least 2 levels 
  of exhaustion while you have this trauma, you 
  automatically succeed and complete the long 
  rest. 
  Phobia. You are deadly afraid of a thing or 
  creature. When you encounter the source of 
  your fear, you become frightened as long as 
  you can see or hear the source of your fear. 
  The source of your fear is decided by the DM 
  when you contract this trauma and should have 
  something to do with how you contracted the 
  trauma. Examples of fears could be a monster 
  type such as dragons or orcs, or an element 
  such as fire or water.
  Tics and Spasms. Your body twitches 
  and spasms beyond your control. You have 
  disadvantage on attack rolls and ability checks, 
  as well as Strength and Dexterity saving 
  throws.
  
  90
  |   Surviving the Apocalypse
  Part 3
  Character 
  Options
  
  91
  Anne Gregersen   |
  CHAPTER 5 - RACES
  W
  hile the common races, as 
  presented in published materials 
  such as the Player’s Handbook 
  and Volo’s Guide to Monsters, can 
  still exist in a world touched by 
  the apocalypse, they are no longer alone. With 
  the massive amounts of destructive energy 
  washing over the land, it was not only the 
  world that was changed.  
  The following races can be used in worlds 
  and settings that have been touched by 
  destruction. The races have been made to fit 
  into different apocalyptic scenarios and can 
  be employed within the constraints of most 
  apocalypses presented in this document. It is 
  likely that these races, new as they are to the 
  world they inhabit, will be misunderstood and 
  despised by their fellows. They can make for 
  excellent villains as a result, or even a reluctant 
  hero determined to show that they are not as 
  dangerous as they might seem. 
  FEY’RI
  If you look through my bloodline, through the 
  gore and destruction brought to my people, you 
  will find generations of warriors. We were born 
  in pain to fight for what we have conquered, 
  using any weapons or trickery granted to us 
  through our blood to claw our way to greatness. 
  And I will succeed where my ancestors failed.
  — Carrax Arkardi, war commander
  Though fey’ri can be safely compared to elves 
  in terms of how they look, the comparison is 
  flawed in many ways. They carry the grace 
  and beauty of the elves, as well as the pride 
  and stubbornness, but most elves would take 
  great offense in being compared to a fey’ri. 
  The demonblood running through the veins 
  of the fey’ri has a definite impact on their 
  appearance, giving them horns, barbed tails, 
  as well as tongues of snakes and eyes of cats, 
  or any combination of these demonic quality. 
  Most look otherworldly and frightening 
  as a result, though some have so few 
  demonic characteristics that they are nearly 
  indistinguishable from their elven cousins. 
  houses oF WAr
  The legends of the fey’ri have been passed 
  down through generations among the fey 
  courts and ancient elven families. The stories 
  of the ungodly joining of demonic and fey 
  blood to create the fey’ri is a tale of fear and 
  blood which serves as warning words to future 
  generations carrying any semblance of fey 
  ancestry. 
  Also referred to as demonfey by some, 
  the fey’ri are hated by many and feared by 
  more. They are said to be without scruples 
  and without mercy concerning the lives and 
  wellbeing of others. These tales of their 
  destructive tendencies are enhanced 
  further by them being a foe of the past, 
  
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  |   Surviving the Apocalypse
  since no one has seen any fey’ri since they were 
  apparently made extinct due to their frequent 
  warfaring and battles with other races and 
  each other. However, this was not the case. 
  The fey’ri are few and rare, that is true, but 
  they are far from extinct. Keeping records of 
  their family lineages, tracing their bloodlines 
  all the way back to when they first mingled with 
  the demons of the lower planes, they are proud 
  and chaotic beings who consider any outsiders 
  less worthy of power than a member of their 
  own race and family. 
  The houses of the fey’ri have battled each 
  other and others for generations, but because 
  of their fewer numbers now they aren’t able to 
  indulge in their honorable battles for glory that 
  their ancestors participated in.  
  FACeChAnGers
  The fey’ri are infamous for their ability to 
  change their faces and features to look like 
  something entirely different. Because of their 
  demonic looks, this trait of theirs is immensely 
  useful for infiltrating and living amongst other 
  races who might not regard the fey’ri with any 
  kind of patience or kindness. 
  To use their facechanging abilities to dupe 
  or fool another fey’ri is considered poor taste 
  however, and few things are more staining on 
  a house’s standing than a fey’ri impersonating 
  another fey’ri, be it either to take some of 
  their power for themselves or to put them in 
  a situation where the impersonated fey’ri’s 
  reputation would be tarnished. 
  Fey’ri nAMes
  Fey’ri have a first name and a house name. 
  Their first name carries less significance 
  amongst other fey’ri, where it is the name of 
  the fey’ri house that is the most important. 
  When introducing themselves to anyone 
  of importance or another fey’ri, a fey’ri will 
  typically present their last name before their 
  first name. When speaking with other races, 
  they adopt the customs of the race in question 
  and usually say their first name first. 
  Female Names: Angin, Ellish, Flarha, Lothie, 
  Mogwyn, Sarya, Talya, Xenna
  Male Names: Arrothin, Carna, Fyrio, Parash, 
  Romaz, Rechor, Reverthor, Vraga
  House Names: Abulash, Dlogubeth, Erribos, 
  Fengureth, Lartithri, Mallwyn, Trinkalihn, 
  Xahalth
  Any joining of mortals and fiends 
  is an unholy one. Their blood is 
  tainted towards evil and their 
  natures reflect this fact. Luckily, 
  this ideal is one the peasantry seems 
  to agree with. 
  
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  Fey’ri trAits
  As a member of the fey’ri race, you have the 
  following traits. 
  Ability Score Increase. Your Charisma 
  score increases by 2 and you Dexterity score 
  increases by 1. 
  Age. Being related by blood to the elves, 
  though elves are revolted by this connection, 
  a fey’ri can live for centuries. They reach 
  physical maturity at about the same age as 
  humans, and are given a lot of responsibility 
  early on in their long lives. Fey’ri can live to be 
  around 500 years old.
  Alignment. With the blood of both demons 
  and fey in their veins, almost all fey’ri favor 
  chaotic alignments. Whether they are good 
  or evil depends on which bloodline is 
  strongest in the particular fey’ri. 
  Size. Fey’ri normally stand between 
  6 and 7 feet tall, and they weigh 
  between 140 and 180 pounds. Your size 
  is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. Your heritage, no matter which is 
  strongest, lets you see what others cannot. You 
  can see in dim light within 60 feet of you as if it 
  were bright light, and in darkness as if it were 
  dim light. You can’t discern color in 
  darkness, only shades of gray.
  Fey’ri Flames. You know the cantrip control 
  flames. Charisma is your spellcasting ability for 
  it. 
  Identity Theft. You have the ability to change 
  how you look and sound. You can cast the spell, 
  disguise self with this trait, using Charisma as 
  your spellcasting ability for it. When you cast 
  the spell using this trait, you can also change 
  the sound of your voice. Once you have cast 
  this spell, you can’t cast it again with this trait 
  until you finish a short or long rest. 
  Fey’ri Weapon Training. You have proficiency 
  with the longsword, shortsword, and rapier. 
  Languages. You can speak, read, and write 
  Common, Elvish, and Abyssal. 
  HUSK
  I am not as dangerous as I look. Hells… look at 
  me. I am as weak as a bird with a broken wing. 
  I might look frightening, but right now I am as 
  incapable of causing you harm as a baby would 
  be. 
  — Glass, city dwelling husk 
  One cannot be blamed for mistaking a husk 
  for a shambling zombie. They look remarkably 
  similar, right down to their shuffling walk, 
  though husks can move a faster speed than the 
  undead creatures they are so often grouped 
  together with. Physically, husks look like 
  humans or half-humans whose very life-force 
  has been sucked out of their bodies. They are 
  gaunt and frail looking, with hollow cheeks and 
  wispy limbs. 
  
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  PAssinG throuGh deAth
  Most husks do not remember who they 
  were before, and those who do retain some 
  recollections of their past only have brief 
  glimpses to console them. Husks were once 
  humanoids, living and breathing a normal 
  life, but through disease or infection they 
  were cast away from the life they knew before 
  to die alone. Once they died, their body lay 
  still for a time before they would return to 
  consciousness, seeing a world they had no 
  memory of. 
  Husks rarely survive for long after their 
  reawakening. Some are simply too physically 
  weak to move their limbs and wither away to 
  dust within a few days, while others choose 
  to end their lives once again as they don’t feel 
  they have anything in the world worth holding 
  onto. Those few who do survive are made hard 
  and strong by the experience they have gone 
  through, often turning mean or cruel as a result 
  of the alienation they now feel from those who 
  wander the world around them. 
  dyinG CoMMunities
  Because of the animosity most people feel 
  towards husks, they quickly learn that they 
  can count on no one else but themselves if 
  they want to survive. Finding together in both 
  smaller and larger groups becomes vital for 
  them to survive the hardships of the world, and 
  there have even been a few settlements made 
  exclusively out of husks. 
  These settlements rarely survive long 
  however, as the people who live in the nearby 
  area will become afraid of the possible threat 
  posed by the husk community. Not because 
  they are doing anything particularly villainous 
  or wicked, but because their visage so 
  resembles that of an undead enemy that most 
  people don’t know how to react with anything 
  other than aggression. 
  Many husk settlements has fallen to assaults 
  and raids conducted by their neighbors who 
  feared the members of the community might 
  one day turn feral and attack their home. As a 
  result, husks are wary of other communities 
  and rarely ever feel completely safe, not even in 
  the company of their own kind. 
  
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  husk nAMes
  With much of their bodies turned gaunt and 
  fragile by partial decay, husks can have trouble 
  pronouncing certain words. Their voices 
  are typically raspy and gravelly, most words 
  seemingly getting caught in their throats when 
  they talk. 
  This, in addition to the fact that they have 
  little to no memory of their life before rising 
  as a husk, means they had to come up with a 
  new name for themselves. Most husks name 
  themselves after something simple, such as an 
  object or action, or they are named by someone 
  else who takes them under their wing. 
  Husk Names: Bones, Brass, Cage, Claw, 
  Cough, Nails, Purge, Rake, Run, Skulk, 
  Sneak, Tick, Tooth
  husk trAits
  As a husk, you have the following traits. 
  Ability Score Increase. Your Constitution 
  score increases by 2 and you Strength score 
  increases by 1. 
  Age. Having been infused with elements 
  of death and decay, you life accelerates at a 
  decreased rate from what would be expected. 
  Since husks cannot remember their previous 
  lives it can be hard to figure out their exact 
  lifespan, and it has been recorded to last 
  anywhere from just over a century to 400 years. 
  Alignment. Having been alienated and 
  shown nothing but hatred by the world, husks 
  tend to grow solemn or angry as a result. Most 
  husks therefore have evil alignments. 
  Size. Husks have the same build as they did 
  when they were alive, only they are frailer and 
  much more gaunt in their husk form. They 
  typically stand between 5 and 6 feet tall and 
  weigh between 110 and 150 pounds. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. You woke in darkness and 
  adapted to survive in it. You can see in dim light 
  within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  Husk Body. The partial transition you made 
  into death has left you with some of the traits 
  found in undead creatures. You are immune to 
  disease, you are resistant to poison damage, 
  and you have advantage on saving throws 
  against poison. 
  Vapor of Spores. As an action, you can 
  release a cloud of spores from your mouth to 
  affect those standing near you. Each creature 
  within 5 feet of you must make a Constitution 
  saving throw (DC = 8 + your Constitution 
  modifier + your proficiency bonus) or become 
  poisoned for one minute. The creature may 
  repeat the save at the end of each of their turns, 
  ending the effect early on a success.
  Once you have used this trait, you can’t use it 
  again until you finish a short or long rest. 
  Languages. You can speak, read, and write 
  Common and one other language of your 
  choice. 
  VOIDALKA
  Fret not, I am but a student of the arts. I 
  am merely interested in bettering those 
  skills granted me at birth. Your fear of me is 
  unwarranted, I assure you. If I wanted to hurt 
  you, I would have done so already. 
  — Lithariz, arcane inventor and artificer
  Though the voidalka are most definitely 
  humanoid, there are plenty of people who 
  refuse to consider them as such. With their 
  skin ranging in colors from blue to green to 
  purple, bald heads, and reptile smooth skin, 
  they look otherworldly and alien to most who 
  encounter them. Their voices are another 
  factor that sparks mistrust when encountering 
  other peoples, as voidalka speak very softly, 
  preferring to communicate using only their 
  telepathic abilities. Because most voidalka 
  Don’t think that I have no 
  sympathy for these creatures. 
  Their existence must be one of 
  pain and dread, and I consider 
  it my duty to relieve their 
  misery any way I can. 
  
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  grow up among their own kind, they see no 
  reason to practice using their voice. As a result, 
  their voice is weak and quiet, making the 
  strange people even stranger. 
  Alien slAves
  The voidalka, despite their gifts with magic 
  and their naturally enhanced intellect, are not 
  respected at all by the creatures that created 
  them. The aberrations that hail from the Far 
  Realms beyond the borders of the known 
  multiverse created the voidalka people to be 
  used as slaves and servants for their aberrant 
  needs. They were created by these alien 
  creatures with this specifically in mind, to live 
  and die as slaves to their eldritch masters. 
  Born to be slaves, the voidalka are molded 
  from birth to fit in the role designed for them. 
  They are enhanced in certain ways, some 
  minute and some major, to be of better use to 
  their masters as they grow up. Most voidalka, 
  knowing no other life than one of servitude, 
  accept their fate with no complaint. A wise 
  choice, some would say, as any sort of sign of 
  rebellious activity would mean the immediate 
  disposal of the voidalka in question. Some 
  voidalka even seem to be removed somewhat 
  from reality, existing only to serve their masters 
  and having little to no personality of their own. 
  When a voidalka acts like this, they are 
  referred to by their fellow voidalka as ‘lost’. 
  This happens to some voidalka who have 
  been affected so much by the strange, eldritch 
  powers of their otherworldly masters that they 
  can no longer conceptualize reality in the way 
  a normal person would. They have removed 
  themselves so far from any aspects of the real 
  world, be it physically or mentally, that the 
  mortal part of their mind has shut off, leaving 
  just a shell created for servitude. 
  Born oF MortAls
  The voidalka were created by mixing the 
  eldritch essence that make up the most 
  powerful aberrations with the bodies of 
  humans. The result, at first, was grotesque 
  and bloody, and none of the early mixings of 
  aberration essence and human blood were 
  successful. 
  The first voidalka were said to have been 
  made by injecting aberrant essence into the 
  body of pregnant humans, the otherworldly 
  magic turning the then born baby into a 
  voidalka. That method of conception is no 
  longer employed and it is not even known 
  for certain whether the story is true or not. 
  Now, the voidalka are tasked by their eldritch 
  masters to breed new babies for them to 
  eventually use as slaves and servants, just as 
  their parents were used before. 
  However, some voidalka do not follow these 
  orders. Though it is against their genetic 
  makeup, as they were cruelly designed to be 
  comfortable with serving others, some voidalka 
  are able to break free of the chains binding 
  them to their eldritch masters and living a free 
  life for themselves, though such a life will be a 
  turbulent one. Because of their strange way of 
  
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  acting and even stranger appearance, they are 
  regarded with suspicion and fear by most other 
  people who consider them too closely related 
  to aberrant monsters to be comfortable with 
  their presence. 
  voidAlkA nAMes
  It would be considered needless and even 
  insulting to give a voidalka a name, at least 
  to the otherworldly creatures who use them 
  as slaves and servants. To them, they are 
  simply things to be used and discarded when 
  no longer functional. This doesn’t mean that 
  voidalka don’t name themselves, however. 
  These secret names are only ever spoken by 
  free voidalka or to people they trust, as their 
  eldritch masters would strike them down for 
  even considering themselves worthy enough of 
  an actual name. 
  Voidalka adopt sounds and phrases from 
  Deep Speech and normalizes them into 
  strange, yet beautiful names that have a distinct 
  otherworldly quality to them. Because of their 
  telepathic abilities, voidalka can communicate 
  with each other at a very young age, 
  exchanging ideas and strange concepts with 
  one another. Voidalka parents converse with 
  their children about their name long before the 
  baby is able to speak, selecting a name that is 
  chosen by the child itself. 
  Voidalka Names: Ashirahz, Ceethra, Cinnalik, 
  Kaldovi, Nonlah, Olleriasa, Vokandith, 
  Zando, Zelvash
  voidAlkA trAits
  As a voidalka, you have the following traits. 
  Ability Score Increase. Your Intelligence 
  score increases by 2.
  Age. The age of a voidalka depends on what 
  role the voidalka is supposed to fill out for 
  their eldritch masters, meaning that they are 
  physically able to become several centuries old. 
  However, they are usually disposed off before 
  reaching full maturity to avoid any sort of 
  rebellious activity. They are usually killed in the 
  middle of their second century, but can live to 
  be about 300 years old. 
  Alignment. Being born to serve and act out 
  a specific role in society, voidalkas tend to act 
  lawful down to their very core. Whether they 
  are good or evil depends on the role they are 
  expected to take on in their eldritch society. 
  Size. Voidalkas have languid, slender 
  limbs that seem a bit too long for what would 
  be natural for a humanoid. They can make 
  impressive figures, standing around 7 feet tall 
  and weighing anywhere between 130 and 200 
  pounds depending on their build. 
  Speed. Your base walking speed is 30 feet. 
  Darkvision. The unknown beyond the known 
  borders of the multiverse have given you a gift 
  for discerning details in the darkness, even if 
  you have never experienced the blackness of 
  the void for yourself. You can see in dim light 
  within 60 feet of you as if it were bright light, 
  and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray.
  
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  Alien Mind Trick. You know the message 
  cantrip. Once you reach 3rd level, you can cast 
  the bane spell once per day at its lowest level. 
  When you reach 5th level, you can also cast 
  the calm emotions spell once per long rest. 
  Intelligence is your spellcasting ability for these 
  spells. 
  Strong of Mind. You are resistant to psychic 
  damage. 
  Languages. You can speak, read, and write 
  Common and Deep Speech. 
  Subrace. Your genetic makeup has been 
  formed to best benefit the role you’d have in 
  society, dividing different voidalkas into various 
  castes.  
  Azindi
  Voidalkas made under the azindi caste were 
  created to serve as acrobats, dancers, or 
  perhaps even assassins and thieves. 
  Ability Score Increase. Your Dexterity score 
  increases by 1.
  Quick Steps. You are fast and agile, making 
  you a pest to your opponents. After rolling 
  initiative, you may switch your initiative with 
  that of a willing creature. This must be done 
  before any actions in combat are taken. Once 
  you have used this trait, you cannot use it again 
  until you finish a long rest. 
  MinderAh 
  Minderahs take on the role of healers and 
  scholars, being responsible for chronicling 
  history and gathering information for their 
  eldritch masters. 
  Ability Score Increase. Your Wisdom score 
  increases by 1.
  Eldritch Historian. You have a knack for 
  recalling the odd and strange. You can give 
  yourself advantage on one Arcana, History, or 
  Religion check. Once you’ve used this trait, you 
  can’t use it again until you finish a short or long 
  rest.
  PhysiliAn
  The voidalkas made to be physilians were 
  created to be workers and soldiers, sometimes 
  battling each other for the entertainment of 
  their masters as well as acting as defenders 
  and bodyguards. 
  Ability Score Increase. Your Constitution 
  score increases by 1.
  Fearless. You have advantage on saving 
  throws against being frightened.
  Powerful Build. You count as one size larger 
  when determining your carrying capacity and 
  the weight you can push, drag, or lift.
  
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  T
  he end of the world is hard on 
  everyone. People lose their homes, 
  their families. The history of multiple 
  countries and cities vanish, and the 
  rules which most have learned to 
  live by are replaced with the brutal fight for 
  survival. In some cases, the apocalypse in 
  question will have affected a creature so much 
  that it becomes an integral part of who they are 
  and how they move around in the world. 
  Some classes and characters are better 
  equipped to face the horrors and hardships 
  brought on by a world turned into chaos, 
  while others will have become definitively 
  rarer than they were back when civilization 
  was sprawling. Wizards, having no or only few 
  places to study, become a rare sight amongst 
  the ruins of civilization, whilst classes such 
  as Barbarians and Fighters can still be found 
  wandering the abandoned roads of the world 
  or looking for mercenary work in the nearest 
  township or settlement. 
  In addition, you will find some playable 
  subclass options designed to function with 
  an apocalyptic world, but which can also be 
  lifted into other settings and campaign. These 
  subclasses were designed with the theme of 
  the apocalypse in mind, but they were not 
  made so specific that they cannot function 
  outside such a setting. These are the Barbarian 
  Path of the Psycho, the Cleric Plague Domain, 
  the Druid Circle of Embers, the Roguish 
  Enhancer Archetype, and the Sorcerer Cursed 
  Bloodline. 
  BARBARIAN
  Oh, what a day. What a lovely day!
  — Myals the Mad, leader of the Road Warriors
  With the coming of the apocalypse, the world 
  turned wild and savage as the rules of society 
  crumbled into dust. In response to this chaos, 
  the people changed as well to reflect the new 
  order given to the world. Barbarians were 
  among the few who seemed to thrive in this 
  world of chaos, perfectly turning their rage and 
  skills for combat against the advancing enemy. 
  Their primal, savage backgrounds meant that 
  they were not caught in the early chaos of the 
  apocalypse. They were not in the cities that fell 
  to the first waves of the apocalypse, and were 
  instead battling against the forces of nature 
  along with their tribes far from any kind of 
  civilization. 
  There are many barbarians to be found in 
  a world touched by catastrophe. Some are 
  content with living in the wilderness as they 
  have always done, with others taking up work 
  along a roadside, waiting for unfortunate and 
  poorly protected travelers to pass them by.
  CHAPTER 6 - CLASSES
  
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  PAth oF the PsyCho
  Some people suspect that you’d have to be 
  mad to voluntarily live in the wilderness with 
  the dangers that dwell there, and in some 
  cases they are right. Barbarians who follow 
  the Path of the Psycho are unpredictable and 
  dangerous, as their insanity has removed them 
  from what little logic remains in the world. 
  They are warriors who cleave a path of blood 
  and destruction as they enter into fits of mad 
  laughter while their opponents flee in terror. 
  Path of the Psycho Features
  Barbarian Level
  Feature
  3rd 
  Psychotic Rage
  6th
  Blood and Gore
  10th 
  Feral Savagery 
  14th
  Serial Killer
  PsyChotiC rAGe
  At 3rd level, your madness elevates your 
  rage to psychotic levels. Once per long rest 
  when you rage, you can choose to enter into a 
  psychotic rage instead of a regular rage. Upon 
  reaching 10th level in this class, you can enter 
  a psychotic rage twice per long rest. You still 
  expend one use of your rage when entering a 
  psychotic rage, just as you would with a normal 
  rage.
  In addition to what is granted by your normal 
  rage, you gain the following benefits while in a 
  psychotic rage:
  •	
  Your rage damage becomes psychic 
  damage and you become resistant to 
  psychic damage.
  •	
  Whenever you reduce a creature to 0 
  hit points, you gain temporary hit points 
  equal to your barbarian level.
  •	
  When you hit a creature that is below 
  half its hit point maximum, you deal an 
  additional 1d6 psychic damage to it.
  •	
  You have advantage on Intimidation 
  checks. 
  
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  Your psychotic rage lasts for one minute. It 
  ends early if you are knocked unconscious or 
  if your turn ends and you haven’t attacked a 
  hostile creature since your last turn or taken 
  damage since then. You can also end your 
  psychotic raging as a bonus action. 
  Blood And Gore
  At 6th level, you laugh in the face of pain. When 
  you are raging and you take damage that you 
  are resistant to as a result of your rage, you can 
  choose to take full damage instead.
  On your next turn, your focus becomes 
  bloody and intent as you turn your attention 
  towards the creature that damaged you. Until 
  the beginning of your next turn, attacks against 
  the creature whose damage you chose not to 
  resist deal an additional 1d6 weapon damage. 
  FerAl sAvAGery
  Starting at 10th level, your brutal killings 
  strike fear into the heart of those around you. 
  Whenever you reduce a creature to 0 hit points, 
  each hostile creature within 60 feet of you 
  must make a Wisdom saving throw (DC equals 
  8 + your proficiency bonus + your Charisma 
  modifier).
  On a failed save, the creature becomes 
  frightened of you. The creature may repeat this 
  saving throw at the end of each of its turns, 
  ending the effect on a success. Otherwise, the 
  effect ends after one minute.
  seriAl killer
  Beginning at 14th level, your psychotic 
  tendencies make it almost impossible for you 
  to hold back in a fight. While you are raging, 
  you can use an action to make one melee 
  attack against every hostile creature that is 
  within melee range of you. If you reduce a 
  creature to 0 hit points using this feature, you 
  may immediately move to a hostile creature 
  you can see and reach within 30 feet of you 
  and make one additional melee attack against 
  them.
  CLERIC
  I doubt you know what true desperation looks 
  like. I know it. I’ve seen it. I’ve seen it in the 
  faces of a crowd of people, looking up at me, 
  begging me to help them. Pleading for the 
  lives of their children. Praying for miracles 
  and believing that I was the cure they’d been 
  asking for, brought to them through divine 
  intervention. But I can’t help them the way they 
  want me to. I can’t even help myself. 
  — Fienna Flynn, physician in training
  In apocalyptic scenarios where infection 
  and disease play a large role, clerics and the 
  healing they provide become essential for many 
  people to survive. Unfortunately, this was the 
  case when the apocalypse hit as well, placing 
  many clerics looking to help those wounded or 
  diseased near ground zero of the cataclysmic 
  event which changed the world forever.
  Clerics are incredibly useful to any sort of 
  group or conclave in the apocalypse, making 
  them both heavily sought after and a target 
  for would-be slavers. With many clerics 
  probably dying near the start of the apocalypse, 
  receiving training in the holy rites of healing 
  and spellcasting can be hard to accomplish, 
  making clerics a rare sight when wandering 
  the wasteland. 
  Those who are able to practice their healing 
  arts are often targeted as a result. Either from 
  pleading people asking for their aid or from 
  more sinister individuals who will likewise 
  want aid from the cleric, but who will resort 
  to threats and violence to get what they need 
  instead of asking nicely. 
  PlAGue doMAin
  It is common when sickness and disease 
  strikes a village or township for people to 
  cower away from it. They fear the touch of the 
  illness, fear that it might reach to affect them 
  too. Clerics following the Plague Domain have 
  no such fear. They live to study the morbid 
  steps of deadly diseases, combating them 
  when they know how to, or perhaps letting the 
  infection run its course with little hindrance. 
  
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  For some Plague Clerics, the information 
  gained from the painful decay of a subject is 
  sweeter than the blessed admission of a divine 
  cure. 
  Plague Domain Features
  Cleric Level
  Feature
  1st
  Domain Spells, Bonus Cantrip, 
  Hardened Survivor
  2nd
  Channel Divinity: Mist of Disease
  6th
  Protection of Body
  8th
  Divine Strike
  17th
  Death Bringer
  doMAin sPells
  You gain domain spells at the cleric levels listed 
  in the Plague Domain Spells table. See the 
  Divine Domain class feature for how domain 
  spells work.
  Plague Domain Spells
  Cleric Level
  Spell
  1st
  fog cloud, detect poison and 
  disease
  3rd
  ray of enfeeblement, lesser 
  restoration
  5th
  stinking cloud, remove curse
  7th
  blight, death ward
  9th 
  insect plague, contagion
  Bonus CAntriP
  When you choose this domain at 1st level, you 
  learn the infestation cantrip if you don’t know 
  it already. This doesn’t count against your 
  number of cantrips known. 
  hArdened survivor 
  Also at 1st level, the blessing of your deity 
  allows you to shrug off the effects of illness, 
  making you immune to diseases. You also gain 
  proficiency with heavy armor. 
  ChAnnel divinity: Mist oF diseAse
  At 2nd level, a flow of death and decay exudes 
  from you as you present your holy symbol. As 
  an action, you can use your Channel Divinity to 
  make a 10 foot cube of mist appear centered 
  on a point within 30 feet. Any creature standing 
  within the mist will immediately start having 
  a coughing fit and must make a Constitution 
  saving throw. The creature takes necrotic 
  damage equal to 2d10 + your cleric level on 
  a failed save, and half as much damage on a 
  successful one. In addition, if it fails the saving 
  throw, it must use its reaction to step out of 
  the mist by the safest, most direct route, as 
  it attempts to stagger away from the deadly 
  gas. If there is no room for it to get out, it will 
  remain in the mist even if it failed the save. 
  The mist disperses at the end of your turn. 
  Constructs are unaffected by the mist. 
  
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  ProteCtion oF Body
  Beginning at 6th level, you can lessen some 
  of the destructive elements that exist in the 
  world. When you or a creature within 30 feet 
  of you takes poison or necrotic damage, you 
  can use your reaction to grant resistance to the 
  creature against that instance of the damage. 
  divine strike
  At 8th level, you gain the ability to infuse your 
  weapon strikes with divine energy. Once on 
  each of your turns when you hit a creature with 
  a weapon attack, you can cause the attack to 
  deal an extra 1d8 radiant damage to the target. 
  When you reach 14th level, the extra damage 
  increases to 2d8.
  deAth BrinGer
  At 17th level, you may create three instances 
  of the mist instead of one when you use Mist of 
  Disease and the range of where you can place 
  them increases to 60 feet. These instances of 
  the mist cannot overlap. 
  DRUID
  Some people fear fire. They choose to live 
  as a slave to its whims, afraid to lose control 
  of it if they give it too much life, if they don’t 
  keep their eye on it, if they don’t live scared 
  of the potential of its power. Some people are 
  frightened and weak.
  — Pyrah, fire tamer and protector of the Amber 
  Grove
  Druids were better off than most when the 
  apocalypse hit. Unlike other people who 
  had become used to and dependent on the 
  rules set up by civilization, druids were 
  already accustomed to living off the land and 
  understanding the movement of nature around 
  them. With their gifts for spellcasting and 
  understanding of nature, druids were much 
  better equipped to survive the dangers of the 
  apocalyptic world they now found themselves 
  in. 
  If the druid were to help others survive the 
  calamity, they would become the very heart 
  and soul of the community. As they are able to 
  create clean food and water, as well as safely 
  
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  that doesn’t appear on the druid spell list, the 
  spell is nonetheless a druid spell for you.
  In addition, at 2nd level you know the cantrip 
  control flames and it doesn’t count against your 
  number of cantrips known. 
  Circle of Embers Spells
  Druid Level
  Spell
  3rd
  heat metal, pyrotechnics
  5th
  fireball, flame arrows
  7th
  fire shield, wall of fire
  9th
  flame strike, immolation
  Coils oF Fire
  At 2nd level, you can use an action to target a 
  piece of wood, section of grass, or other type 
  of inanimate plant life within 60 feet of you 
  and send a small mote of flame towards it, 
  instantly turning it to embers. As part of the 
  same action, you can will coils of dark, burning 
  energy to form from these embers, rising as 
  fiery whips and sending them coiling towards 
  a creature within 20 feet of the location it 
  spawned from.
  The targeted creature must succeed on a 
  Dexterity saving throw against your druid 
  guide people through dark and dangerous 
  forests, their skills at keeping themselves and 
  others alive would become invaluable to people 
  trying to survive. 
  It is likely that a group with a druid at the 
  helm will have a better chance at surviving the 
  dangers of the apocalypse, but that assumes 
  that the druid in question would be willing 
  to offer assistance to their fellow survivors. 
  Many druids are lone guardians of forests 
  and glades, preferring their solitude over the 
  companionship and responsibility that comes 
  with a larger group of people. 
  CirCle oF eMBers
  The druids who are a member of the Circle of 
  Embers believe that through destruction you 
  can come back more powerful and stronger 
  than before. When a forest grows too dense or 
  a natural disease whips through an area, these 
  druids are there to cleanse out the area with 
  controlled, magical fires. Most Circle of the 
  Embers druids take after the characteristics of 
  fire when it comes to their personality. Quick to 
  anger and hard to control when they choose to 
  fully unleash their powers. 
  Circle of Embers Features
  Druid Level
  Feature
  2nd
  Coils of Fire, Circle of Embers 
  Spells
  6th
  Inner Flame
  10th
  Embodiment of Embers
  14th
  Form of the Phoenix
  CirCle oF eMBers sPells
  As your connection to fire becomes 
  increasingly manifested in your body, you gain 
  the ability to cast certain spells. At 3rd, 5th, 
  7th, and 9th level you gain access to additional 
  spells. Once you gain access to a circle spell, 
  you always have it prepared, and it doesn’t 
  count against the number of spells you can 
  prepare each day. If you gain access to a spell 
  
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  instead drop to 1 hit point. Once this feature 
  has been used, you can’t use it again until you 
  finish a long rest. 
  In addition, when you target a single creature 
  with a spell that deals fire damage, you may 
  also target one other creature within 10 feet 
  of the target as part of the same spell. You 
  may use your Coils of Fire in the same way, 
  targeting two creatures instead of only one 
  when you use the feature. 
  ROGUE
  I don’t have a problem. You have a problem. It’s 
  called “sticking your nose into other people’s 
  business” and it might turn lethal if you don’t 
  watch it. 
  — Rian Song, enhancement supplier
  Thieves are as abundant and common as 
  ever, even during a time touched by chaos 
  and destruction. Plenty of people were left 
  with nothing when the apocalypse destroyed 
  everything, not even a skill they could efficiently 
  use within the new order given to the world. To 
  survive, some turned to stealing and robbing, 
  taking from others what they could not procure 
  by any other means. 
  However, not all rogues are thieves. Some 
  rogues take up work in and around settlements 
  as scouts and trackers, guarding the township 
  from afar by quietly walking the perimeter, 
  watching for any advancing threats. Likewise, 
  if a township has come under attack by raiders, 
  sending out an assassin to locate the raiding 
  group and perhaps even get rid of them 
  becomes a lucrative means of survival for the 
  rogue who chooses to take up that sort of job. 
  They are cunning and clever, and possess skills 
  to quietly get rid of unwanted people, skills 
  which are still highly sought after even after the 
  world has ended. 
  Rogues are well equipped to handle the 
  apocalypse as they are very capable of handling 
  themselves when facing dangerous and dire 
  situations. This can make them a great asset to 
  any group or party, as well as a great adversary 
  should their intentions turn out to be more 
  selfish in nature. 
  spell save DC or become restrained as the 
  coils wrap around it. A restrained creature 
  takes 1d6 fire damage at the beginning of each 
  of its turns and it may repeat the save at the 
  beginning of each of its turns after it has taken 
  the fire damage, ending the restrained effect on 
  a success. When the creature is freed from the 
  coils, the embers fall to the ground as flakes of 
  ash and flowers sprout where they land. 
  The damage dealt by this feature increases 
  as you gain levels in this class, to 2d6 at 6th 
  level, 3d6 at 10th level, and 4d6 at 14th level. 
  You can use this feature a number of times 
  equal to your Wisdom modifier (minimum of 
  1) and you regain all expended uses when you 
  finish a long rest. 
  inner FlAMe
  Starting at 6th level, you may choose to let your 
  inner flame erupt out from you in a flash of 
  light. As an action, you can force all creatures 
  within 15 feet of you to make a Dexterity saving 
  throw against your druid spell save DC. The 
  creatures take fire damage equal to 2d8 + 
  your druid level on a failed save, and half as 
  much on a successful one. Once you have used 
  this feature, you can’t do so again until you’ve 
  finished a short or long rest. 
  In addition, the connection you feel to the 
  element of fire means you can speak to certain 
  elementals. You can speak, read, and write 
  Ignan. 
  eMBodiMent oF eMBers
  Upon reaching 10th level, your connection 
  to fire and flames has changed your body to 
  accommodate it. You gain resistance to fire 
  damage and if you can see through areas that 
  are heavily obscured, such as areas covered by 
  smoke or a heavy fog.
  ForM oF the Phoenix
  At 14th level, your body gains some of the 
  rebirthing features of a phoenix. The first time 
  you are reduced to 0 hit points either as a 
  result of taking fire damage or being turned to 
  dust, such as with the disintegration spell, you 
  
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  BACkyArd sCientist
  When you choose this archetype at 3rd level, 
  your knowledge of potions and supplements 
  grants you a basic understand of alchemical 
  formulas. You gain proficiency with the 
  poisoner’s kit and alchemist’s supplies. 
  In addition, your training with these tools 
  excel beyond what is normal for most people, 
  making your concoctions of great quality. 
  Choose one of the toolset proficiencies you 
  gain from this feature. When making a check 
  with the chosen toolset, you may add double 
  your proficiency bonus to the check. 
  enhAnCer’s sAtChel
  Also at 3rd level, the concoctions you are able 
  to make can grant you certain benefits. You 
  carry an enhancer’s satchel with you, which 
  contains all the materials required to make 
  your concoctions. If the satchel should break or 
  is destroyed, you can acquire a new one for the 
  cost of 25 gp. 
  As an action, you can reach into your satchel 
  and pull out one of your concoctions. As part of 
  enhAnCer
  Giving yourself an edge over your opponent is 
  not unheard of amongst those who are trying 
  to make their way through a chaotic world. 
  Most try to accomplish this through magic or 
  other arcane means, using items and spells to 
  enhance their own martial abilities. Enhancers 
  go against this, relying on their own skills and 
  ingenuity to give themselves a leg up on their 
  enemies. They do so through specially mixed 
  concoctions which they imbibe or otherwise 
  insert into their system, affecting their body 
  with enhancing abilities for a short period of 
  time. 
  Enhancer Features
  Rogue Level
  Feature
  3rd
  Backyard Scientist, Enhancer’s 
  Satchel
  9th
  Speed Demon
  13th
  Enhancement Supplier
  17th
  Poisons Expert
  
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  the same action, you may consume it and gain 
  its benefits. These benefits last for 10 minutes. 
  You have the following concoctions available 
  to you as long as you carry your enhancer’s 
  satchel. 
  •	
  Adrenaline Fix. Your movement speed is 
  increased by 10 feet. 
  •	
  Blood Thickener. You gain resistance to 
  necrotic or poison damage. You choose 
  which damage type to become resistant 
  to upon using this concoction. 
  •	
  Dancer’s Juice. You have advantage on 
  Dexterity (Acrobatics) checks and on 
  Charisma (Performance) checks. 
  •	
  Medicinal Nectar. Your hit point 
  maximum is increased by 10.  
  •	
  Nightowl Ichor. You have darkvision out 
  to a range of 60 feet. If you already have 
  darkvision, the range of your darkvision is 
  extended by 60 feet. 
  •	
  Power Surge. You have advantage on 
  Strength checks and Strength saving 
  throws. 
  You can use a number of concoctions equal to 
  your Intelligence modifier, and you regain all 
  expended uses after finishing a short or long 
  rest. 
  You can have multiple concoctions overlap 
  each other, meaning you can benefit from 
  several effects at once, though never the same 
  one. This means you can benefit from the 
  effects of both Dancer’s Juice and Powersurge, 
  but you cannot use two doses of Adrenaline Fix 
  at the same time. However, in using multiple 
  concoctions there is a chance of you having a 
  negative reaction to them entering your body. 
  Whenever you use a concoction and you 
  have at least one other concoction active, 
  you must make a Constitution saving throw 
  with a DC equal to 10 + the amount of 
  concoctions currently active. On a successful 
  save, both concoctions are active. On a fail, 
  you immediately fall unconscious. When 
  unconscious in this way, you will remain 
  unconscious for one hour or until you are 
  stabilized. When you wake up, you don’t 
  have any of the benefits of either of the used 
  concoctions and you do not regain the uses of 
  your already consumed concoctions. 
  sPeed deMon
  Starting at 9th level, you can amp yourself up, 
  energizing you beyond what is natural. As an 
  action, you may produce a special concoction 
  from your satchel, granting yourself the effects 
  of the haste spell for one minute. You do not 
  need to maintain concentration on the spell, 
  but you still suffer the normal effects of the 
  spell when it ends. Only you can benefit from 
  this concoction. 
  Once you have used this feature, you can’t do 
  so again until you’ve finished a long rest. 
  enhAnCeMent suPPlier
  Beginning at 13th level, you can use the 
  concoctions granted by your Enhancer’s 
  Satchel feature on other creatures. As part of 
  the same action where you pull a concoction 
  from your satchel, you can use it on a willing 
  creature within 5 feet of you instead of on 
  yourself. Other creatures cannot benefit from 
  more than one concoction at a time under 
  any circumstances. All other limitations of the 
  concoctions still apply. 
  Poisons exPert
  Upon reaching 17th level, you have become 
  accustomed to strange substances entering 
  your bloodstream. You become resistant to 
  poison damage and you are immune to the 
  poisoned condition.
  In addition, you have learned how to inlace 
  your weapons with deadly mixtures. You may 
  choose to change your sneak attack damage to 
  poison or acid damage instead of the regular 
  weapon damage. You make this choice before 
  making the attack roll. 
  Another note to self: Don’t 
  trust half-elves. Especially not 
  when they offer you cure-all 
  tonics and berrywine. You’ll 
  wake up in a forest somewhere, 
  naked, and with no memory of 
  how you got there. 
  
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  SORCERER
  I wouldn’t wish this on my worst enemy. I must 
  fight myself every day not to fall apart from this 
  curse, not to tear my skin to threads because of 
  the pain I feel as it courses through my veins. 
  No one knows my pain. No one deserves to 
  know it. 
  — Naivin Archon, chosen one of the 
  Doomsday Cult
  Spellcasters of any kind are not the most 
  common sight in the apocalypse. Given the 
  unpredictable and rather volatile nature of 
  spellcasting and magic, it can turn dangerous 
  very quickly if the caster in question doesn’t 
  receive the right kind of training. In the same 
  vein of thinking, the danger many casters 
  represent makes them unwelcome in many 
  larger settlements as the people living there 
  fear the trouble they might bring with them. 
  The usefulness of magic has not been 
  forgotten however. If a sorcerer is able to 
  control their powers without endangering 
  others, they might find a comfortable position 
  in a township or adventuring party where their 
  arcane powers can flourish and improve. Their 
  magical powers can be highly sought after too, 
  sometimes to a fault, where some sorcerers 
  will become the victim of kidnappings as others 
  are looking to benefit from the magical powers 
  they possess. 
  Cursed Bloodline
  Those sorcerers who draw their powers from 
  their Cursed Bloodline are not like others of 
  their kind. They carry inside of them a powerful 
  and draining curse, one that has been resting 
  dormant in them, perhaps for many years. 
  This curse could be a specifically powerful 
  version of lycanthropy or vampirism, or even a 
  family curse which has marked the bloodline 
  for generations. The sorcerer who carries the 
  Cursed Bloodline is unique in that they can 
  control their curse. Using their magic, they can 
  twist and manipulate the dark powers resting 
  within them to enhance their own spellcasting 
  and turning the pain they feel against their 
  enemies. 
  
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  Cursed Bloodline Features
  Sorcerer Level
  Feature
  1st
  Cursed Sight
  6th
  Power of the Damned
  14th
  Bane Bringer
  18th
  Cursed Ascension
  Cursed siGht
  When you choose this origin at 1st level, the 
  curse that resides in your veins flares to life. 
  You gain darkvision out to a range of 60 feet. If 
  you already have darkvision, your darkvision is 
  extended by 60 feet. 
  In addition, your gaze serves as a gateway 
  into the madness that surrounds your cursed 
  blood and past. As an action, you can look at a 
  creature that can see you and force it to make 
  a Wisdom saving throw against your sorcerer 
  spell save DC. If it fails the save, it becomes 
  restrained until the end of its next turn and it 
  becomes frightened of you for one minute. The 
  creature can repeat the saving throw at the end 
  of each of its turns, ending the frightened effect 
  on itself on a success. If the creature’s saving 
  throw is successful or the effect ends for it, the 
  creature is immune to your Cursed Sight for 24 
  hours. 
  Once you have used your Cursed Sight on 
  a creature, you cannot do so again until you 
  finish a short or long rest. 
  PoWer oF the dAMned
  At 6th level, your curse affects your spellcasting 
  in otherworldly ways. When you cast a sorcerer 
  spell that deals damage, you can use a bonus 
  action to change the damage of the spell to 
  necrotic damage. When you do so, you may 
  spend 1 sorcery point to reroll any number of 
  the rolled damage dice once. 
  BAne BrinGer
  Starting at 14th level, your curse burns beyond 
  mortal comprehension. Your sorcerer spells 
  ignore resistances to necrotic damage and you 
  become resistant to necrotic damage. 
  In addition, you may cast the spell bestow 
  curse once per short or long rest without using 
  a spellslot. The spell counts as a sorcerer spell 
  for you when you cast it using this feature. 
  Cursed AsCension
  At 18th level, your curse is completely under 
  your control, so much so that you can extend 
  its powers to affect others. When you see a 
  creature succeed on a saving throw against one 
  of your spells, you may use your reaction and 
  spend 4 sorcery points to force them to reroll 
  the saving throw. 
  Your body also hardens, becoming a cage 
  for the cursed blood inside of you. Your body 
  ceases aging, making you appear as young as 
  you were when gaining this feature. You will 
  remain this way until you choose to let the 
  curse consume you, thereby ending your life, 
  or you are killed by external forces such as the 
  blow from a weapon or a fatal accident.
  
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  T
  he world ending has changed how 
  people live and act. Social standings, 
  governmental organizations, and even 
  basic ways of life have been completely 
  changed. This means that most of the 
  backgrounds offered in official material no 
  longer fit the circumstances of the world. Most 
  of the published backgrounds assume that the 
  world the character exist in is one that is at 
  least somewhat civilized. With the coming of 
  the apocalypse this is no longer the case, and 
  the backgrounds have evolved to fit the new 
  world order as a result. 
  REVISED BACKGROUNDS
  Barely any scars. Fine clothes. No weapons 
  to speak of. You look like you have a story to 
  tell, because it’s been years since I last saw 
  someone as green- I’m sorry, as clean as you. 
  — Nestor Ellin, leader of the Fernmount 
  Settlement
  The following section has reflavored each of 
  the existing backgrounds found in the Player’s 
  Handbook to fit into an apocalyptic setting. The 
  features and characteristics granted by these 
  backgrounds remains unchanged, it is merely 
  the context of the background that has been 
  altered.  
  AColyte
  When the world ended, the temples and orders 
  of your god or gods were destroyed with it. 
  Though the powers of your deity might still 
  be felt in the world, it can be hard to convince 
  others to remain pious in the face of the 
  horrors offered by the apocalypse. You spent 
  your life preaching the word of your god to 
  anyone who would listen. It’s rare that you find 
  anyone who is, like you, trained to perform the 
  rites of the gods above, and most are ungrateful 
  for your presence. You’ve endured being called 
  mad and insane by the common people hearing 
  your holy words, but kept strong in the face of it 
  as you continue to follow the word of your god. 
  ChArlAtAn
  The world is harsh, violent, and unforgiving. 
  You learned that the hard way and you are 
  making damned sure you won’t go through 
  that lesson again. Tricking other survivors in 
  this wretched world has become a way of life 
  for you. You find what goodwill people have 
  left and know how to use it to your advantage. 
  Many settlements might be familiar with your 
  face, but only a handful of people will know 
  your true name and that handful were mistakes 
  you won’t repeat. The world is cruel and out to 
  get you, so you might as well try to get it first. 
  CriMinAl
  To some, it is a comfort that crime thrives 
  regardless of civilization being there or not. 
  You spent your days picking the pockets of 
  those more capable at surviving in the scarce 
  wilderness than you, taking what you needed 
  and little more. You might have joined together 
  in a band of crooks and bandits, raiding and 
  robbing small settlements of their stores before 
  moving on to the next one to repeat the act. 
  The apocalypse offers little in the way of laws 
  and riches, making crime both abundant and 
  risky. 
  entertAiner
  You are a sight for sore eyes when entering 
  a settlement. With the deadliness of the new 
  world, the idea of entertainment and reverie 
  will make most people open up once you show 
  CHAPTER 7 - BACKGROUNDS
  
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  Anne Gregersen   |
  up. You are able to bring a smile to people’s 
  faces, even in the grimness that is the current 
  state of the world, and people are likely to 
  remember you long after you left their camp or 
  homestead behind. 
  Folk hero
  When bandits threatened to ravage through 
  your home or monsters fell upon a wandering 
  group of survivors, your wits and skills were 
  good enough to offer protection from the 
  oncoming danger. To the locals who knew you 
  as you grew up you might seem a bit strange 
  for how brave you act in the face of the world’s 
  obvious dangers. Despite this, they tend to look 
  to you when trouble looms over the settlement, 
  respecting and taking your opinion into 
  account. 
  Guild ArtisAn 
  Trade and business did not become 
  unimportant just because the world ended. 
  You made a comfortable living organizing and 
  arranging orders of materials, medicine, food, 
  and other wares to be transported to different 
  settlements and between outlying camps. 
  Maintaining these supply lines requires focus 
  and cooperation, making you a well-known face 
  in the settlement you made your home, as well 
  as a known name to the folks whom you were 
  doing business with. 
  herMit
  Groups are dangerous and anyone who 
  disagrees are in for a hard lesson. People 
  cheat and lie and betray one another, and you 
  know that better than anyone. You have grown 
  
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  comfortable with living alone, wandering along 
  the abandoned roads of the world. Avoiding 
  raiders and monsters have become a simple 
  part of life, and you have come to realize that 
  you don’t need anyone else to make it in this 
  world. In fact, other people have a tendency to 
  make surviving much harder than it would be if 
  you were just left to your own devices. 
  noBle
  When the world ended, as did the values 
  that kept the social structure of it afloat. The 
  lineage and history of your family was forced 
  into the background as the focus shifted to be 
  purely about surviving the new world order. 
  That isn’t to say blood can’t be powerful. The 
  settlements of the world still have leaders who 
  rule over their fiefs and lands. These can be 
  both cruel warlords or kind guardians, wanting 
  to shape a future for the heirs that will take 
  over once they pass on to the next world. You 
  belong to a line of these rulers and were raised 
  with the expectations that you would be loyal 
  to the lands of your family, possibly taking over 
  command when the time of succession comes 
  near. 
  outlAnder
  The people who grew up in the wilderness 
  were in many cases the last to know of the 
  apocalypse. For them, little changed in the first 
  few waves of destruction, as an apocalypse 
  tends to hit civilization harder than the nature 
  around it. Living as a nomad has been the 
  way of life for your people for generations, 
  and little has changed in that regard. Avoiding 
  settlements is easier now than ever, but the 
  safety it offers is also more tempting now that 
  nature itself is turning evermore hostile. 
  sAGe
  Before the fall of civilization, knowledge and 
  information was gathered in massive libraries 
  around different townships. These were often 
  placed in larger cities and were largely lost 
  when the world fell into chaos. You somehow 
  found yourself near one of these sanctuaries 
  of lore, studying the old texts and scrolls that 
  tell of a time before the apocalypse brought 
  destruction to the world. Many of these 
  texts were partially or wholly destroyed, and 
  protecting what little information was left 
  became a driving force for you as you continue 
  to wander the world in search for more 
  knowledge. 
  sAilor
  As the world fell apart, many fled from the 
  crumbling lands, seeking the apparent safety 
  found on the seas. Though life was not much 
  easier on the waves, you grew content with 
  your lot as you traveled along the coasts of the 
  world, hardly ever returning to shore. Life at 
  sea was not easy, however. Raiders roam the 
  waves just like they roam the lands, and a ship 
  or survivors can make easy prey to a band of 
  ruthless pirates. 
  soldier 
  After the apocalypse, mercenaries and guards 
  were in high demand, especially those with 
  quality weapons and armor. Roaming from 
  settlement to settlement is the life of the 
  mercenary, and you were no different, taking 
  odd jobs as you traveled through the dangers of 
  the new world. 
  Where you come from should have 
  little impact on who you are today. 
  Just consider myself. I was an orphan 
  and a beggar in my early years, 
  then made a slave to band of roaming 
  bandits who’s meals I cooked and 
  horses I groomed. 
  Now I am a knight of holiness. A 
  guardian to the children of my Lady. 
  
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  urChin
  Unfortunately, orphans are a common sight 
  in a world afflicted with massive waves of 
  destruction. Rarely does a settlement exist 
  that doesn’t have at least one or two children 
  with no one to look out for them. You were one 
  of these children, living on the good graces of 
  those around you or simply stealing what you 
  needed in order to survive the harshness of the 
  world. 
  NEW BACKGROUNDS
  I like to be useful. Didn’t use to be. I was pretty 
  skinny and frail when I was younger, a strong 
  wind could knock me over. Now I’m actually 
  quite sought after. No one handles a bonesaw 
  better than I do. 
  — Vincent Cynric, field medic and healer
  The coming of the apocalypse has changed 
  how people act in the world. Their needs and 
  wants changed as the world did the same. 
  The following section offers some additional 
  backgrounds that can be used in addition to 
  those present in other material and are made 
  to fit well within an apocalyptic world, but can 
  also be used in other settings. 
  AFFliCted 
  With people being spread far and wide, it is not 
  always possible to get medical help when it is 
  needed. Disease can whip through a settlement 
  like a storm, leaving its occupants defenseless 
  against the threats of the outside world. 
  You somehow survived a deadly disease that 
  left you horribly scarred and marked by the 
  event. Maybe you were infected and managed 
  to pull through the symptoms to live another 
  day. Regardless, the marks left on your body 
  sets you apart from your fellows and people 
  tend to avoid you, or even shun you, out of fear 
  that you may be bringing a disease into their 
  midst. 
  Skill Proficiencies: Intimidation, Stealth
  Tool Proficiencies: One type of gaming set 
  or one musical instrument
  Languages: One of your choice
  Equipment: A set of common clothes, a long 
  cloak with a deep hood, staff, and a pouch 
  containing 10 gp
  FeAture: not lonG For this World
  Though you may have fought off the disease 
  that threatened to end your life, others might 
  not believe that. People who look at you and 
  are not trained with the way of medicine will 
  believe you to be sick or dying, and will try 
  to keep their distance as a result. You have 
  no trouble moving through crowds, and can 
  maintain a poor lifestyle by begging in the 
  streets. 
  suGGested ChArACteristiCs 
  Having survived something so horrible has 
  undoubtedly changed how you view the world, 
  and also how the world views you. The trials 
  you went through might have turned you timid 
  and frail, or might have hardened you into 
  becoming a tougher character.  
  
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  d6
  Personality Trait
  1
  I try to hide myself from the world
  2
  I don’t trust strangers
  3
  I am extremely thankful to be alive and enjoy 
  the company of others
  4
  I take pride in my appearance, often using it to 
  scare and frighten others
  5
  I always try to be useful
  6
  I have a hard time relaxing and am always on 
  the lookout for threats and trouble
  d6
  Ideal
  1
  Kindness. Those who have been unlucky and 
  unfortunate deserves a second chance (Good)
  2
  Chance. The world does not care about 
  you and things will happen that you cannot 
  control (Chaotic)
  3
  Order. As long as I follow the rules set for me, 
  I will be fine (Lawful)
  4
  Revenge. People curse me just for who I am, 
  and someday they will all pay (Evil)
  5
  Life. Live in the moment, you might only have 
  a few left (Neutral)
  6
  Survival. I made it this far, I can make it a little 
  further (Any)
  d6
  Bond
  1
  I was the only survivor of a devastating 
  disease and I don’t know how I made it
  2
  I could have been saved from a lot of pain, but 
  I was betrayed
  3
  Someone chose to care for me when 
  everyone else turned away, and I would do 
  anything for them
  4
  My illness was more contagious than I realized 
  and others suffered as a result
  5
  The art of medicine is an honorable trade that 
  should be supported
  6
  I survived my disease only because my family 
  cared deeply for me
  d6
  Flaw
  1
  I despise being in debt to anyone
  2
  I hate myself because of what I look like
  3
  I greatly enjoy making others feel 
  uncomfortable 
  4
  I don’t trust anyone who wants to help me
  5
  I disagree with people just for the sake of 
  disagreeing 
  6
  I can be easily enthralled by beauty and 
  attention
  Cultist
  Being part of a greater whole can be a 
  wonderful thing. The strength of a community 
  can provide a person with much needed 
  support and affection. Your community was 
  a bit different, as your group was completely 
  and utterly devoted to a specific god, deity, 
  or similarly powerful entity. The ideals and 
  practices of your order ranged beyond the 
  regular traditions found in most religions, often 
  involving dark powers and forbidden magic. 
  You might have chosen to leave this life 
  behind, or you might still be heavily involved 
  in how your organisation operates. Adjusting 
  to the relative normality found in the world 
  outside your cult might have been hard to get 
  accustomed to, and other people are likely to 
  find you rather eccentric and odd as a result. 
  Skill Proficiencies: Choose two from 
  Arcana, History, and Religion
  Tool Proficiencies: Forgery kit, disguise kit, 
  or poisoner’s kit
  Languages: One of your choice
  Equipment: A set of common clothes in your 
  cult’s colors, a toolset you are proficient 
  in, a sigil of your order, a small piece of 
  jewelry, and a pouch containing 5 gp
  FeAture: Join the CAuse
  Having been sworn to a cult, you understand 
  the value and strength offered by the 
  community whether you left it behind or not. 
  Members of your cult will always be willing 
  to assist you and those following you, as they 
  I was called a cultist. 
    Once. 
  
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  are excited about welcoming new faces to 
  the cause. This assistance includes offerings 
  of a place of rest, as well as food and minor 
  supplies if you need it. 
  vAriAnt: dooMsAyer
  You know the real reason the world ended, at 
  least you think you do, and believe that people 
  are best helped through this trying time by 
  explaining to them the sins that brought the 
  apocalypse down on their heads. How you 
  know these things is a mystery, but you are 
  quite intent on others hearing about them. 
  suGGested ChArACteristiCs 
  Cultists are hardly ever comfortable with 
  interacting with the outside world. They are 
  very reliant on other, like minded individuals, 
  but they are loyal to their cause to an intensely 
  unhealthy degree, making them a dangerous 
  adversary should they be slighted. 
  d6
  Personality Trait
  1
  I put on my best face while in public and 
  always try to be polite
  2
  I have problems trusting people I don’t know 
  well
  3
  I try to appear normal and mostly fail at it
  4
  If I find someone who agrees with me, I will 
  try my best to make myself likeable to them
  5
  I am quiet and shy
  6
  I have a boisterous personality and love to be 
  given attention 
  d6
  Ideal
  1
  Future. I believe in the promise of a better 
  world (Good)
  2
  Power. I will do anything for power, even crawl 
  and beg (Evil)
  3
  Individuality. The world does not fit my 
  beliefs, so I have chosen not to fit in with the 
  world (Chaotic)
  4
  Inclusion. If you wish to serve, you are always 
  welcome (Neutral)
  5
  Order. My faith guides my every move 
  (Lawful)
  6
  Sacrifice. If you belong to something greater 
  than yourself your life will not be wasted (Any)
  
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  d6
  Bond
  1
  I love someone who works against my beliefs
  2
  I fear that my cult will turn against me 
  because of a secret I uncovered
  3
  I fled my cult and fear that they might still be 
  after me
  4
  I am close to my fellow cult members and see 
  them as my family
  5
  I have begun to disagree with my cult and 
  wish to leave it
  6
  My cult raised me and took care of me 
  because I was important to its cause
  d6
  Flaw
  1
  I can’t think for myself and prefer following 
  orders
  2
  I am a coward
  3
  I am overly trusting and naive
  4
  Other people’s lives have little value to me
  5
  I have little respect for law and compassion
  6
  I cannot stand when people speak against me
  doCtor 
  With the most prolific and talented healers 
  being in the major cities at the time of the 
  outbreak, the knowledge they had about the art 
  of healing was lost early on in the apocalypse. 
  As a result, the medics and physicians of the 
  smaller towns had to replace the healing 
  talents of a divine cleric or priest. 
  Under the guidance of an older teacher, you 
  were taught the art of medicine and healing. 
  You spent hours studying wild plants and 
  even more studying the effects of disease and 
  serious wounds. With your pouch of medicine 
  in hand to signify your station, you have little 
  trouble finding people in need of medical 
  assistance, sometimes being able to spot it 
  before they even feel the symptoms of the 
  disease. 
  Skill Proficiencies: Medicine, Nature
  Tool Proficiencies: Herbalism kit
  Languages: One of your choice
  Equipment: A set of traveler’s clothes, a 
  herbalism kit, a notebook with drawings of 
  plants, and a pouch containing 10 gp
  FeAture: FeelinG under the WeAther
  Having worked with the sick and dying most of 
  your life, you are able to discern when people 
  have become the victim of diseases. If you 
  spent at least 10 minutes physically examining 
  a humanoid creature, you can discern if they 
  are suffering from any type of disease or 
  infection, though you might not be able to tell 
  how progressed the disease or infection is. 
  vAriAnt: suPPlier
  While you may not technically be trained in the 
  arts of healing and curing diseases, you have 
  a knack for knowing which plants do what, 
  making you very popular among the survivors 
  of the wasteland. You always keep a healthy 
  stash of ointments and healing herbs at hand, 
  maybe even including more dubious wares.  
  
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  Anne Gregersen   |
  suGGested ChArACteristiCs 
  Most doctors learn their trade because they 
  wish to help those in need. Being a doctor is 
  dangerous work as you are putting yourself 
  in close quarters with the diseased and dying, 
  making it so most doctors die young. 
  d6
  Personality Trait
  1
  Plants are really interesting and everyone 
  deserves to be enlightened about their 
  potential uses
  2
  I often forget to pay attention when someone 
  is talking
  3
  If people need help, I am always ready to offer 
  assistance
  4
  I know more about your body than you do
  5
  When I talk, I expect that people listen to me
  6
  I never know when to stop asking questions 
  d6
  Ideal
  1
  Practicality. We make our way in the world in 
  many different ways (Neutral)
  2
  Consumption. By learning everything, no one 
  can take advantage of me (Evil)
  3
  Aid. I have the skills required to help those in 
  need (Good)
  4
  Adaptability. The world never stops moving 
  and neither should I (Chaotic)
  5
  Protection. Those that keep us safe should be 
  given all the help the require (Lawful)
  6
  Death. Everyone dies (Any)
  d6
  Bond
  1
  I’ve seen people being torn apart and I am still 
  shaken by the experience
  2
  I’ve lost many patients and I don’t want to 
  lose any more
  3
  My teacher traveled out to improve their craft 
  and never returned
  4
  I was tasked with healing the child of 
  someone powerful and failed. Now they want 
  my head
  5
  I wish to improve my craft so I can better help 
  others
  6
  I once let a patient die because I thought the 
  world would be better without them in it
  d6
  Flaw
  1
  I see little value in my own life and often put 
  myself in danger as a result
  2
  I have trouble coping with the things I have 
  seen and try to dull my memories with drink 
  and other substances
  3
  I have little interest in what other people 
  claim to be practical information
  4
  I like knowing how things work and my 
  examinations sometimes involve cutting and 
  slicing
  5
  I love to hear myself talk
  6
  I often overcomplicate simple matters
  rAider
  When the apocalypse hit, getting together 
  in groups to better survive became a common 
  survival tactic. Some got together to built 
  fortified homesteads where they could be safe, 
  or wandered nomadically along the abandoned 
  roads of the world. Others joined together 
  in gangs of raiders whose means of survival 
  including robbing and stealing to survive. 
  You were a part of a group of wandering 
  criminals who raided and attacked other 
  survivors. Depending on the size of your crew, 
  you may even have graduated above mugging 
  travelers along the road to attacking larger 
  settlements and stealing their supplies and 
  stores. 
  Skill Proficiencies: Choose two from 
  Athletics, Deception, and Intimidation
  Tool Proficiencies: One type of gaming set 
  and land vehicles
  Equipment: One set of traveler’s clothes, a 
  stick functioning as a club, a gaming set, a 
  crowbar, and a pouch containing 15 gp
  FeAture: BAd rePutAtion
  Because of your connection to a dangerous 
  gang of raiders, people are more likely to let 
  you get away with certain things. When in 
  a settlement, you can get away with minor 
  crimes such as breaking furniture or threats of 
  violence, as most people fear the consequences 
  of confronting you about your behavior. 
  
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  suGGested ChArACteristiCs
  Raiders are not well-liked in settlements, and 
  the common people tend to view them with 
  fear and worry whenever they do come into 
  town. Only few people will like you, but many 
  will react to your presence. 
  d6
  Personality Trait
  1
  I am loyal to my fellows
  2
  I speak and laugh often and loudly 
  3
  I’m not well taught and don’t see the point in 
  pretending to be smart
  4
  I have a quick mind and a quicker tongue
  5
  I like when people are afraid of me
  6
  I don’t respect people who are not strong 
  enough to defend themselves
  d6
  Ideal
  1
  Greed. If you can take it, it should be yours 
  (Evil)
  2
  Redemption. I want to atone for the things 
  I’ve done (Good)
  3
  Potential. Every situation has potential for 
  profit and should be exploited (Chaotic)
  4
  Company. The crew is my family and I am loyal 
  to them before anything else (Neutral)
  5
  Strength. You pull your own weight and follow 
  the rules that have been set (Lawful)
  6
  Survival. We are all just trying to make it 
  through this some way or another (Any)
  d6
  Bond
  1
  During a raid, I hurt someone without 
  meaning to 
  2
  I owe a big favor to some pretty bad people  
  3
  Someone wants my head for crimes I have 
  committed 
  4
  I have family members who need all the help I 
  can give them
  5
  I have been a part of more crimes than I can 
  count, and I want to redeem myself
  6
  I was thrown out of my gang for breaking the 
  creed 
  d6
  Flaw
  1
  I love a good fight
  2
  I take most comments directed at me as an 
  insult 
  3
  No one tells me what to do
  4
  I take other people’s things without asking 
  5
  I see little value in loyalty
  6
  I want to be in charge, even if I’m not the best 
  person for the job
  runner
  When hordes of undead or a coming storm 
  of black ice threatens to overwhelm the last 
  standing bastions of humanity, communication 
  is of utmost importance when it comes to 
  survival. The different settlements of the world 
  
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  Anne Gregersen   |
  are heavily fortified, protected, and are often 
  small with only a few hundred residents at the 
  most. 
  To get news of incoming threats and 
  information about moving trade routes, 
  runners are employed to move between these 
  settlement, carrying with them valuable 
  messages from the different homesteads 
  around the area. You found an unlikely home 
  on the mostly abandoned roads of the world, 
  traveling swiftly between the few spots of 
  civilization still remaining, either by foot or on 
  horseback. 
  Skill Proficiencies: Athletics, Persuasion
  Languages: Two of your choice
  Equipment: One set of traveler’s clothes, 
  a map of the roads and trade routes of 
  the region, a walking stick, and a pouch 
  containing 10 gp
  FeAture: stories to tell 
  You know more gossip about the local region 
  than anyone, and people are well aware of 
  it. People are much more likely to share 
  local rumors and stories with you, with the 
  expectation that you will in turn share some 
  news of what you’ve experienced on the road. 
  suGGested ChArACteristiCs
  Runners have a better understanding of what 
  is going on in the local area than most, making 
  them both useful as allies and potentially 
  dangerous as an adversary. 
  d6
  Personality Trait
  1
  I love talking and hearing myself talk
  2
  I enjoy telling stories and will do so to anyone 
  willing to listen
  3
  I don’t speak unless I have something to 
  contribute to the conversation
  4
  I have trouble sitting still for long periods of 
  time
  5
  A few white lies never hurt anybody
  6
  I listen in on conversations I’m not a part of
  d6
  Ideal
  1
  Community. By sharing information with each 
  other, we can be better prepared for things to 
  come (Good)
  2
  Indifference. What people do on their own 
  time doesn’t concern me (Neutral)
  3
  Preparedness. The world is unpredictable, and 
  I must be too (Chaotic)
  4
  Importance. The information I have is 
  important and it is my responsibility to keep it 
  safe (Lawful)
  5
  Power. The more knowledge I possess, the 
  more powerful I can become (Evil)
  6
  Society. We can’t make it on our own (Any)
  d6
  Bond
  1
  Some of the information I possess could 
  break an alliance between two powerful 
  settlements
  2
  I wish to become someone people tell stories 
  about, instead of being the one who tells the 
  stories 
  3
  I was late with delivering a piece of vital 
  information and people suffered as a result
  4
  A rival of mine is doing their best to tarnish 
  my reputation
  5
  I have purposefully spread false information 
  because it benefitted me to do so
  6
  My reputation is everything to me
  d6
  Flaw
  1
  I follow orders without questioning them
  2
  I am a horrible gossip and can’t keep secrets
  3
  I crave attention
  4
  I spread false rumors about people I don’t like
  5
  I will lie if it means it can improve the story 
  I’m telling
  6
  I interrupt and talk over other people without 
  realizing I’m doing it
  sCAvenGer 
  Not every kind of work had its uses in the 
  apocalypse. You have become adept in 
  surviving in areas where there is seemingly 
  nothing left to find. The ruins of old civilization 
  have become like a home for you as you 
  explore the rubble for hidden treasures, and 
  you may even have built yourself a home in the 
  
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  |   Surviving the Apocalypse
  remnants of where a city once stood. You are 
  also gifted with foraging for edible plants in 
  the wilderness, surviving off of what is made 
  available to you by nature.
  Skill Proficiencies: Investigation, Nature
  Tool Proficiencies: One type of musical 
  instrument and herbalism kit
  Equipment: One set of common’s clothes, a 
  trinket from a time long passed, an ornate 
  piece of broken jewelry, one type of musical 
  instrument that you are proficient with, and 
  a pouch containing 5 gp
  FeAture: City dWeller
  You know your way around ruined buildings, 
  as well as abandoned cities and townships. You 
  know a nearby ruined city like the back of your 
  hand and are able to move through it at a fast 
  pace when traveling alone. Likewise, you can 
  tell if a building is in danger of collapsing if you 
  spend 10 minutes examining the exterior of the 
  structure. 
  suGGested ChArACteristiCs
  As a scavenger, going days without food or 
  basic supplies lies closer to being normal than 
  unusual. Despite this tough life, scavengers 
  often adopt a rather positive attitude where 
  they take care to enjoy the little things. 
  d6
  Personality Trait
  1
  I don’t like spending too much time in one 
  place
  2
  I am strangely comfortable in tight, confined 
  spaces
  3
  I love experiencing new things
  4
  I often pay attention to things of little 
  importance instead of focusing on the big 
  picture
  5
  Being around a large group of people makes 
  me uncomfortable
  6
  I always listen intently when people are telling 
  stories
  d6
  Ideal
  1
  Manipulation. If I know the nature of the 
  area around me, I can use it to my advantage 
  against those who wrong me (Evil)
  2
  Nature. You must abide by the laws of nature 
  (Lawful)
  3
  Wanderlust. No place is as wonderful as one I 
  have yet to experience (Chaotic)
  4
  Knowledge. Only by exploring can I learn 
  about the world and different people (Neutral)
  5
  Assistance. I’m always willing to help and 
  share what I know (Good)
  6
  Collecting. I want to understand as much as I 
  can (Any)
  d6
  Bond
  1
  I found a piece of an ancient artifact, but I 
  don’t yet know what it does
  2
  I used to travel with a close friend, but now I 
  don’t know where they are
  3
  I wish to restore that which was lost
  4
  I was cast out from my community and forced 
  to live in exile
  5
  I am wanted by a powerful individual 
  6
  I care deeply for animals and will do my best 
  to take care of them if I’m able
  d6
  Flaw
  1
  I will sabotage others so I appear more 
  successful 
  2
  I don’t know how to behave in social 
  situations
  3
  If there is something I want, I will only talk 
  about that one thing and cannot focus on 
  anything else
  4
  I don’t want to share my equipment and food 
  with others
  5
  I lash out against people who challenge me
  6
  I am quiet and slow to trust
  To survive even one day in this 
  world is a feat worthy of praise. 
  How you do so, as long as it 
  does not tarnish your honor as 
  crime and heresy would, matters 
  little. 
  Survive to live another day. 
  Survive to spread the codes of 
  chivalry so that civilization might 
  once be restored. 
  
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  Part 4
  Monsters of the 
  apocalypse
  
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  |   Surviving the Apocalypse
  THE FOUR HORSEMEN
  Once the seals are broken and the horsemen 
  ride onto the field, then shall the world be 
  ended. Not to darkness, but to Conquest, War, 
  Famine, and lastly by the reaping of Death. 
  — Breo an Vaileith Sorahn, warrior of the 
  Oaken Order
  In all mythology about the end of the world, 
  there are many theories from many different 
  peoples as to how this will happen. Some 
  believe the world will end in fire and ice, 
  others that denizens of other planes will rise 
  to bring otherworldly destruction to the realm 
  of mortals. These ideas of the end times are 
  varied and different, changing depending on 
  the culture the stories are told in. There is a 
  common theme among these cultures however, 
  this theme being of a divinely summoned 
  end of the world, an apocalypse called down 
  on the world by the gods who created it. An 
  apocalypse created under the beating hooves of 
  an advancing quartet of destruction. The Four 
  Horsemen, as called Conquest, War, Famine, 
  and Death, will ride on the world, bringing in 
  their wake their titanic havoc.  
  Broken Seals. The horsemen are, like all 
  titans, believed to have been molded and 
  shaped by the gods for a specific purpose. The 
  purpose of the horsemen is to draw calamity 
  onto the world, bringing destruction and ruin 
  to the known realms of the material plane. 
  It is believed that the horsemen lie dormant 
  until such a time as they are needed. Locked 
  behind divinely created seals, they await their 
  summoning from the gods when their powers 
  can finally flourish to bring reckoning to the 
  material plane. These seals cannot be broken 
  by any means other than divine and shall 
  remain in place until the gods decide to break 
  them, thereby unleashing the apocalypse on 
  the mortal world below. 
  Colors of the Apocalypse. The horsemen 
  are in some cases referred to simply as Riders 
  and named after the color of the mounts they 
  are riding. As such, Conquest is here referred 
  CHAPTER 8 - MONSTERS
  
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  Anne Gregersen   |
  to as the White Rider, War as the Red Rider, 
  Famine as the Black Rider, and Death as the 
  Pale Rider. Depictions and mentions of these 
  titles are normally found in lesser developed 
  cultures and societies, such as goblin culture, 
  who characterise the different horsemen less 
  by their abilities and more so by the color 
  associated with the particular horseman. 
  Embodying Concepts. Though they are 
  referred to as horsemen, the gender of the 
  advancing riders of the apocalypse is not a 
  point of relevancy made in most of the religious 
  texts of the realms. The various depictions of 
  the horsemen tend to show them as taking on 
  a distinct form, such as War being masculine 
  whereas Death is more feminine, but these 
  depictions are merely interpretations of what 
  the horsemen could look like. In reality, the 
  horsemen are so closely linked to the name 
  and concept they embody that the only true 
  representation of them is one of calamity and 
  destruction, not one of gender. 
  Shapechangers. The horsemen are likely 
  to bring on the apocalypse not by merely 
  marching upon the world, but to instead 
  gradually destroy it from the inside. Taking on 
  the visage of regular humanoids, the horsemen 
  travel the world to experience the civilization 
  they are bound to destroy. Taking on different 
  personalities, the four horsemen use their 
  powers and intellect to infiltrate the mortal 
  world, learning of its peoples as they do so. 
  When they do this, Conquest takes on the 
  appearance of a noble. War accepts the visage 
  of a traveling soldier. Famine shows itself as a 
  merchant, and Death shows itself as a farmer 
  or shepherd. 
  Conquest
  The first horseman and thereby the face 
  of the four is Conquest, the White Rider. 
  Sophisticated and well-spoken, when it 
  chooses to be, Conquest makes a noble and 
  impressive visage to those who witness it 
  coming. Seeking power and admiration, it 
  excels at bringing these aspects of society to 
  the forefront wherever it goes, causing strife 
  and arguments by merely existing near mortal 
  people.
  Conquest rides on the white horse, Victory, 
  for that is what it wishes for in all things. It 
  carries with it a greatbow, as beautiful and 
  terrifying as the mount it rides, and on its 
  head Conquest wears a golden crown to which 
  people should cower and kneel. 
  WAr
  The second horseman and the physically 
  strongest of the four is War, the Red Rider. War 
  seeks destruction in all things and where it 
  does not find it, it instead leaves it in its wake. 
  It enjoys stoking the fires of barely maintained 
  peace, sparking the flames of battle wherever 
  it ventures. War lives for the chaos brought on 
  by the murder and killing made on the field 
  of battle, its calling for conflict filling those 
  around it with an insatiable urge to fight and 
  destroy. 
  War rides on the red horse, Ruin, the bringer 
  of destruction to cities and peoples alike. It 
  wields a red greatsword, colored as red as the 
  blood spilled by its enemies and the hide of 
  
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  |   Surviving the Apocalypse
  its faithful mount. Its armor is of an intricate 
  and grand design, welding steel and iron into a 
  flawless depiction of strength and force. 
  FAMine
  The third horseman and also the one smallest 
  in frame is Famine, the Black Rider. Feared 
  by many but expected by few, the darkly clad 
  Famine descends upon villages, cities, and 
  nations alike, taking with it the energy and 
  strength of the people by bringing ruin to their 
  crops and farms. Just by its presence, Famine 
  can wipe out fields and orchards, condemning 
  the owners of the crops to a slow and painful 
  execution. 
  Famine rides the black horse, Disease, as 
  that is what follows the starvation brought to 
  the world by the black rider. It wields a set of 
  scales meant to weigh and trap those who have 
  slighted its decisions, and its long robes are 
  flaky from the ash and blackened crops Famine 
  claims on its journeys through the world.  
  deAth
  The fourth and thereby the last of the 
  horsemen is Death, the Pale Rider. Considered 
  by many to be the most powerful of the four, 
  Death is no doubt the most feared of the 
  horsemen among the common people. Most 
  have felt the touch of Death in their lives, 
  and the embodiment of the concept should 
  rightfully fill most people with dread and fear. 
  Wherever Death ventures, sorrow follows. 
  Be it from a sudden appearance of deadly 
  diseases to an unnaturally high amount of 
  fatal accidents, the mere presence of Death is 
  enough to create a wave of people submitting 
  to its power. 
  Death rides the pale horse, Despair, which 
  always follows the effects of its rider. Death 
  carries with it a great scythe, infused with 
  necrotic powers of destruction. Riding as the 
  last horseman, Death concludes the workings 
  of its fellow horsemen by bringing a definite 
  end to the lives of those affected by the 
  previous three. 
  “I watched as the Lamb opened the first 
  of the seven seals. Then I heard one of 
  the four living creatures say in a voice 
  like thunder, “Come!” I looked, and there 
  before me was a white horse! Its rider 
  held a bow, and he was given a crown, 
  and he rode out as a conqueror bent on 
  conquest.
  “When the Lamb opened the second seal, 
  I heard the second living creature say, 
  “Come!” Then another horse came out, a 
  fiery red one. Its rider was given power 
  to take peace from the earth and to make 
  people kill each other. To him was given a 
  large sword.
  “When the Lamb opened the third seal, 
  I heard the third living creature say, 
  “Come!” I looked, and there before me 
  was a black horse! Its rider was holding 
  a pair of scales in his hand. Then I 
  heard what sounded like a voice among 
  the four living creatures, saying, “Two 
  pounds of wheat for a day’s wages, and 
  six pounds of barley for a day’s wages, 
  and do not damage the oil and the wine!”
  “When the Lamb opened the fourth seal, 
  I heard the voice of the fourth living 
  creature say, “Come!” I looked, and there 
  before me was a pale horse! Its rider was 
  named Death, and Hades was following 
  close behind him. They were given power 
  over a fourth of the earth to kill by 
  sword, famine and plague, and by the 
  wild beasts of the earth.”
  
  125
  Anne Gregersen   |
  Conquest
  Gargantuan fiend (titan), neutral evil 
  Armor Class 19 (natural armor)
  Hit Points 370 (20d20 + 160)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  27 (+8)
  26 (+8)
  21 (+5)
  23 (+6)
  28 (+9)
  Saving Throws Dex +15, Con +15, Cha +17
  Skills Deception +16, History + 12, Persuasion +16
  Damage Immunities fire, poison
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses blindsight 120 ft., passive Perception 16
  Languages all, telepathy 120 ft.
  Challenge 21 (30,000 XP)
  Shapechanger. The horseman can use its action to 
  polymorph itself into a medium sized humanoid, or 
  back into its true form. As part of the same action, it can 
  polymorph Victory into a large warhorse. 
  Both the horseman and Victory’s statistics are 
  unchanged. Anything either the horseman or Victory 
  is wearing transforms with them, but nothing they are 
  carrying does. The horseman and Victory revert to their 
  true forms if they die. 
  High Commander. The horseman gains a +1 to its damage 
  and saving throws for every ally that is within 30 feet of it 
  up to a maximum bonus of +10. Its mount is considered 
  an ally. 
  Legendary Resistance (3/Day). If the horseman fails a 
  saving throw, it can choose to succeed instead. 
  Magic Resistance. The horseman has advantage on saving 
  throws against spells and other magical effects.
  Respect the Crown. Any creature that starts its turn within 
  15 feet of the horseman must succeed on a DC 19 Wisdom 
  saving throw or suffer the effects of the crown of madness 
  spell as if cast by the horseman. The horseman does not 
  need to use its action to keep the spell going and it does 
  not need to concentrate on the spell. The effect ends 
  when the creature ends its turn no longer within 15 feet of 
  the horseman. 
  Actions 
  Multiattack. The horseman makes four greatbow attacks.
  Greatbow. Ranged Weapon Attack: +15 to hit, range 
  200/600 ft., one target. Hit: 19 (2d10 + 8) piercing damage. 
  Wrath of the Overlord (Recharge 5-6). Each creature 
  in a 30 foot radius of the horseman must make a DC 20 
  Charisma saving throw. On a failed save, the creature is 
  frightened and must immediately use its reaction to run 
  as far away from the horseman as it is able. A creature can 
  repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. A creature also 
  takes 63 (14d8) psychic damage on a failed save, and half 
  as much on a successful one.
  Reactions 
  Kneel. When a creature makes an attack roll against the 
  horseman, it may use its reaction to force the creature to 
  make a DC 19 Wisdom saving throw. On a failed save, the 
  creature drops its weapons, falls prone, and immediately 
  ends its turn.
  Legendary Actions 
  The horseman can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s 
  turn. The horseman regains spent legendary actions at the 
  start of its turn.
  Greatbow. The horseman makes a greatbow attack. 
  Swift Victory. The horseman may move up to either the 
  speed of itself or Victory if it is mounted. 
  Subjugation (Cost 2 Actions). Each creature within 30 
  feet of the horseman’s choice must succeed on a DC 19 
  Wisdom saving throw or must immediately fall prone. 
  
  WAr
  Gargantuan fiend (titan), neutral evil 
  Armor Class 20 (natural armor)
  Hit Points 370 (20d20 + 160)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  26 (+8)
  19 (+4)
  26 (+8)
  26 (+8)
  23 (+6)
  20 (+5)
  Saving Throws Str +15, Dex +14, Con +15, Wis +15
  Skills Athletics +15, History +15, Persuasion +12
  Damage Immunities fire, poison
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses blindsight 120 ft., passive Perception 16
  Languages all, telepathy 120 ft.
  Challenge 21 (30,000 XP)
  Shapechanger. The horseman can use its action to 
  polymorph itself into a medium sized humanoid, or 
  back into its true form. As part of the same action, it can 
  polymorph Ruin into a large warhorse. 
  Both the horseman and Ruin’s statistics are unchanged. 
  Anything either the horseman or Ruin is wearing 
  transforms with them, but nothing they are carrying does. 
  The horseman and Ruin revert to their true forms if they 
  die. 
  Blade of Battle. The horseman’s weapon attacks are 
  magical. When the horseman hits with any weapon, the 
  weapon deals an extra 27 (5d10) force damage (included 
  in the attack).
  Legendary Resistance (3/Day). If the horseman fails a 
  saving throw, it can choose to succeed instead. 
  Magic Resistance. The horseman has advantage on saving 
  throws against spells and other magical effects.
  Master General. Creatures that are within 60 feet of 
  the horseman have disadvantage on saving throws 
  against being charmed or frightened. They also have 
  disadvantage on Persuasion and Deception checks made 
  against the horseman or any of its allies.
  Actions 
  Multiattack. The horseman makes three greatsword 
  attacks.
  Greatsword. Melee Weapon Attack: +15 to hit, reach 5 
  ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 27 
  (5d10) force damage. 
  Rain of Fire (Recharge 5-6). The horseman calls red fire 
  to from the heavens, cascading the fiery rain down on the 
  area within 30 feet of the horseman. Each creature in the 
  area must make a DC 19 Dexterity saving throw. A creature 
  takes 33 (6d10) fire damage on a failed save and half as 
  much damage on a successful one.
  Reactions 
  Warcaller. If the horseman sees a creature making 
  an attack roll, it can use its action to give the creature 
  advantage on the attack roll. 
  Legendary Actions 
  The horseman can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s 
  turn. The horseman regains spent legendary actions at the 
  start of its turn.
  Greatsword. The horseman makes a greatbow attack. 
  Mark of the Adversary. The horseman marks a creature 
  within 60 feet of it as its adversary. Any successful 
  attacks made against the marked creature until the end 
  of the horseman’s next turn deal an additional 5 (1d10) 
  damage. 
  Calling Ruin (Costs 2 Actions). A structure within 60 feet 
  of the horseman crumbles and collapses. Any creatures 
  standing on the structure will fall and land prone, 
  taking 1d6 bludgeoning damage for every 10 feet they 
  fall.
  |   Surviving the Apocalypse
  126
  
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  FAMine
  Gargantuan fiend (titan), chaotic evil 
  Armor Class 18 (natural armor)
  Hit Points 370 (20d20 + 160)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  22 (+6)
  26 (+8)
  27 (+8)
  27 (+8)
  20 (+5)
  Saving Throws Dex +13, Con +15, Int +15, Wis +15
  Skills Medicine +15, Nature +13,  Perception +15
  Damage Immunities fire, poison
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses blindsight 120 ft., passive Perception 16
  Languages all, telepathy 120 ft.
  Challenge 21 (30,000 XP)
  Shapechanger. The horseman can use its action to 
  polymorph itself into a medium sized humanoid, or 
  back into its true form. As part of the same action, it can 
  polymorph Disease into a large warhorse. 
  Both the horseman and Disease’s statistics are 
  unchanged. Anything either the horseman or Disease 
  is wearing transforms with them, but nothing they are 
  carrying does. The horseman and Disease revert to their 
  true forms if they die. 
  Legendary Resistance (3/Day). If the horseman fails a 
  saving throw, it can choose to succeed instead. 
  Magic Resistance. The horseman has advantage on saving 
  throws against spells and other magical effects.
  Mind Over Matter. The horseman uses its Wisdom 
  modifier when attacking with its scales. 
  Withering Crops. All plant life and edible food within 30 
  of the horseman rot away at its mere presence, the effect 
  becoming overwhelming closer to the horseman. The area 
  within 15 feet of the horseman is considered rough terrain 
  if it has any sort of plant life or natural growths.
  Actions 
  Multiattack. The horseman makes three attacks, only one 
  of which can be a crush attack.
  Scale. Melee Weapon Attack: +15 to hit, reach 15 ft., one 
  target. Hit: 15 (2d6 + 8) bludgeoning damage. If the target 
  is of size Large or smaller, the creature is grappled (escape 
  DC 19). Until this grapple ends, the target is restrained. 
  Famine has two scales, each of which can grapple one 
  target. 
  Crush. A creature that is grappled by the horseman must 
  make a DC 18 Constitution saving throw. The creature 
  takes 22 (4d10) bludgeoning damage on a failed save and 
  half as much damage on a successful one. 
  Legendary Actions 
  The horseman can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s 
  turn. The horseman regains spent legendary actions at the 
  start of its turn.
  Scales. The horseman makes a scale attack. 
  Air of Disease. Each creature within 10 feet of the 
  horseman must make a DC 18 Constitution saving 
  throw or become poisoned until the end of their next 
  turn. 
  Starved of Energy. One creature of the horseman’s 
  choice is weakened as the horseman drains the life 
  force from their body. The creature must make a 
  DC 19 Constitution saving throw. It takes 22 (4d10) 
  necrotic damage on a failed save and gains one level 
  of exhaustion. On a successful save, the creature takes 
  half damage and isn’t exhausted.
  
  128
  |   Surviving the Apocalypse
  deAth
  Gargantuan fiend (titan), lawful evil 
  Armor Class 18 (natural armor)
  Hit Points 370 (20d20 + 160)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  26 (+8)
  26 (+8)
  23 (+6)
  25 (+7)
  23 (+6)
  Saving Throws Dex +15, Con +15, Int +13, Wis +14
  Skills Insight +14, Intimidation +13, Medicine +14, 
  Perception +14
  Damage Immunities fire, poison
  Damage Resistances radiant; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned
  Senses blindsight 120 ft., passive Perception 16
  Languages all, telepathy 120 ft.
  Challenge 21 (30,000 XP)
  Shapechanger. The horseman can use its action to 
  polymorph itself into a medium sized humanoid, or 
  back into its true form. As part of the same action, it can 
  polymorph Despair into a large warhorse. 
  Both the horseman and Despair’s statistics are 
  unchanged. Anything either the horseman or Despair 
  is wearing transforms with them, but nothing they are 
  carrying does. The horseman and Despair revert to their 
  true forms if they die. 
  Aura of Death. Creatures that are within 120 feet of the 
  horseman have disadvantage on death saving throws, 
  and creatures that are within 5 feet of the horseman can’t 
  regain hit points.
  Legendary Resistance (3/Day). If the horseman fails a 
  saving throw, it can choose to succeed instead. 
  Magic Resistance. The horseman has advantage on saving 
  throws against spells and other magical effects.
  Reaping Scythe. The horseman’s weapon attacks are 
  magical. When the horseman hits with any weapon, 
  the weapon deals an extra 27 (5d10) necrotic damage 
  (included in the attack). 
  Ruler of Death. Any creature killed by the horseman rises 
  at the start of its next turn as a zombie permanently under 
  the horseman’s control.
  Actions 
  Multiattack. The horseman makes three attacks with its 
  scythe.
  Scale. Melee Weapon Attack: +15 to hit, reach 15 ft., one 
  target. Hit: 15 (2d6 + 8) slashing damage plus 27 (5d10) 
  necrotic damage. 
  Grim Reaper (1/Day). The horseman targets a creature of 
  its choice within 60 feet. If the creature has 100 hit points 
  or fewer, the creature dies.
  Legendary Actions 
  The horseman can take 3 legendary actions, choosing 
  from the options below. Only one legendary action can be 
  used at a time and only at the end of another creature’s 
  turn. The horseman regains spent legendary actions at the 
  start of its turn.
  Scythe. The horseman makes a scythe attack. 
  Summon Death (Costs 2 Actions). The horseman focuses 
  its attention on one creature within 60 feet of it. The 
  targeted creature must make a DC 19 Constitution 
  saving throw. The creature takes 61 (7d8 + 30) necrotic 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Lifegiver (Costs 3 Actions). One dead creature of the 
  horseman’s choice within 10 feet of it is returned to life 
  with 1 hit point. This is the case for creatures that have 
  been turned into zombies as well.
  
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  Anne Gregersen   |
  viCtory
  Gargantuan fiend (titan), neutral evil 
  Armor Class 17 (natural armor)
  Hit Points 264 (17d20+85)
  Speed 120 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  21 (+5)
  17 (+3)
  20 (+5)
  14 (+2)
  15 (+2)
  11 (+0)
  Saving Throws Con +10, Wis +7
  Damage Immunities fire, poison
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned, prone
  Senses blindsight 120 ft., passive Perception 12
  Languages —
  Challenge 15 (13,000 XP)
  Charge. If Victory moves at least 10 feet straight toward 
  a target and then hits it with its hooves on the same turn, 
  the target takes an extra 16 (3d10) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 16 
  Strength saving throw or be pushed up to 10 feet away 
  and knocked prone. 
  Magic Resistance. Victory has advantage on saving throws 
  against spells and other magical effects.
  Actions 
  Multiattack. Victory makes two attacks with its hooves. 
  Hooves. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 16 (2d10 + 5) bludgeoning damage.  
  Cry of the Conqueror. A shrill, vibrating sound erupts from 
  Victory’s mouth, piercing into the heads of those who hear 
  it. Each creature within 15 feet of Victory that can hear it 
  must make a DC 16 Constitution saving throw. A creature 
  takes 22 (5d8) thunder damage on a failed save and half 
  as much damage on a successful one.  
  ruin
  Gargantuan fiend (titan), neutral evil 
  Armor Class 16 (natural armor)
  Hit Points 281 (17d20+102)
  Speed 120 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  14 (+2)
  22 (+6)
  12 (+1)
  14 (+2)
  10 (+0)
  Saving Throws Con +11, Wis +7
  Damage Immunities fire, poison
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned, prone
  Senses blindsight 120 ft., passive Perception 12
  Languages —
  Challenge 15 (13,000 XP)
  Charge. If Ruin moves at least 10 feet straight toward a 
  target and then hits it with its hooves on the same turn, 
  the target takes an extra 16 (3d10) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 16 
  Strength saving throw or be pushed up to 10 feet away 
  and knocked prone. 
  Hide of Flame. A creature that touches Ruin or hits it 
  with a melee attack while within 5 feet of it takes 5 (1d10) 
  fire damage. In addition, Ruin’s melee attacks deal an 
  additional 5 (1d10) fire damage (included in the attack). 
  Magic Resistance. Ruin has advantage on saving throws 
  against spells and other magical effects.
  Steps of Destruction. Any successful attack Ruin makes 
  against an object is considered a critical hit.
  Actions 
  Multiattack. Ruin makes two attacks with its hooves. 
  Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one 
  target. Hit: 17 (2d10 + 6) bludgeoning damage plus 5 
  (1d10) fire damage.  
  
  130
  |   Surviving the Apocalypse
  diseAse
  Gargantuan fiend (titan), neutral evil 
  Armor Class 16 (natural armor)
  Hit Points 281 (17d20+102)
  Speed 120 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  18 (+4)
  22 (+6)
  16 (+3)
  16 (+3)
  11 (+0)
  Saving Throws Con +10, Wis +8
  Damage Immunities fire, poison
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned, prone
  Senses blindsight 120 ft., passive Perception 13
  Languages —
  Challenge 15 (13,000 XP)
  Charge. If Disease moves at least 10 feet straight toward 
  a target and then hits it with its hooves on the same turn, 
  the target takes an extra 16 (3d10) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 16 
  Strength saving throw or be pushed up to 10 feet away 
  and knocked prone. 
  Magic Resistance. Disease has advantage on saving 
  throws against spells and other magical effects.
  Actions 
  Multiattack. Disease makes two attacks with its hooves. 
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) bludgeoning damage.  
  Decaying Breath. Deadly, noxious gas exudes from 
  Disease’s mouth, spreading into a 30 foot cone in front 
  of it. All creatures within the area must make a DC 16 
  Constitution saving throw. On a failed save, creatures take 
  14 (4d6) poison damage and are poisoned until the end of 
  their next turn. On a successful save, creatures take half 
  damage and are not poisoned.
  desPAir
  Gargantuan fiend (titan), neutral evil 
  Armor Class 17 (natural armor)
  Hit Points 264 (17d20+85)
  Speed 120 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  15 (+2)
  21 (+5)
  18 (+4)
  18 (+4)
  10 (+0)
  Saving Throws Con +10, Int +9, Wis +9
  Damage Immunities fire, poison
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  poisoned, prone
  Senses blindsight 120 ft., passive Perception 14
  Languages —
  Challenge 15 (13,000 XP)
  Charge. If Despair moves at least 10 feet straight toward 
  a target and then hits it with its hooves on the same turn, 
  the target takes an extra 16 (3d10) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 16 
  Strength saving throw or be pushed up to 10 feet away 
  and knocked prone. 
  Magic Resistance. Despair has advantage on saving 
  throws against spells and other magical effects.
  Visage of the End. When a creature starts its turn within 5 
  feet of Despair or enters the area for the first time, it must 
  make a DC 16 Wisdom saving throw or become frightened. 
  A creature can repeat the save at the end of each of its 
  turns, ending the effect on a success. In addition, at 
  the start of the creature’s turn it takes 5 (1d10) psychic 
  damage if it is still frightened of Despair.
  Actions 
  Multiattack. Despair makes two attacks with its hooves. 
  Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  target. Hit: 15 (2d10 + 4) bludgeoning damage.  
  
  131
  Anne Gregersen   |
  THE WORLDSPINE
  The mountain shall rise from its resting and 
  the ground will shake where it walks. Cities 
  shall fall to its wrath and none are safe from its 
  ancient power. 
  — Mona Allysia, prophesying of the end times
  Stories have been told for centuries of the 
  origin of mountain ranges. Believed by some 
  to have been built giants and by others to be 
  the bones of ancient creatures of legend, the 
  massive mountains and the force needed 
  to create them has sparked many stories 
  and myths throughout the years. Stories of 
  the worldspine were among these tellings, 
  speaking of the mountains not as the fossils 
  of a creature long gone from the world, but 
  instead describing it as a shell housing a 
  creature lying dormant for centuries, waiting 
  for someone to wake it. 
  City Killer. Though from afar it looks to be 
  moving slowly, it does so with purpose and 
  determination. The worldspine will make its 
  way to the nearest city, stepping over it with 
  its massive size and long legs. It will then, 
  rapidly and repeatedly, lower itself down on any 
  structures below it, bringing the literal weight 
  of mountains down on the city beneath it, 
  leaving it in complete and utter ruin. 
  Living Mountain Range. The sheer size of 
  the worldspine can be hard to comprehend, 
  as it can grow to be as long and massive as 
  several mountains. Its body, infused with the 
  ore and rock of the earth it lay resting in, is 
  covered in the stone and rock of mountains, 
  protecting it from outside forces as it rests. 
  When the worldspine does wake, the ground 
  for several miles around it shakes as though 
  submitted to a massive earthquake, toppling 
  houses and forests as the creature stirs out 
  of its slumber. This shaking of the ground 
  persists as it further moves to awaken, for the 
  worldspine is so massive and its steps so heavy 
  that it sends tremors throughout the earth 
  whenever it moves. 
  Resting Destruction. Once the worldspine 
  has gorged on enough destruction, it will 
  return to a place suitable for it to continue its 
  rest. Here, it will burrow down beneath the 
  ground where it will sleep until the need for its 
  destruction rises again. Once that time comes, 
  the cycle of destruction will repeat, beginning 
  first with the earthquakes signaling its 
  awakening, and ending with the complete and 
  utter destruction of whatever civilization might 
  have risen up since its last revival. 
  
  132
  |   Surviving the Apocalypse
  WorldsPine
  Gargantuan monstrosity (titan), neutral evil 
  Armor Class 22 (natural armor)
  Hit Points 648 (37d20+259)
  Speed 60 ft. burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  28 (+9)
  9 (-1)
  25 (+7)
  13 (+1)
  14 (+2)
  10 (+0)
  Saving Throws Str +18, Con +16, Wis +11
  Damage Immunities poison, psychic
  Damage Resistances bludgeoning, piercing, and slashing 
  damage from nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, poisoned
  Senses darkvision 120 ft., tremorsense 120 ft., passive 
  Perception 12
  Languages —
  Challenge 30 (155,000 XP)
  Heavy Steps. Whenever the worldspine walks, the ground 
  shakes with it. When the worldspine moves, any creature 
  within 30 feet of if must succeed on a DC 15 Dexterity 
  saving throw or fall prone. 
  Immutable Form. The worldspine is immune to any spell 
  or effect that would alter its form.
  Long Legs. The worldspine can occupy the same space 
  as other creatures that are of size Large or smaller, as it is 
  standing over them. 
  Magic Resistance. The worldspine has advantage on 
  saving throws against spells and other magical effects.
  Siege Monster. The worldspine deals double damage to 
  objects and structures. 
  Sudden Dash (Recharge 5-6). The worldspine can take the 
  dash action as a bonus action.
  Actions 
  Multiattack. The worldspine makes four spike attacks. 
  Spike. Melee Weapon Attack: +18 to hit, reach 15 ft., one 
  target. Hit: 17 (2d8 + 8) piercing damage.
  Smash. The worldspine lowers its entire body down on 
  the ground, smashing it. Any creature that is beneath the 
  worldspine must make a DC 20 Strength saving throw or 
  be crushed by the titan. On a failed save, a creature takes 
  130 (20d12) bludgeoning damage, falls prone, and drops 
  anything it may be holding. On a successful save, the 
  creature only takes half damage. The creature is unable to 
  move, stand up, or use any objects or items until it regains 
  an amount of hit points equal to half the damage taken 
  from the smash attack, as its body is completely broken. 
  Any creature that is standing within 30 feet of the 
  worldspine when it does its smash attack must succeed 
  on a DC 18 Dexterity saving throw or fall prone as the force 
  of the attack sends powerful tremors through the ground. 
  
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  VAMPIRES
  Life does not end after death. It is merely a new 
  beginning, my dear. One that you will get to 
  experience very soon. 
  — Zylar Voss, nosferat artist and painter
  Vampires come in various shapes and sizes, 
  having different abilities and traits depending 
  on both their origin and age. The type of 
  vampire a transforming humanoid turns 
  into depends largely on their personality and 
  the circumstances of their transformation 
  itself. As some traits, such as adolescence 
  and lycanthropy, don’t disappear after they 
  are turned, some vampires will naturally 
  be more powerful than others. Likewise, if 
  the humanoid being turned was a powerful 
  spellcaster or warrior, these skills don’t vanish 
  simply because the humanoid is changed into a 
  vampire. In fact, these skills transfer over to the 
  new vampire, making it much more powerful in 
  death than it was in life. 
  Some vampires who are born with no 
  extraordinary skills or combat prowess can still 
  gain unique abilities after their transformation 
  is complete. The nosferat is a good example of 
  a type of vampire whose abilities only appeared 
  after its transformation was completed. 
  Another example is the bruxa, a type of 
  vampire whose age and experience as a result 
  thereof has made it into a lethal adversary, 
  dangerous to even the most powerful 
  individuals. 
  BruxA
  Among the most powerful of vampires are the 
  bruxa, conniving and controlling leaders of 
  vampire society. These vampires are extremely 
  old, having grown powerful over decades and 
  centuries of terrorizing the residents of the 
  sprawling countrysides. 
  Though most vampires crave power and 
  admiration, none do so more than the bruxa. 
  They are intent on ruling over others, using 
  their beguiling arts and arcane powers to 
  control those unwilling to submit to their rule. 
  They make up the ruling class of vampires, 
  often having a loyal following of lesser 
  vampires and created vampire spawn whom 
  they use to tighten their grip on a region they 
  seek to control. 
  Bruxa are vain and often extremely beautiful 
  to look upon. In the few cases where they 
  are somehow physically inferior, at least by 
  their own standards, they use their powers of 
  illusion to appear beautiful to those looking 
  at them. Creatures that can see through this 
  trickery are almost always targeted directly by 
  the bruxa should it find out about their ability. 
  To be anything less than terrible perfection 
  in the eyes of its subjects is humiliating to 
  a bruxa, and they don’t take kindly to being 
  fooled by creatures they consider to be lesser 
  beings, which almost all mortal creatures are 
  in the eyes of a bruxa. 
  FerAl
  When a humanoid infected with vampirism is 
  buried, they do not always turn into a vampire 
  spawn as might be expected. Whenever a 
  vampire rises, there is a chance that the 
  transformation will have gone wrong, thereby 
  removing any semblance of the person that it 
  once was and turning it into a feral beast.
  Unlike vampire spawn, feral vampires 
  follow the rules of no one, not even the 
  vampire that created them. This makes them 
  unbelievably dangerous, as no one can control 
  the murderous tendencies of the feral vampire. 
  The only time the feral vampire is completely 
  vulnerable is when it is resting, which it often 
  does caves or underground tunnels, far away 
  from the threats brought on by the coming of 
  dawn. These resting places are not just for the 
  feral vampire but instead for several of its kind, 
  as feral vampires often join together in packs 
  who sleep, eat, and hunt together. 
  nosFerAt 
  Masters of darkness and stalkers of innocents 
  are the roles of a nosferat vampire. Though 
  typically described as gaunt and almost demon 
  looking by survivors who have encountered 
  them, this is a misconception that the nosferats 
  
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  are more than happy to keep alive. Usually, 
  a nosferat looks remarkably similar to the 
  humanoids it once lived among, and it uses this 
  to gain entry into the lives of living creatures. 
  They thrive in darkness, lying in wait for hours 
  as their unsuspecting victims go about their 
  routines. They are cunning and patient hunters, 
  willing to wait several nights for the right 
  opportunity to present itself for them to strike. 
  They are not perfect, however, as they have 
  a habit of becoming unhealthily infatuated 
  with the creatures they normally consider prey. 
  Often, a nosferat will mark a specific humanoid 
  as theirs and feed exclusively from this 
  humanoid. They can do this under the cover of 
  darkness with the unsuspecting victim not ever 
  knowing of the nosferat’s presence, but the 
  much more likely scenario is one of kidnapping 
  and entrapment. A humanoid with a certain 
  skill, such as singing or painting, is much more 
  likely to garner the attention of a nosferat, as 
  their obsession with beauty and art makes a 
  purveyor of such things a potential match for 
  its selective palate. 
  Nosferats are extremely territorial, 
  considering their resting places the most 
  sacred of locations. They decorate these 
  resting places with fine furniture and artwork, 
  and often keep a humanoid they consider 
  worthy at close hand. At least until their 
  infatuation with the humanoid in question 
  begins to wane. 
  ohyn
  Ohyns are a species of vampire that is created 
  when an adolescent humanoid is transformed 
  into a vampire. Buried with the belief that they 
  will find rest, ohyns claw their way out of their 
  grave after they have turned to haunt the world 
  and family that dared lay it to rest. 
  Because of its childish mind, the ohyn 
  doesn’t fully comprehend the nature of its new 
  existence. Even though its vampire nature 
  means that it can become hundreds of years 
  old, its mind doesn’t develop beyond what it 
  was when it was turned. Therefore, the ohyn 
  will often try to feed on itself to satiate its 
  hunger, leaving it a horrid sight to any who 
  have the misfortune of seeing it. Ohyns are 
  nearly always slippery and red from their own 
  blood, flowing from self-inflicted wounds made 
  by their small, sharp fangs. 
  An ohyn’s legs are largely useless because 
  of this feeding, as these are the limbs often 
  becoming the victim of the ohyn’s thirst. Ohyns 
  have trouble walking as a result, but fortunately 
  it does not need to. An ohyn is able to hover 
  slightly above the ground, floating like a ghost 
  through the night in search of any unfortunate 
  people who might want to pity the child-
  like creature, only to then fall victim to the 
  ravenous nature of the childlike vampire. 
  vAnPir
  One of the rarer types of vampire is the vanpir, 
  a creature that marks the joining of the undead 
  nature of a vampire and the ferocious lethality 
  found in lycanthropes. A vanpir is created 
  when a humanoid suffering from lycanthropy 
  is successfully transformed into a vampire. 
  This transformation is incredibly rare, as the 
  beastial nature of the lycanthrope means that 
  almost all humanoids transformed in this way 
  tend to turn into feral vampires. 
  They are lone wanderers, preferring to keep 
  on the move and despising having to return to 
  their resting place during the day, though they 
  understand the necessity of it. On nights with 
  a full moon, many vanpirs of a more careful 
  mindset lock themselves away in these resting 
  places, making them more of a prison than a 
  home. They do this, not to keep others safe 
  from their wild urges, but to save themselves 
  from the coming dawn. If the vanpir is caught 
  out in the sun because of its nightly ventures, 
  its shapechanging abilities won’t save it from 
  death. 
  
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  BruxA
  Medium undead, neutral evil
  Armor Class 17 (natural armor)
  Hit Points 187 (22d8 + 88)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  21 (+5)
  19 (+4)
  15 (+2)
  15 (+2)
  22 (+6)
  Saving Throws Dex +10, Wis +7, Cha +11
  Skills Deception +11, Intimidation +11, Perception +7, 
  Persuasion +11, Stealth +10
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 17
  Languages the languages it knew in life
  Challenge 15 (13,000 XP)
  Alluring Aura. A creature that starts its turn within 5 feet 
  of the vampire or enters the area for the first time, must 
  succeed on a DC 16 Wisdom saving throw or become 
  charmed by the vampire until the beginning of its next 
  turn. 
  Innate Spellcasting. The vampire’s innate spellcasting 
  ability is Charisma (spell save DC 19). The vampire can 
  innately cast the following spells, requiring no material 
  components:
  At will: detect thoughts, disguise self, dream, misty step, 
  suggestion
  3/day each: gaseous form (self only), modify memory (6th 
  level slot)
  1/day: geas
  Regeneration. The vampire regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn. 
  Fleet of Foot. Attack rolls made against the vampire 
  cannot be made at advantage unless the vampire is 
  incapacitated or restrained. 
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws:
  Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
  Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
  Stake to the Heart. If a piercing weapon made of wood 
  is driven into the vampire’s heart while the vampire is 
  incapacitated in its resting place, the vampire is paralyzed 
  until the stake is removed.   
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. The vampire makes three attacks, only one 
  of which can be a bite attack. 
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 17 (3d8 + 4) slashing damage. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 18). 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vanpir, 
  incapacitated, or restrained. Hit: 11 (2d6 + 4) piercing 
  damage plus 21 (6d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the vanpir regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under the vampire’s control. 
  
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  FerAl vAMPire
  Medium undead, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  16 (+3)
  16 (+3)
  7 (-2)
  12 (+1)
  8 (-1)
  Saving Throws Dex +6, Wis +4
  Skills Acrobatics +6, Perception +4, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 14
  Languages the languages it knew in life
  Challenge 6 (2,300  XP)
  Keen Hearing and Smell. The vampire has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell.
  Regeneration. The vampire regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn. 
  Stalker’s Pounce. If the vampire moves at least 20 feet 
  straight towards a creature and then hits it with a claw 
  attack on the same turn, that target must succeed on a DC 
  14 Strength saving throw or be knocked prone. 
  Surprise Attack. If the vampire surprises a creature and 
  hits it with an attack during the first round of combat, the 
  target takes an extra 7 (2d6) damage from the attack.
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws:
  Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
  Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
  Stake to the Heart. The vampire is destroyed if a 
  piercing weapon made of wood is driven into its heart 
  while it is incapacitated in its resting place. 
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. The vampire makes two attacks, only one of 
  which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) slashing damage. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 14). 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vanpir, 
  incapacitated, or restrained. Hit: 7 (1d6 + 3) piercing 
  damage plus 7 (2d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the vanpir regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. 
  
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  nosFerAt
  Medium undead, neutral evil
  Armor Class 15 (natural armor)
  Hit Points 113 (15d8 + 45)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  16 (+3)
  14 (+2)
  15 (+2)
  18 (+4)
  Saving Throws Dex +8, Wis +6
  Skills Deception +8, Perception +6, Persuasion +8, 
  Stealth +8
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 16
  Languages the languages it knew in life
  Challenge 9 (5,000 XP)
  Innate Spellcasting. The vampire’s innate spellcasting 
  ability is Charisma (save DC 16). It can innately cast the 
  following spells, requiring no material components:
  At will: darkness, message, silence,
  3/day each: command, dissonant whispers, suggestion
  1/day: dimension door, fear
  Night Born. When the vampire is in an area of dim light 
  or darkness and it remains motionless, the vampire is 
  invisible.
  Regeneration. The vampire regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn. 
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws:
  Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
  Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
  Stake to the Heart. If a piercing weapon made of wood 
  is driven into the vampire’s heart while the vampire is 
  incapacitated in its resting place, the vampire is paralyzed 
  until the stake is removed.  
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. The vampire makes three attacks, only one 
  of which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 6 (1d8 + 2) slashing damage. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 15). 
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vanpir, 
  incapacitated, or restrained. Hit: 5 (1d6 + 2) piercing 
  damage plus 21 (6d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the vanpir regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under the vampire’s control. 
  
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  ohyn
  Small undead, neutral evil
  Armor Class 14 (natural armor)
  Hit Points 105 (14d8 + 42)
  Speed 5 ft., fly 40 ft. (hover)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  13 (+1)
  17 (+3)
  9 (-1)
  13 (+1)
  15 (+2)
  Saving Throws Dex +4, Wis +4
  Skills Athletics +6, Perception +4, Stealth +4
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 15
  Languages the languages it knew in life
  Challenge 7 (2,900 XP)
  Regeneration. The vampire regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn. 
  Slippery. Checks made to grapple the vampire are made 
  with disadvantage, and the vampire has advantage on any 
  checks or saving throws made against effects that would 
  reduce its speed.
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws:
  Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
  Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
  Stake to the Heart. If a piercing weapon made of wood 
  is driven into the vampire’s heart while the vampire is 
  incapacitated in its resting place, the vampire is paralyzed 
  until the stake is removed.  
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. The vampire makes two attacks, only one of 
  which can be a bite attack. 
  Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) slashing damage. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 14). 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vanpir, 
  incapacitated, or restrained. Hit: 7 (1d6 + 3) piercing 
  damage plus 14 (4d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the vanpir regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under the vampire’s control. 
  Wail (Recharge 4-6). The vampire lets out a long, piercing 
  wail. Any creature within 30 feet of the vampire that can 
  hear it must succeed on a DC 14 Constitution saving throw 
  or take 16 (3d10) thunder damage and become stunned 
  until the end of their next turn.
  To see something as 
  innocent as a child turned 
  into something so vile... I 
  wouldn’t wish that on anyone. 
  Not even those guilty of the 
  worst crimes should witness 
  something like that. 
  
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  vAnPir
  Medium undead, neutral evil
  Armor Class 16 (natural armor)
  Hit Points 133 (14d8 + 70)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  21 (+5)
  10 (+0)
  15 (+2)
  13 (+1)
  Saving Throws Dex +6, Wis +6
  Skills Athletics +9, Perception +6, Stealth +6
  Damage Resistances necrotic; bludgeoning, piercing, and 
  slashing damage from nonmagical weapons 
  Senses darkvision 120 ft., passive Perception 16
  Languages the languages it knew in life
  Challenge 11 (7,200 XP)
  Shapechanger. If the vampire isn’t in sunlight or running 
  water, it can use its action to polymorph into a wolf or 
  back into its true form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form if it 
  dies. 
  Blood Frenzy. The vampire has advantage on melee 
  attack rolls against any creature that doesn’t have all its 
  hit points. 
  Keen Hearing and Smell. The vampire has advantage on 
  Wisdom (Perception) checks that rely on hearing or smell. 
  Regeneration. The vampire regains 10 hit points at the 
  start of its turn if it has at least 1 hit point and isn’t in 
  sunlight or running water. If the vampire takes radiant 
  damage or damage from holy water, this trait doesn’t 
  function at the start of the vampire’s next turn. 
  Spider Climb. The vampire can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Vampire Weaknesses. The vampire has the following 
  flaws:
  Forbiddance. The vampire can’t enter a residence 
  without an invitation from one of the occupants. 
  Harmed by Running Water. The vampire takes 20 acid 
  damage when it ends its turn in running water. 
  Stake to the Heart. If a piercing weapon made of wood 
  is driven into the vampire’s heart while the vampire is 
  incapacitated in its resting place, the vampire is paralyzed 
  until the stake is removed.  
  Sunlight Hypersensitivity. The vampire takes 20 radiant 
  damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability 
  checks. 
  Actions 
  Multiattack. The vampire makes two attacks, only one of 
  which can be a bite attack. 
  Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one 
  creature. Hit: 14 (2d8 + 5) slashing damage. Instead of 
  dealing damage, the vampire can grapple the target 
  (escape DC 15). 
  Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing 
  creature, or a creature that is grappled by the vampire, 
  incapacitated, or restrained. Hit: 9 (1d8 + 5) piercing 
  damage plus 17 (5d6) necrotic damage. The target’s hit 
  point maximum is reduced by an amount equal to the 
  necrotic damage taken, and the vampire regains hit points 
  equal to that amount. The reduction lasts until the target 
  finishes a long rest. The target dies if this effect reduces its 
  hit point maximum to 0. A humanoid slain in this way and 
  then buried in the ground rises the following night as a 
  vampire spawn under the vampire’s control. 
  If the target is a humanoid, it must succeed on a DC 
  15 Constitution saving throw or be cursed with werewolf 
  lycanthropy. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Anne Gregersen/sir alkians guide to surviving the apocalypse v101.pdf