TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Monsters and new rules for Ravenloft and the Curse of Strahd 
  by “JESTER” DAVID GIBSON with help from  
  ANDREW “ALHOON” PAVLIDES 
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
  Written by “Jester” David Gibson  
  With help from Andrew “alhoon” Pavlides 
   
  (Based on the work of William W. Connors, et al.) 
   
  Edited by the Fraternity of Shadows 
   
   
   
   
  Fraternity of Shadows Ravenloft fan site & forums 
   
   
  5 Minute Workday webcomic and blog: 
   
  New comics Tuesday & Thursday 
   
   
  
   
   
  1 
   
   
   
  INTRODUCTION 
   
   
   
  This book contains a wealth of classic 
  monsters for the RAVENLOFT CAMPAIGN 
  SETTING, updated from both the 2nd 
  Edition and 3rd Edition of the DUNGEONS 
  & DRAGONS rulesets.  
  The monsters of this book were 
  primarily found in the Ravenloft 
  Monstrous Compendium Volume I & II 
  the Ravenloft Monstrous Compendium 
  Volume III, and full information on the 
  habitat, societies, and ecologies of these 
  monsters is included in those products. I 
  heartily recommend these products be 
  purchased for full use of this PDF. 
  However, the monster statblocks are 
  complete, and self-contained, so there is all the 
  information needed to run each of these 
  monsters in this book. 
  Like the companion book, Heroes of 
  the Mists, this product was a labour of 
  love that started well before Curse of 
  Strahd was announced and I’m excited to 
  share my work with the public. 
  I hope you enjoy it.  
   
  -“Jester “ David Gibson 
   
   
   
  p.s. 
  I apologize for but accept no 
  responsibility over any TPKs. I just 
  updated the monsters, I didn’t create 
  them.  
   
   
   
   
   
   
  On Languages 
  There is no Common tongue in the Core of 
  Ravenloft.  
   
  However, for sake of simplicity and to make 
  the monsters in this document useable in any 
  campaign or adventure, the statblocks use 
  “Common”.  
   
  Monsters native to the Land of the Mists 
  should replace Common with the local 
  language of their home Domain, such as 
  Balok or Mordentish. 
  On Challenge 
  This document follows the “round down” 
  method used by Fifth Edition Foes, where if a 
  monster’s expected Challenge was fractional, 
  it was reduced to the nearest whole number.  
   
  This means some monsters might be slightly 
  more challenging than expected.  
   
  However, RAVENLOFT is meant to be a horror 
  setting where they adventurers are tested, so 
  challenging foes fits the campaign. And 
  players are a cunning lot that can defeat 
  powerful opponents through cunning and 
  dirty tricks. Rounding down seems very 
  appropriate. 
  
   
   
  2 
   
  A
  Akikage 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  Spawned from the assassins of 
  Rokushima Táiyoo, the akikage – or  
  shadow ninja – is the spirit of someone 
  who died while stalking an important 
  victim. The akikage cannot rest until it 
  has successfully completed its final 
  mission. 
  Usually an invisible spirit, when the 
  akikage manifests it appears clad in 
  assassin’s garb but surrounded by a 
  thick smoke that renders it grey and 
  indistinct. 
  While it understands the languages it 
  knew during life, an akikage never 
  speaks, choosing to remain silent unless 
  magically compelled. 
   
  Undead Nature. An akikage 
  doesn't require air, food, drink, or sleep.  
   
   
   
   
  Akikage 
  Medium undead, neutral evil 
  Armour Class 13 
  Hit Points 110 (20d8 +20) 
  Speed 40 ft. 
  Str 14 (+2) Dex 17 (+3) Con 12 (+1)  
  Int 14 (+2) Wis 11 (+1) Cha 8 (-1) 
  Skills Stealth +6 
  Damage Resistances acid, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, 
  poisoned, prone, restrained 
  Senses darkvision 90 ft., passive Perception 11 
  Languages Common 
  Challenge 7 (2,900 XP) 
  TRAITS 
  Incorporeal Movement. The akikage can move 
  through other creatures and objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside an object. 
  Invisibility. The akikage is invisible. As an 
  action, it can choose to be visible until the end of 
  its next turn. 
  ACTIONS 
  Multiattack. The akikage makes two phantom 
  blade attacks 
  Phantom Blade. Melee Weapon Attack: +6 to 
  hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing 
  damage and 7 (2d6) cold damage.  
  Death Strike. If the akikage is visible and hits 
  with a phantom blade attack, the akikage can force 
  the target make a DC 14 Constitution saving throw. 
  On a failure, the target’s heart freezes in its chest, 
  reducing its hit point total to 0. On a successful 
  saving throw, the creature takes 28 (8d6) cold 
  damage. 
  
   
   
  3 
   
   
  B 
  Backwards Man 
  Originally found in Denizens of 
  Darkness. 
  Backwards men live to perform 
  mischief. Cruel and sadistic, a 
  backwards man prefers to toy with its 
  victims, stalking and tormenting them 
  for days: taking small valuables, 
  rearranging furniture, killing pets, and 
  making eerie noises. Only after they are 
  finished playing does the backwards 
  man attack, killing their prey, 
  Backwards men resemble people on 
  their back, with their limbs grotesquely 
  twisted to allow an awkward crablike 
  gait. Their heads are twisted around in 
  an impossible, unnatural angle that 
  should have broken their neck. A single 
  disgusting purple tentacle wriggles from 
  their mouth, and more force their way 
  from any wounds it suffers. 
  Many rumors exist about the origin of 
  backwards men, but the veracity of these 
  is unknown. The most common 
  explanation is that they are children 
  abandoned by their mothers to die. It is 
  possibly for this reason backwards men 
  despise women, choosing them above 
  other targets for their vicious pranks. 
   
   
   
   
  Backwards Man  
  Medium aberration, chaotic evil 
  Armour Class 12 
  Hit Points 22 (4d8 +4) 
  Speed 25 ft. 
  Str 14 (+2) Dex 15 (+2) Con 12 (+1) 
  Int 10 (+1) Wis 15 (+2) Cha 13 (+1) 
  Skills Stealth+4 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Innate Spellcasting. The backwards man's 
  innate spellcasting ability is Wisdom (spell save 
  DC 12). The backwards man can innately cast the 
  following spell, requiring no components: 
  At will: minor illusion 
  1/day: invisibility  
  Regeneration. As long as the backwards man 
  has at least 1 hit point, it heals 3 hit point at the 
  start of each of its turn. Damage by blessed 
  weapons or poison stops the regeneration for 1 
  minute. 
  Spider climb. The backwards man can climb 
  sheer stone or earthen surfaces as if under a spider 
  climb spell, but it can’t climb once living material 
  like wood leather. 
  Sprout tentacles. When the backwards man 
  takes at least 5 slashing or piercing damage from a 
  single attack, the wound sprouts a new tentacle. 
  Tentacles wither and die within 1 hour and the 
  wound closes. 
  ACTIONS 
  Multi-attack. The backwards man can make as 
  many attacks as it has tentacles (minimum 1). 
  Tentacle. Melee Weapon Attack: +4 to hit, reach 
  10 ft., one target. Hit: 5 (1d6+2) bludgeoning 
  damage. If the target is Medium or smaller, the 
  target is grappled (escape DC 10). Until this 
  grapple ends, the target is restrained, and the 
  backwards man can’t use this tentacle to attack 
  another target. 
   
   
  
   
   
  4 
   
  Bakhna Rakhna 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  These malicious predators look 
  somewhat like albino goblins. Originally 
  a jungle creatures, they migrate across 
  the land in regular patterns. 
  Mischievous beings, they make a 
  habit of stealing food from the farms 
  and settlements near their lairs. They 
  enter homes at night, raiding kitchens, 
  and vindictively attacking anyone who 
  interferes with their nocturnal thievery. 
  The blood of the bakhana rakhna is 
  poisonous, and they use it to envenom 
  their weaponry.  
    
   
   
  Bakhna Rakhna 
  Small humanoid, neutral evil 
  Armour Class 13 (ragged armour) 
  Hit Points 13 (3d8) 
  Speed 30 ft. 
  Str 11 (+0) Dex 14 (+2) Con 11 (+0)  
  Int 6 (-2) Wis 13 (+1) Cha 7 (-2) 
  Skills Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Common 
  Challenge 1/4 (50 XP) 
  TRAITS 
  Innate Spellcasting. The bakhana rakhna's 
  innate spellcasting ability is Wisdom (spell save 
  DC 11). The bakhana rakhna can innately cast the 
  following spells, requiring no components: 
  4/day: passwall  
  2/day: silence  
  Sunlight Sensitivity. While in bright light, the 
  bakhna rakhna has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that rely 
  on sight.  
  ACTIONS 
  Sharpened Stick. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing 
  damage and the target must make a DC 14 
  Constitution saving throw or become poisoned for 
  1 hour. If the saving throw fails by 5 or more the 
  target is paralyzed while poisoned. The target can 
  repeat the saving throw on their turn, ending the 
  paralysis on a success.  
  Shortbow. Ranged Weapon Attack: +4 to hit, 
  ranged 80/ 320 ft., one target. Hit: 5 (1d6+2) 
  piercing damage and the target must make a DC 12 
  Constitution saving throw or become poisoned for 
  1 hour. If the saving throw fails by 5 or more the 
  target is paralyzed while poisoned. The target can 
  repeat the saving throw on their turn, ending the 
  paralysis on a success. 
  
   
   
  5 
   
  Bastellus 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  In many cultures, this predatory 
  undead is known simply as a nightmare. 
  Others lands call it a dream stalker. 
  Regardless, this undead creature comes 
  in the night to feed upon the psychic 
  energies of dreaming sleepers.  
  Once the bastellus has fed upon a 
  person's dreams, it becomes obsessed 
  with that individual and will return to 
  taste their essences nightly until the 
  victim dies. Once its prey has died, the 
  bastellus moves on in search of another 
  energetic mind upon which to feast. 
   
  Undead Nature. A bastellus doesn't 
  require air, food, drink, or sleep. But is 
  does require the life energy of sleeping 
  people to sustain its undeath.  
   
   
   
   
   
  Bastellus  
  Medium undead, neutral evil 
  Armour Class 15 
  Hit Points 66 (12d8 +12) 
  Speed 0 ft., fly 40 ft. 
  Str 8 (-1) Dex 14 (+2) Con 12 (+1)  
  Int 10 (+0) Wis 12 (+1) Cha 16 (+3) 
  Damage Resistances acid, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Vulnerabilities radiant 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, 
  poisoned, prone, restrained 
  Senses darkvision 120 feet, passive Perception 11 
  Languages - 
  Challenge 3 (700 XP)  
  TRAITS 
  Incorporeal Movement. The bastellus can 
  move through other creatures and objects as if 
  they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object. 
  Innate Spellcasting. The backwards man's 
  innate spellcasting ability is Wisdom (spell save 
  DC 13). The backwards man can innately cast the 
  following spell, requiring no components: 
  2/day: darkness, sleep  
  Sunlight Sensitivity. While in sunlight, the 
  wraith has disadvantage on attack rolls, as well as 
  on Wisdom (Perception) checks that rely on sight. 
  ACTIONS 
  Incorporeal Touch. Melee Weapon Attack: +4 
  to hit, reach 5 ft., one target. Hit: 16 (4d6+2) 
  psychic damage. 
  Dream Invasion (3/Day). When the bastellus 
  touches a sleeping humanoid creature it 
  experiences horrifying nightmares, which provide 
  the dream stalker sustenance and pleasure. A 
  protection from evil and good spell cast on the 
  target prevents this contact, as does a magic circle. 
  If the nightmares last for at least 1 hour, the target 
  gains no benefit from its rest, and its hit point 
  maximum is reduced by 13 (3d8). If this effect 
  reduces the target's hit point maximum to 0, the 
  target dies. The reduction to the target's hit point 
  maximum lasts until removed by the greater 
  restoration spell or similar magic.  
  The spirit of a humanoid creature slain by this 
  effect rises 24 hours later as a bastellus, unless the 
  humanoid is restored to life. 
   
  
   
   
  6 
   
  Bloodrose 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  A foul plant that feeds upon the blood, 
  the bloodrose is a perversion of a thing of 
  beauty.  
  The bloodrose feeds on blood: its keen 
  thorns easily cut unprotected flesh, 
  spilling blood into the soil where its roots 
  can absorb it. Bloodroses have dark green 
  stems ending in flowers of purest white. 
  After feeding, the flowers begin to turn 
  crimson with faint traces of blood etching 
  their alabaster petals. 
    
   
   
  Bloodrose Patch 
  Huge plant, unaligned 
  Armour Class 10 
  Hit Points 82 (11d12 + 11) 
  Speed 0 ft. 
  Str 16 (+3) Dex 10 (+0) Con 12 (+1)  
  Int 1 (-5) Wis 12 (+1) Cha 5 (-3) 
  Damage Resistances bludgeoning, piercing  
  Damage Immunities psychic 
  Damage Vulnerabilities cold 
  Condition Immunities blinded, deafened, 
  exhaustion 
  Senses blindsight 60ft. (blind beyond this 
  radius), passive Perception 10 
  Languages - 
  Challenge 3 (700 XP) 
  TRAITS 
  False Appearance. While the bloodrose remains 
  motionless, it is indistinguishable from a regular 
  roses. 
  Floral Bush. The bloodrose patch takes up its 
  entire space. Other creatures can enter its space, 
  treating the bloodrose as difficult terrain. The 
  patch can hold one Huge or Large creature or up 
  to nine Medium or smaller creatures inside it at a 
  time. At the start of each of the bloodrose's turns, 
  any creature in its space must succeed on a DC 13 
  Dexterity saving throw or lose 6 (2d6) hit points 
  due to blood loss. Creatures grappled by the 
  bloodrose have disadvantage on this saving throw. 
  ACTIONS 
  Multiattack. The bloodrose makes two vine 
  attacks. 
  Vine. Melee Weapon Attack: +5 to hit, reach 15ft., 
  one target. Hit: 13 (3d6 + 3) bludgeoning damage, 
  and a Huge or smaller target is grappled (escape 
  DC 13). 
  Reel. The bloodrose pulls each creature grappled 
  by it up to 5 feet straight toward it. 
  
   
   
  7 
   
  Boneless 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  Originally created in the laboratories of 
  Azlin Rex, lord of Darkon, the boneless 
  result from the foulest of necromancy.  
  Created out of corpses from which the 
  bones have been stripped, these mindless 
  creatures exist only to execute the 
  commands of their creator. Their 
  shriveled arms and legs barely support 
  their frames, as the creatures unnervingly 
  lurch across the ground, dropping to all 
  fours when speed is needed.   
   
  Undead Nature. A boneless doesn't 
  require air, food, drink, or sleep. 
    
   
   
  Boneless 
  Medium undead, unaligned 
  Armour Class 14  
  Hit Points 42 (6d8 +6) 
  Speed 30 ft. 
  Str 13 (+1) Dex 14 (+2) Con 13 (+1)  
  Int 3 (-4) Wis 6 (-2) Cha 4 (-3) 
  Damage Resistances bludgeoning, necrotic 
  Damage Immunities poisoned 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 8 
  Languages understands the languages it knew in 
  life but can't speak 
  Challenge 1 (200 XP) 
  TRAITS 
  Pliable. The boneless can move through a space 
  as narrow as 1 inch wide without squeezing, or fit 
  into a 1-foot-square container. 
  ACTIONS 
  Multiattack. The boneless makes two slap 
  attacks. If the boneless is grappling a creature, it 
  must use squeeze in place of a slap or release the 
  grapple. 
  Slap. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) bludgeoning damage. 
  The target is grappled (escape DC 14) if it is 
  Medium or smaller sized creature and the boneless 
  doesn't have two creatures grappled.  
  Squeeze. One creature grappled by the boneless 
  takes 9 (2d6+2) bludgeoning damage. 
  
   
   
  8 
   
  Broken One 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  These misshapen creatures are the products 
  of magic or twisted science. They are found in 
  the poor Mist shrouded island of G'Henna and 
  the land of Markovia. There is great variety 
  between individuals and no two look exactly 
  alike.  
  Broken Ones are typically subservient and 
  blend animal and human traits. While 
  typically docile, they are prone to erratic 
  emotions and sudden bursts of instinct.  
    
   
    
   
   
   
  Broken One 
  Medium humanoid, unaligned 
  Armour Class 14 (leather armour) 
  Hit Points 13 (3d6 +3) 
  Speed 30 ft. 
  Str 13 (+1) Dex 11 (+0) Con 13 (+1)  
  Int 7 (-1) Wis 12 (+1) Cha 8 (-1) 
  Senses passive Perception 11 
  Languages Common 
  Challenge 1/4 (50 XP) 
  TRAITS 
  Keen Smell. The broken one has advantage on 
  Wisdom (Perception) checks that rely on smell. 
  Regeneration. The broken one regains 3 hit 
  points at the start of its turn if it has at least 1 hit 
  point. 
  Actions 
  Club. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one creature. Hit: 3 (1d4+1) bludgeoning damage. 
  Broken Ones come in a variety of shapes, with no 
  two looking exactly alike. Each broken one gains 
  one of the following traits or action options. 
  Bear Claw. Melee Weapon Attack: +3 to hit, 
  reach 5 f t., one target. Hit: 4 (1d6+1) slashing 
  damage damage. If the target is Medium or 
  smaller they are grappled (escape DC 11). 
  Wolf Bite. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 6 (2d4+1) piercing 
  damage. If the target is a creature, it must succeed 
  on a DC 11 Strength saving throw or be knocked 
  prone. 
  Hard shell. The broken one gains resistance to 
  slashing damage. 
  Thick Hide. The broken one gains resistance to 
  bludgeoning damage.  
  Crab Claw. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 6 (1d10+1) bludgeoning 
  damage. 
  Long Arms. The broken one's reach with melee 
  attacks increases by 5 feet. 
  Swift Legs. The broken one's walking speed 
  increases by 10 feet. 
  Frenzy. When the broken one takes damage, it 
  can use its reaction to fly into a rage. For 1 round it 
  gains resistance to slashing, piercing, and 
  bludgeoning damage, and does an extra 1d6 
  damage with melee weapon attacks.  
  Rubbery Body. The broken one can move 
  through a space as narrow as 1 foot wide without 
  squeezing.  
   
  
   
   
  9 
   
   
  C 
  Carrion Stalker 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  These ghastly creatures live within 
  decaying bodies and lie in wait for a 
  bypasser to serve as a new nest for their 
  disgusting larvae.  
  Simmilar in size and shape to a 
  horseshoe crap, a carrion stalker’s 
  exoskeleton extends over its legs giving 
  it the apperance of a crawling humanoid 
  ribcage.  
   
   
  Carrion Stalker 
  Tiny aberration, unaligned 
  Armour Class 15 (natural) 
  Hit Points 14 (4d4 +4) 
  Speed 20 ft. 
  Str 8 (-1) Dex 12 (+1) Con 13 (+1) 
  Int 3 (-4) Wis 14 (+2) Cha 4 (-3) 
  Damage Immunities poisoned 
  Condition Immunities poisoned 
  Senses blindsight 30 ft., passive Perception 12 
  Languages - 
  Challenge 1 (200 XP) 
  ACTIONS 
  Multiattack. The carrion stalker makes 6 tentacle 
  attacks 
  Tentacle. Melee Weapon Attack: +3 to hit, reach 
  15 ft., one Medium or smaller creature. Hit: 3 
  (1d4+1) piercing damage and the target is grappled 
  (escape DC 11), and the carrion stalker can't use 
  this tentacle against another target. At the start of 
  its turn, the carrion stalker can draw a single 
  grappled creature 5 feet closer as a bonus action.  
  Larval Release. The carrion stalker sprays a 
  cloud of larvae in a 5-foot-radius sphere centered 
  on itself. This deals 7 (2d6) piercing damage to the 
  carrion stalker. All creatures in the area must 
  succeed a DC 13 Dexterity saving throw or be 
  struck by 1d6+1 larvae.  
  During the first round, larvae can be brushed 
  off as an action. At the start of the carrion stalker's 
  next turn, the larvae begin to burrow into their 
  host, each dealing 1 piercing damage. For the next 
  minute, the larvae can be extracted with a DC 14 
  Wisdom (Medicine) check. After one minute, 
  magic like a lesser restoration spell is required. 
  The larvae continue to do 1 point of damage each 
  minute until they reach maturity after 2 weeks, at 
  which point the host dies.  
  
   
   
  10 
   
  Carrionette 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  The sharp needles of a carrionette 
  literally paralyze men with fear. 
  Living, animated marionettes, 
  carrionettes are brightly coloured and 
  retain the holes for strings, but the 
  strings themselves are absent. 
  Carrionettes are driven by a single 
  ambition: get a host. They desperately 
  want to have a living body. 
    
  Constructed Nature. A carrionette 
  doesn't require air, food, drink, or sleep.  
   
   
  Carrionette 
  Small construct, chaotic evil 
  Armour Class 13 (natural armour) 
  Hit Points 13 (3d6 +3) 
  Speed 15 ft. 
  Str 6 (-2) Dex 13 (+1) Con 12 (+1)  
  Int 10 (+0) Wis 9 (-1) Cha 8 (-1) 
  Damage Immunities poison, psychic 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Odiare 
  Challenge 1/4 (100 XP) 
  TRAITS 
  Possession. As an action, the carrionette can 
  drive its silver needle into the neck of an 
  incapacitated creature, swapping minds with the 
  target. The targeted creature must succeed on a 
  DC 14 Charisma saving throw or their mind moves 
  into the puppet. On a success, the target resist the 
  carrionette, and it can't try again with that 
  creature for 24 hours. 
  When the carrionette possesses a body, the 
  carrionette and the target exchange statistics, but 
  retains their alignment and Intelligence, Wisdom, 
  and Charisma scores. If the target has any class 
  levels, the carrionette can't use its class features. 
  After the exchange, the carrionette's old body is 
  incapacitated for 1 hour. If the carionette's puppet 
  body is destroyed, its soul is also killed, as is any 
  soul inhabiting the puppet body. 
  ACTIONS 
  Straight Razor. Melee Weapon Attack: +3 to 
  hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing 
  damage.  
  Silver Needle. Ranged Weapon Attack: +3 to 
  hit, range 15/60 ft., one target. Hit: 1 piercing 
  damage. When a silver needle hits a living 
  creature, the target must succeed on a DC 13 
  Wisdom saving throw or the targeted limb is 
  paralyzed. A paralyzed arm cannot be used and a 
  paralyzed leg reduces the creature’s speed by half. 
  When all four limbs are paralyzed the creature is 
  incapacitated. Removing a needle is an action and 
  the limb ceases to be paralyzed 1d4 rounds after 
  the needle is removed.  
  
   
   
  11 
   
   
  D 
  Darkling 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  Darklings are Vistani who have been 
  cast out from their tribe after an 
  elaborate ritual. While common folk 
  have difficulty telling them apart from 
  common Vistani, they are far more 
  devious, cruel and untrustworthy.  
  The Vistani do not share the details of 
  the darkling ritual with outsiders. 
  During the rite they strip their former 
  tribesman of most inherent magical 
  talents. The solitude, shame and the 
  taint of the acts they made before being 
  cast out draws darklings deeper into evil 
  until they are consumed by it. 
   
   
  Darkling 
  Medium humanoid (Vistani), chaotic evil 
  Armour Class 13 (studded leather) 
  Hit Points 18 (4d8) 
  Speed 30 ft. 
  Str 10 (+0) Dex 12 (+1) Con 11 (+0) 
  Int 11 (+0) Wis 15 (+2) Cha 14 (+2) 
  Saving Throw Wisdom +4 
  Skills Stealth +3, Survival+4 
  Senses passive Perception 12 
  Languages Common, Patterna 
  Challenge 1/4 (50 XP) 
  TRAITS 
  Foreseeing. Darklings can see a few moments 
  into the future and are never surprised.  
  ACTIONS 
  Shortsword. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 4 (1d6+1) piercing 
  damage. 
  Dagger. Ranked Weapon Attack: +3 to hit, 
  ranged 10/30 ft., one target. Hit: 3 (1d4+1) 
  piercing damage.  
  Evil Eye (Recharges after a Short or Long 
  Rest). The darkling curses a creature that it can 
  see within 60 feet. The creature must succeed on a 
  DC 12 Wisdom saving throw or suffer 
  disadvantage on all attack rolls, saving throws, and 
  ability checks for 1 minute. 
  Apply Poison. The darkling coats the blade of 
  one weapon with poison. The next time a creature 
  takes damage from poisoned weapon, the target 
  must succeed on DC 14 Constitution saving throw 
  or take 10 (3d6) poison damage and become 
  poisoned for 1 minute.  
   
  
   
   
  12 
   
  Death's Head Tree 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  This tree resembles a weeping willow, 
  whose fruit resembles the heads of 
  humanoid corpses. The heads moan as 
  the tree emits a putrid gas from their 
  “lips”. 
  The seeds of a Death’s Head Tree 
  need blood to germinate. As such, these 
  foul plants grows in places where a great 
  deal of blood has been spilled. 
   
   
   
   
    
   
   
  Death's Head Tree 
  Huge plant, neutral evil 
  Armour Class 15 (natural armour) 
  Hit Points 187 (22d12 +44) 
  Speed 0 ft. 
  Str 14 (+2) Dex 4 (-3) Con 15 (+2)  
  Int 4 (-3) Wis 11 (+0) Cha 8 (-1) 
  Damage Resistances lightning, piercing 
  Damage Immunity fire  
  Senses passive Perception 10 
  Languages - 
  Challenge 8 (3,900 XP) 
  TRAITS 
  Death's Heads. The fruit of a death's head tree 
  resembles severed heads, attached to a branch by 
  the neck. Each tree typically has 10 (4d4) heads 
  and grows new fruit every other year. When the 
  tree takes at least 20 slashing damage from a 
  single attack it must make a DC 12 Dexterity 
  saving throw. On a failure, a head detaches.  
  Implant Seeds. The attacks of a death's head 
  tree implant small sliver-like seeds in the flesh of 
  living creatures. The seeds excrete a mild 
  anesthetic that makes them easy to overlook. 
  Noticing the seeds requires a DC 14 Wisdom 
  (Perception) check. Removing a seed requires a 
  DC 12 Wisdom (Medicine) check.  
  After 24 hours the seeds begin to root, and 
  attempts to remove them have disadvantage and 
  inflict 1d6 piercing damage. At the end of each 
  long rest, a creature with an implanted seed has 
  their hit point maximum reduced by 2 (1d4). This 
  reduction lasts until the seeds are removed. A 
  lesser restoration spell or similar magic kills all 
  the seeds.  
  ACTIONS 
  Multiattack. The death's head tree can make as 
  many attacks as it has attached heads. Each head 
  can bite or spit a seed. 
  Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., 
  one target. Hit: 5 (1d6+2) piercing damage.  
  Spit Seed. Ranged Weapon Attack: +5 to hit, 
  ranged 20/60 ft., one target. Hit: 4 (1d4+2) 
  piercing damage. 
  Hurl Head. Ranged Weapon Attack: +5 to hit, 
  ranged 40/80 ft., one target. Hit: 6 (1d8+2) 
  bludgeoning damage. 
   
  Detached Head 
  The grotesque fruit of a death's head tree can 
  become detached. The head is buoyed by gas, 
  allowing it to float freely. Heads detach when the 
  head ripens and falls off, the tree hurls a head, or 
  its branch is severed.  
  The head uses the stat block of the tree but has an 
  Armour Class of 13, 10 (2d4+6) hit points, a fly 
  speed of 10 feet. 
  
   
   
  13 
   
  Doppelganger Plant 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  The origins of this horrific plant are utterly 
  unknown, as is much important information 
  about it, but sightings of falling stars often 
  predate its appearance. 
  A doppelganger plant appears as a thick 
  tangle of vines with numerous pods hidden in 
  the thicket.   
   
  Doppelganger Plant 
  Huge plant, chaotic evil 
  Armour Class 16 (natural armour) 
  Hit Points 127 (15d12 +30) 
  Speed 0 ft. 
  Str 8 (-1) Dex 5 (-3) Con 15 (+2)  
  Int 18 (+4) Wis 13 (+1) Cha 12 (+1) 
  Saving Throws Wisdom +3 
  Damage Resistances lightning, piercing 
  Senses passive Perception 11 
  Languages Common 
  Challenge 6 (2,300 XP) 
  TRAITS 
  Pods. A doppelganger plant has 10 (3d6) pods, each of which can hold the life essence of a single humanoid 
  creature. Pods can be targeted (AC 10; 10 hit points). Damage dealt to a pod is subtracted from the plant's 
  total hit points. When a pod is destroyed, any soul that is stored inside is returned to its body. 
  Mind Link. The podlings or a doppelganger plant are extensions of itself, and it can communicate with its 
  podlings over any distance. The plant sense what each of its podlings sees and has access to the knowledge 
  and memories of the podlings. The doppelganger plant is proficient in any skill a podling is proficient in 
  and can make Wisdom (Perception) checks through its podlings. 
  ACTIONS 
  Direct Podlings. The doppelganger can command up to 3 podlings take an action.  
  Mind Bondage. The doppelganger plant targets one sleeping or unconscious creature within 1 mile. The 
  target must succeed on a DC 14 Wisdom saving throw or charmed by the doppelganger plant. The charmed 
  target is under the control of the plant and can't take reactions. Whenever the charmed target takes 
  damage, the target can repeat the saving throw. On a success, the effect ends. The doppelganger plant must 
  maintain concentration while using Mind Bondage (as if concentrating on a spell). A target that makes a 
  successful saving throw against Mind Bondage is immune to further attempts for 24 hours.  
  After 1 hour, the doppelganger plant tries to draw the essence of a charmed creature into one of its pod. 
  The charmed creature makes an Intelligence check contested by the doppelganger plant's. If the 
  doppelganger plant wins, it traps the soul and no longer needs to maintain concentration, and the creature 
  becomes a podling. If the charmed creature wins, the doppelganger plant must wait an hour before trying to 
  absorb its soul. 
  Disorient (Recharge 5-6). The doppelganger plant mentally attacks the minds of nearby creatures. Each 
  creature in 15 feet of the doppelganger plant that is not a podling must make a DC 14 Wisdom saving throw. 
  On a failed saving throw, the creature become stunned for 1 round and take 10 (3d6) psychic damage, or 
  half damage on a success. 
  
   
   
  14 
   
  The doppleganger plant apparently feeds 
  upon its podlings and thus is constantly 
  seeking new ones to enslave. Because there is 
  no range restriction on the plant's power to 
  control its minions, it will often send them 
  abroad in an effort to lure more victims into its 
  grasp. It is not unknown for whole towns to 
  fall beneath the shroud of evil spread by a 
  single one of these creatures. 
   
  Podling 
  Creatures whose souls are 
  trapped in a pod of a 
  doppelganger plant 
  become podlings. The 
  doppelganger plant assumes 
  control of their bodies, 
  impersonating them. A 
  doppelganger plant can have 
  as many podlings as it has 
  pods, and easily control all 
  during routine actions. 
  Controlling multiple podlings 
  during periods of stress, 
  such as when its body is 
  engaged in combat or 
  endangered, is more difficult.  
  A podling retains its original stat 
  block but uses the doppelganger's 
  Intelligence, Wisdom, and Charisma 
  scores. Player characters that become a 
  poddling typically retain all class 
  abilities and racial powers. 
  The doppelganger sustains itself 
  with the essence of a podling. At the end of 
  each short or long rest the creatures hit 
  point maximum is reduced by 3 (1d6), as the 
  doppelganger plants hollows them out 
  from the inside out. Creatures reduced to 
  0 hit points by this effect are reduced to 
  empty husks and slain.  
  
   
   
  15 
   
  Dreamspawn 
  Originally found in The Nightmare 
  Lands. 
  Dreamspawn are the creatures of the 
  Dreamscape, also known as the 
  Demiplane of Dreams. They are the 
  predators of this land of imagination.  
  Most dreamspawn are harmless, 
  being creations of sleeping minds. All 
  creatures met while dreaming are 
  dreamspawn. Some dream creations 
  gain sentience, or are pulled from 
  dreams. They become dangerous to 
  dreamers and dreamwalkers alike.  
  On occasion, portals open to the 
  Dreamscape allowing dreamspawn to 
  freely roam into the waking world.  
   
  Ennui 
  Medium fiend (dreamspawn), lawful evil 
  Armour Class 14 (natural armour) 
  Hit Points 132 (24d8 + 24) 
  Speed 20 ft., fly 60 ft. 
  Str 16 (+3) Dex 13 (+1) Con 12 (+1)  
  Int 14 (+2) Wis 11 (+0) Cha 8 (-1) 
  Skills Deception +2 
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 7 (2,900 XP) 
  TRAITS 
  Shapechanger. The dreamspawn can use its 
  action to polymorph into a Small or Medium 
  humanoid whose appearance it has absorbed, or 
  back into its true form. Its statistics, other than its 
  size, are the same in each form. It reverts to its 
  true form if it dies. 
  Swoop Attack. If the ennui is flying and dives at 
  least 30 feet straight toward a target, it can claw 
  with its feet in addition to its four hands. The 
  ennui can make two additional claw attacks. At the 
  end of its turn after making a swoop attack, the 
  ennui loses its fly speed for 2 rounds.  
  ACTIONS 
  Multiattack. The ennui makes four attacks with 
  its claws. 
  Claw. Melee Weapon Attack: +6 to hit, reach 10 
  ft., one target. Hit: 10 (2d6+3) slashing damage.  
  Drain Memories. Melee Weapon Attack: +6 to 
  hit, reach 10 ft., one target. Hit: 11 (4d6) psychic 
  damage and the target must make a DC 15 
  Intelligence saving throw. On a failure, they have 
  disadvantage on all Intelligence checks and saving 
  throws until they take a long rest. The 
  dreamspawn absorbs part of the creature's 
  memory, learning their hopes and fears, and can 
  assume the form of creatures in the memories.  
  Invisibility. The ennui magically turns invisible 
  until it attacks or its concentration ends (as if 
  concentrating on a spell). 
  Lullaby (Recharge 5-6). The words of a 
  dreamspawn can make a creature sluggish and 
  weary. All creatures within 60 feet of the 
  dreamspawn who can hear it speak must make a 
  DC 15 Wisdom saving throw or fall asleep and 
  remain unconscious for 1 minute. The target 
  awakens if it takes damage or another creature 
  takes an action to wake it. 
  
   
   
  16 
   
   
   
   
   
   
   
   
   
  Grey Morph 
  Small fiend (dreamspawn), lawful evil 
  Armour Class 12 
  Hit Points 21 (6d6) 
  Speed 20 ft. 
  Str 11 (+0) Dex 14 (+2) Con 11 (+0)  
  Int 7 (-2) Wis 14 (+2) Cha 15 (+2) 
  Skills Deception +4 
  Senses Darkvision 60 ft., passive Perception 12 
  Languages Common 
  Challenge 1/4 (50 XP) 
  TRAITS 
  Shapechanger. The dreamspawn can use its 
  action to polymorph into a Small or Medium 
  humanoid whose appearance it has absorbed, or 
  back into its true form. Its statistics, other than its 
  size, are the same in each form. It reverts to its 
  true form if it dies. 
  ACTIONS 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 4 (1d4+2) slashing damage.  
  Drain Memories. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 7 (2d6) psychic 
  damage and the target must make a DC 11 
  Intelligence saving throw. On a failure, they have 
  disadvantage on all Intelligence checks and saving 
  throws until they take a long rest. The 
  dreamspawn absorbs part of the creature’s 
  memory, learning their hopes and fears, and can 
  assume the form of creatures in the memories.  
  Lullaby (Recharge 6). The words of a 
  dreamspawn can make a creature sluggish and 
  weary. All creatures within 60 feet of the 
  dreamspawn who can hear it speak must make a 
  DC 11 Wisdom saving throw or fall asleep and 
  remain unconscious for 1 minute. The target 
  awakens if it takes damage or another creature 
  takes an action to wake it. 
  Shadow Morph 
  Medium fiend (dreamspawn), lawful evil 
  Armour Class 13 (natural armour) 
  Hit Points 55 (10d8 +10) 
  Speed 30 ft. 
  Str 12 (+1) Dex 14 (+2) Con 12 (+1)  
  Int 11 (+0) Wis 12 (+1) Cha 11 (+0) 
  Skills Deception +2 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 1 (200 XP) 
  TRAITS 
  Shapechanger. The dreamspawn can use its 
  action to polymorph into a Small or Medium 
  humanoid whose appearance it has absorbed, or 
  back into its true form. Its statistics, other than its 
  size, are the same in each form. It reverts to its 
  true form if it dies. 
  ACTIONS 
  Multiattack. The shadow morph makes two claw 
  attacks. 
  Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 6 (1d8+2) slashing damage.  
  Drain Memories. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 10 (3d6) psychic 
  damage and the target must make a DC 13 
  Intelligence saving throw. On a failure, they have 
  disadvantage on all Intelligence checks and saving 
  throws until they take a long rest. The 
  dreamspawn absorbs part of the creature’s 
  memory, learning their hopes and fears, and can 
  assume the form of creatures in the memories.  
  Lullaby (Recharge 5-6). The words of a 
  dreamspawn can make a creature sluggish and 
  weary. All creatures within 60 feet of the 
  dreamspawn who can hear it speak must make a 
  DC 13 Wisdom saving throw or fall asleep and 
  remain unconscious for 1 minute. The target 
  awakens if it takes damage or another creature 
  takes an action to wake it. 
  
   
   
  17 
   
   
  E 
  Elemental 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
   
  Blood Elemental 
  Created from massive pools of vital fluids or 
  water from the lungs of a drowned man. 
  Because of the requirements of their creation, 
  blood elementals are mercifully rare. Blood 
  elementals use the water elemental stat 
  block but gain the following trait.  
  Drain Blood. Once per turn, when the 
  blood elemental make a slam attack against a 
  living creature and hits, the target must make 
  a DC 14 Constitution saving throw or suffer 
  1d6 necrotic damage, and the blood elemental 
  gains temporary hit points equal to the 
  damage dealt.  
   
  Grave Elemental 
  Drawn from the soil of a cemetery, the 
  bodies of grave elementals are filled with 
  bones and decaying scraps of coffins. Grave 
  elementals use the earth elemental stat 
  block but gain the following action option: 
  Drag Down (Recharge 5-6). The grave 
  elemental causes bony arms to erupt from the 
  ground in a 10-foot-radius centered on a point 
  the elemental chooses within 60 feet of it. The 
  area becomes difficult terrain and each 
  creature must succeed on a DC 15 Dexterity 
  saving throw or be restrained (escape DC 14). 
  At the start of the grave elemental's turn all 
  creatures restrained by the hands must 
  succeed on a Strength contest against the 
  elemental or be pulled 5 feet underground. 
  While underground, the creatures are blinded 
  and cannot breathe. The grasping bones last 
  for 1 minute, until the grave elemental uses the 
  power again, or when the elemental dies.  
   
  Mist Elemental 
  A variant of the air elementals corrupted by 
  the chilling evil of the demiplane. Mist 
  elementals use the stat block of the air 
  elemental but gain the following trait: 
  Misty Appearance. While in a fog bank 
  or similar cloudy terrain the mist elemental 
  has total concealment.  
  A mist elemental gains the following attack 
  option: 
  Corrupt. The mist elemental forces itself 
  into the lungs of a living creature within 5 feet 
  of the elemental. While inside the creature the 
  mist elemental has total concealment but is 
  blinded. The creature make succeed on a DC 
  14 Wisdom or be charmed by the mist 
  elemental. The mist elemental tries to 
  convince the charmed creature to commit evil 
  actions or other deeds that might lead to 
  corruption.  
   
  Pyre Elemental 
  Pulled from the flames of a funerary 
  cremation, pyre elementals flicker and dance 
  with motion. Tendrils of flame sway around 
  the central body, sending thin plumes of ash 
  skyward. Pyre elementals use the stat block of 
  the fire elemental but gain the following 
  trait: 
  Weaken Metal. Metal struck by a pyre 
  elemental grows brittle and cracks. Creatures 
  wearing nonmagical metal armour that take 
  damage from a pyre elemental must make a 
  DC 15 Dexterity saving throw. On a failure, 
  their armour takes a permanent and 
  cumulative -1 penalty to its provided AC. 
  Armour reduced to an AC of 10 or a shield that 
  drops to a +0 bonus is destroyed. 
   
   
  
   
   
  18 
   
  Ermordenung 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  Seductive and twisted agents of Ivana 
  Boritsi, the ruler of Borca. On rare 
  occasions, ermordenung are sent on 
  missions outside of land to further the 
  interests of their mistress. 
  Ermordenung are born as regular 
  humans but are ritually infused with 
  poisons that transform them into toxic 
  creatures that can kill with a touch or 
  kiss. Only the darklord of Borca knows 
  the secrets of creating an Ermordenung.  
   
   
   
  Ermordenung  
  Medium humanoid (any race), lawful evil 
  Armour Class 12 
  Hit Points 18 (4d8) 
  Speed 30 ft. 
  Str 19 (+4) Dex 14 (+2) Con 11 (+0)  
  Int 13 (+1) Wis 12 (+1) Cha 16 (+3) 
  Skills Deception +5 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses passive Perception 11 
  Languages Balok 
  Challenge 1 (200 XP) 
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +6 to 
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 
  (1d4+4) piercing damage.  
  Grab. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 14 (1d4+4) bludgeoning 
  damage. If the target is Medium or smaller, it is 
  grappled (escape DC 12). Until this grapple ends, 
  the ermordenung can automatically hit the target 
  with its toxic touch, and the ermordenung can't 
  make grab attacks against other targets.  
  Toxic Touch. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 14 (4d6) poison 
  damage, and the target must succeed on a DC 12 
  Constitution saving throw or become poisoned for 
  1 minute.  
  Kiss of Death. The ermordenung kisses a willing 
  or incapacitated creature. The target must make a 
  DC 14 Constitution saving throw. On a failure, the 
  target takes 22 (4d10) poison damage and are 
  poisoned for 1 minute. On a successful saving 
  throw, they take half as much damage and are not 
  poisoned. If the creature willingly kissed the 
  ermordenung on the lips, they have disadvantage 
  on this saving throw. 
   
  
   
   
  19 
   
   
  F 
  Fenhound 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  A fenhound appears only in the grim, 
  veiled light of a full Moon. These beasts 
  seem to be some manifestation of the 
  Mists, serving a curious role as avenging 
  spirits, which puzzles sages and experts 
  on the occult.  
  Fenhounds are able to sense and 
  flawlessly track those who have been 
  forced to make a Dark Powers check, 
  especially while in their home moors.  
   
    
   
   
  Fenhound 
  Medium celestial, chaotic good 
  Armour Class 14 (natural armour) 
  Hit Points 33 (6d8 +6) 
  Speed 40 ft. 
  Str 15 (+2) Dex 13 (+1) Con 13 (+1)  
  Int 2 (-5) Wis 8 (-1) Cha 10 (+0) 
  Damage Resistances fire; bludgeoning, 
  piercing, and slashing from nonmagical sources. 
  Damage Immunities radiant 
  Senses darkvision 60 ft., passive Perception 9 
  Languages - 
  Challenge 1 (200 XP) 
  TRAITS 
  Charge. If the fenhound moves at least 20 feet 
  straight toward a creature and then hits it with a 
  bite attack on the same turn, that target must 
  succeed on a DC 12 Strength saving throw or be 
  knocked prone. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., 
  one target. Hit: 7 (1d10 + 2) piercing damage. If 
  the target was prone, the fenhound deals an 
  additional 3 (1d6) damage.  
  Bay. The prey of a fenhound knows fear at the 
  sound of its barks. The fenhound chooses one 
  creature to be its prey. If the creature is within 100 
  feet of the fenhound and can hear it baying, the 
  creature must succeed on a DC 12 Wisdom saving 
  throw or become frightened for 1 minute. Once it 
  has chosen its target, the fenhound cannot choose 
  a different victim until its prey is dead or the 
  fenhound takes a long rest. 
  
   
   
  20 
   
  Fihyr  
  Originally found in the Monstrous Manual. 
  Created by intense fear and panic, fihyrs are 
  terror made flesh. 
  A fihyr resembles a large humanoid 
  brain covered in a thin layer of skin, its 
  face a mass of tentacles used walking and 
  grabbing its prey. Its face is a random 
  collection of large, golden eyes and 
  mouths filled with sharp, needle-like 
  teeth.  
  Few fihyr last beyond the night of 
  their creation, but some survive long 
  enough to consume enough fear energy 
  to become greater fihyrs. 
   
   
   
   
   
   
  Fihyr 
  Small aberration, chaotic evil 
  Armour Class 16 (natural armour) 
  Hit Points 28 (8d6) 
  Speed 30 ft. 
  Str 7 (-1) Dex 14 (+2) Con 10 (+0)  
  Int 5 (-3) Wis 12 (+1) Cha 7 (-2) 
  Skills Intimidate +0, Stealth +4 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Sunlight Hypersensitivity. The fihyr takes 10 
  radiant damage when it starts its turn in sunlight. 
  While in sunlight, it has disadvantage on attack 
  rolls and ability checks. 
  ACTIONS 
  Multiattack. The fihyr makes two bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6+2) piercing damage.  
  Frightful Presence. Each creature within 120 
  feet of the fihyr that can see it must succeed on a 
  DC 13 Wisdom saving throw or become frightened 
  for 1 minute. A creature can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. If a creature's saving 
  throw is successful or the effect ends, the creature 
  is immune to the fihyr's Frightful Presence for 24 
  hours. 
  Greater Fihyr 
  Larger aberration, chaotic evil 
  Armour Class 16 (natural armour) 
  Hit Points 28 (16d10+16) 
  Speed 30 ft. 
  Str 11 (+0) Dex 14 (+2) Con 12 (+1)  
  Int 14 (+2) Wis 15 (+3) Cha 15 (+3) 
  Skills Intimidate +5, Sleight of Hand +4, Stealth 
  +4 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common 
  Challenge 5 (1,800 XP) 
  ACTIONS 
  Multiattack. The fihyr makes four bite attacks. 
  Bite. Melee Weapon Attack: +4 to hit, reach 10 
  ft., one target. Hit: 8 (1d12+2) piercing damage.  
  Control Emotions (Recharge 5-6). The 
  greater fihyr targets a creature within 60 feet. The 
  target must succeed on a DC 15 Charisma saving 
  throw or be filled with emotions of the fihyr's 
  choice for 1 minute.  
  The fihyr can choose to frighten or charm a 
  creature, or fill the target with despair or rage, 
  giving the creature disadvantage on all attack rolls 
  and ability checks. As an action, the creature 
  repeat the saving throw, ending the effect on itself 
  on a success.  
  Frightful Presence. Each creature within 120 
  feet of the greater fihyr that can see it must 
  succeed on a DC 15 Wisdom saving throw or 
  become frightened for 1 minute. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a 
  creature's saving throw is successful or the effect 
  ends, the creature is immune to the greater fihyr's 
  Frightful Presence for 24 hours. 
  Invisibility. The greater fihyr magically turns 
  invisible for 1 minute or until its concentration 
  ends (as if concentrating on a spell). 
  
   
   
  21 
   
  Furies 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  The Furies are three malicious creatures 
  who strive to prevent the redemption. These 
  foul sisters wander the Demiplane of Dread 
  seeking those who would turn away from the 
  path of evil. 
  When they find such a person, the trio 
  descends upon him and attempts to force him 
  to continue his depravity and commit greater 
  and greater crimes. Their methods are subtle 
  at first, but quickly become violent when they 
  encounter resistance. Typically, they offer a 
  victim three chances to embrace darkness, 
  Furies 
  Medium fiend, lawful evil 
  Armour Class 17 (natural armour) 
  Hit Points 117 (18d8 +18) 
  Speed 30 ft., fly 50 ft. 
  Str 13 (+1) Dex 15 (+2) Con 14 (+2)  
  Int 14 (+2) Wis 14 (+2) Cha 14 (+2) 
  Saving Throws Constitution +5 
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks; all damage from neutral 
  creatures 
  Damage Immunities all damage from evil creatures 
  Condition Immunities charmed 
  Senses darkvision 60 ft., passive Perception 12 
  Languages all 
  Challenge 9 (5,000 XP) 
  TRAITS 
  Aligned Attacks. The furies cannot target good creatures, unless the creature has at least 1 level of corruption.  
  Dive Attack. If one of the furies dive at least 30 feet straight toward a target and then hits it with a melee 
  weapon attack, the attack deals an extra 7 (2d6) damage to the target. 
  Innate Spellcasting. The furies' spellcasting ability is Charisma (spell save DC 14). The furies can innately 
  cast the following spells, requiring no material components: 
  At will: alter self, locate creature 
  ACTIONS 
  Multiattack. Each of the furies can make four attacks: one with its bite, two with its talons, and one with its 
  scourge. When its foul breath is available it can use the breath in place of its bite.  
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.  
  Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.  
  Scourge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d8+6) piercing damage. This 
  attack counts as magical. Any creatures slain by the scourge cannot be restored to life through a raise dead or 
  similar spell, and any attempt animates the corpse as if an animate dead spell had been cast instead.  
  Foul Breath (Recharge 4-6). The furies can exhale noxious green fumes in a 5-foot-cone. Any creature 
  inside the effect must make a DC 14 Constitution saving throw against the poison. On a failed save, the creature 
  spends its action disorientated by the vapours. The creature repeats this saving throw at the end of its turn, 
  ending the effect on itself on a success. Creatures that don't need to breathe or are immune to poison 
  automatically succeed on this saving throw. 
  LEGENDARY ACTIONS 
  The furies can take 3 legendary actions, choosing from the options below. These three actions are shared 
  between the three and none of the furies can use more than two actions in a single turn. Only one legendary 
  action option can be used at a time and only at the end of another creature's turn. The furies regain spent 
  legendary actions at the start of the first furies' turn. 
  Rake. One of the furies rakes with its claws. It can make a talon attack against one creature hit by its talons 
  during its previous turn.  
  Scourge (Costs 2 Actions). One of the furies makes a scourge attack.  
   
  
   
   
  22 
   
  offering visions of the future where evil leads 
  to wealth, power, or happiness. If this 
  temptation fails, the Furies attempt to kill 
  their victom, preferably publically and 
  painfilly.  
  The Furies always appear together.  
  Alecto 
  Known as "The Implacable" or "She Who 
  Must Not Be Named" to the Vistani. Alecto 
  wields divine magic and gains the Spellcasting 
  trait. 
  Spellcasting. Alecto is a 10th-level 
  spellcaster. Her spellcasting ability is Wisdom 
  (spell save DC 14, +6 to hit with spell attacks). 
  Alecto has the following spells prepared from 
  the cleric spell list: 
  Cantrips (at will): resistance, thaumaturgy 
  1st level (4 slots): bane, inflict wounds 
  2nd level (3 slots): silence, zone of truth 
  3rd level (3 slots): bestow curse, dispel 
  magic 
  4th level (3 slots): divination, freedom of 
  movement 
  5th level (2 slots): dispel good, scrying 
   
  Tisiphone 
  The Vistani call her "The Avenger". 
  Tisiphione is the most martial of her sisters, 
  and gains the following traits: 
  Improved Scourge. Tisiphione's scourge 
  does an extra 1d8 damage when she hits with 
  the weapon and she scores a critucal hit on a 
  roll of 19 or 20. 
  Parry. When an attack would hit 
  Tisiphione, she can spend her reaction to adds 
  2 to her AC against the attack. Tisiphione must 
  see the attacker and be wielding her scourge. 
  Second Wind. As a bonus action, 
  Tisiphione can regain 1d10+10 hit points. 
   
  Megarea 
  Known as "The Disputatious" by the 
  Vistani. Megarea is knowledgeable in arcane 
  magic and gains the Spellcasting trait. 
  Spellcasting. Megarea is a 10th-level 
  spellcaster. Her spellcasting ability is 
  Intelligence (spell save DC 14, +6 to hit with 
  spell attacks). Megarea has the following 
  spells prepared from the wizard spell list: 
  Cantrips (at will): dancing lights, ray of 
  frost 
  1st level (4 slots): colour spray, magic 
  missile 
  2nd level (3 slots): darkness, web 
  3rd level (3 slots): dispel magic, stinking 
  cloud 
  4th level (3 slots): divination, freedom of 
  movement 
  5th level (2 slots): Otiluke's resilient sphere, 
  polymorph 
   
   
  
   
   
  23 
   
   
  G 
  Ghost 
  In the Mists, few ghosts are altruistic, and 
  most have some malevolent purpose that 
  binds them to the mortal realm. 
  Dread Ghosts 
  Below are a list of potential features ghosts 
  can have, along with any adjustment to the 
  ghost’s Challenge Rating.  
  Ebon Shroud. Darkness spreads out in a 
  15-foot radius from the ghost. The darkness 
  spreads around corners.  Creature with 
  darkvision other than the ghost can't see 
  through this darkness, and nonmagical light 
  can't illuminate it. 
  Ectoplasm. The ghost covers a 15-foot 
  radius space around it with slick ectoplasm. 
  Each creature standing in the area must 
  succeed on a Dexterity saving throw or fall 
  prone. A creature that enters the area or ends 
  its turn there must also succeed on a Dexterity 
  saving throw or fall prone. The ectoplasm 
  remains for 1 minute before evaporating.  
  Ghost Writing. The ghost causes words to 
  appear on a surface that it can see within 30-
  feet. The writing and appearance of the words 
  is up to the ghost and might be carved into the 
  wall or bloody script. The writing remains for 
  10 minutes or until the ghost chooses to 
  dismiss it.  
  Nightmare Haunting (1/Day). While on 
  the Ethereal Plane, the ghost touches a 
  sleeping humanoid on the Material Plane and 
  enters its dreams. A protection from evil and 
  good spell cast on the target prevents this 
  contact, as does a magic circle. 
  While inside a dream, the ghost can't be 
  targeted by any attack, spell, or other effect, 
  except ones that turn undead. During the 
  dream, the target has dreadful visions. If these 
  visions last for at least 1 hour, the target gains 
  no benefit from its rest, and its hit point 
  maximum is reduced by 5 (1d10). If this effect 
  reduces the target's hit point maximum to 0, 
  the target dies. The reduction to the target's hit 
  point maximum lasts until removed by the 
  greater restoration spell or similar magic. 
  Telekinetic Thrust. The ghost targets a 
  creature or unattended object within 30 feet of 
  it. A creature must be Medium or smaller to be 
  affected by this magic, and an object can weigh 
  up to 250 pounds.  
  If the target is a creature, the ghost makes a 
  Charisma check contested by the target's 
  Strength check. If the ghost wins the contest, 
  the ghost hurls the target up to 30 feet in any 
  direction, including upward. If the target then 
  comes into contact with a hard surface or 
  heavy object, the target takes 1 d6 damage per 
  10 feet moved. 
  If the target is an object that isn't being 
  worn or carried, the ghost hurls it up to 30 feet 
  in any direction. The ghost can use the object 
  as a ranged weapon, attacking one creature 
  along the object's path (+4 to hit) and dealing 
  9 (2d8) bludgeoning damage on a hit. 
  This increases the ghosts Challenge by 1. 
  Unquiet Dead (1/Day). The ghost can 
  cast the spell animate dead, requiring no 
  material components. The ghost’s spellcasting 
  ability for this is Charisma.  
   
  Variant: Aquatic Remnant 
  An aquatic remnant is the spirit of one 
  whose body was thrown into an 
  unconsecrated, watery grave. The remnant 
  uses the statistics of a ghost but lacks the 
  Withering Touch and Possession abilities and 
  instead has the following attack option: 
  Chilling Touch. Melee Weapon Attack: 
  +5 to hit, reach 5 ft., one creature. Hit: 20 
  (4d8 + 2) necrotic damage, and the target's 
  Dexterty score is reduced by 1d4. The target 
  dies of hypothermia if this reduces its 
  Dexterity to 0. Otherwise, the reduction lasts 
  until the target finishes a short or long rest. 
  Aquatic Remnant originally found in the 
  Ravenloft Monstrous Compendium Volume 
  III.  
   
  
   
   
  24 
   
  Ghoul 
  Ghoul lord originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  The uncontested leader of ghouls packs is a 
  ghoul lord, a powerful undead that commands 
  lesser undead. Ghoul lords were powerful 
  individuals slain by ghouls or the accidental 
  by-product of necromantic experiments. 
   
  Undead Nature. A ghoul lord doesn't 
  require air, food, drink, or sleep. 
   
   
   
   
  Ghoul Lord 
  Medium undead, chaotic evil 
  Armour Class 13 
  Hit Points 66 (12d8+12) 
  Speed 30 ft. 
  Str 16 (+3) Dex 17 (+3) Con 13 (+1)  
  Int 13 (+1) Wis 11 (+0) Cha 10 (+0) 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 4 (1,100 XP) 
  TRAITS 
  Legendary Resistance (1/Day). If the ghoul lord fails a saving throw, it can choose to succeed instead. 
  Miasma. Any creature with a good alignment that starts its turn within 10 feet of the ghoul lord must 
  succeed on a DC 12 Constitution saving throw or be poisoned. Creatures that end their turn more than 10 
  feet from the ghoul lord can repeat this saving throw, ending the effect on itself on a success.  
  Turning Defiance. The ghoul lord and any ghouls or ghasts within 30 feet of it have advantage on saving 
  throws against effects that turn undead. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage. If the target 
  is a creature it must succeed on a DC 11 Constitution saving throw against disease or become poisoned until 
  the disease is cured. After each long rest, if the infected creature has not consumed raw flesh, both its 
  Constitution and Charisma scores are reduced by 2 (1d4). If either score is reduced to 0 the creature dies and 
  rises as a ghoul after 24 hours. A lesser restoration or similar magic cures the disease. 
  Claws. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target 
  is a living creature, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The 
  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 
  LEGENDARY ACTIONS 
  The ghoul lord can take 2 legendary actions, choosing from the options below. Only one legendary action 
  option can be used at a time and only at the end of another creature's turn. The ghoul lord regains spent 
  legendary actions at the start of its turn. 
  Bite. The ghoul lord makes one bite attack. 
  Command Ghoul (2 Actions). One ghoul within 60 feet of the ghoul lord that the ghoul lord can see can 
  make a bite attack, move up to half its speed, or use the Help action. 
  Reposition. The ghoul lord moves up to half its speed. 
  
   
   
  25 
   
  Goblin 
  Goblyns were originally found in the 
  Ravenloft Monstrous Compendium Volume I 
  & II. 
  True goblins are rare in the Land of the 
  Mists, save the wretched menaces of Tepest 
  who serve the hags of that land.  
  Other goblin-kin that make their home in 
  the harsh land of Forlorn, but these 
  are twisted humans that have 
  been altered into goblinoid form.  
   
  Variant: Feating Goblyn 
  Known as goblyns or 
  feasters, these creatures are 
  cursed humans. Most remain 
  under the control of their master: 
  the hag or other creature that 
  transformed them into a goblyn.  
  A goblyns has the same stat block 
  as a goblin with the following 
  changes. Goblyns but do not use 
  shields and have AC 13 but have 10 
  (3d6) hit points. A goblyn has a 
  challenge rating of 1/2 (100 XP). 
  Goblyns gain the following traits: 
  Feasting. Creatures that take 16 
  or more damage from a goblyn's bite are 
  left scarred and disfigured. Disfigured 
  creatures have disadvantage on all 
  Charisma checks until such magic as a 
  lesser restoration spell removes the 
  scars.  
  Telepathic Bond. Goblyns are 
  connected to their creator and all other 
  goblyns created by the same creator.  
   
  Goblyns seldom use weapons, and 
  gain the following attack options: 
  Claws. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 
  slashing damage and the target must 
  succeed on a DC 12 Strength or Dexterity 
  saving throw or be grappled (escape DC 12). 
  Bite. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one grappled creature. Hit: 8 (2d6 
  + 2) piercing damage . 
   
   
  
   
   
  26 
   
  Golem 
  The bone, doll, glass, mechanical and 
  zombie golems were originally found in the 
  Ravenloft Monstrous Compendium Volume I 
  & II while the mist, snow, and wax golems 
  were found in the Ravenloft Monstrous 
  Compendium Volume III 
  In the Mists, not all golems are purposely 
  created. Some are accidently given life due to 
  their importance or frequent 
  anthropomorphization. Rarer examples of 
  spontaneous golems are children's toys, given 
  life due to the youthful expectations of their 
  owners.  
  Bone 
  Medium construct, unaligned 
  Armour Class 20 (natural armour) 
  Hit Points 105 (14d8 +42) 
  Speed 30 ft. 
  Str 20 (+5) Dex 10 (+0) Con 17 (+3)  
  Int 3 (-4) Wis 11 (+0) Cha 1 (-5) 
  Damage Vulnerabilities thunder 
  Damage Resistances piercing, slashing 
  Damage Immunities poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its 
  creator but can't speak 
  Challenge 9 (5,000 XP) 
  TRAITS 
  Immutable Form. The golem is immune to any 
  spell or effect that would alter its form. 
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The golem's weapon attacks 
  are magical. 
  ACTIONS 
  Multiattack. The golem makes two claw attacks.  
  Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one target. Hit: 18 (3d8+5) slashing damage.  
  Hideous Laughter (Recharge 5-6). Each 
  creatures within 60-feet of the bone golem who 
  can hear it must succeed on a DC 15 Wisdom 
  saving throw or become frightened for 1 minute. If 
  the creature is already frightened when it hears the 
  laughter, they are struck with greater dread. If the 
  creature fails the saving throw by 5 or more their 
  heart stops in terror, and the creature is reduced 
  to 0 hit points and is dying. Otherwise, a creature 
  that fails the saving throw is paralyzed with fear. 
  The paralysed creature can repeat the saving 
  throw at the end of its turn, ending the paralysis 
  on a success. 
  Clockwork 
  Large construct, unaligned 
  Armour Class 15 (natural armour) 
  Hit Points 136 (13d10 +65) 
  Speed 30 ft. 
  Str 22 (+6) Dex 9 (-1) Con 21 (+5)  
  Int 3 (-4) Wis 11 (+0) Cha 1 (-5) 
  Damage Immunities lightning, poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its 
  creator but can't speak 
  Challenge 10 (5,900 XP) 
  TRAITS 
  Shocking Critical. On a critical hit, the golem 
  deals an additional 10 (3d6) lightning damage and 
  if the target is a creature, it must succeed on a DC 
  15 Constitution saving throw or be paralyzed for 1 
  round. A creatures makes a critical hit against the 
  golem with a metal melee weapon also suffers 
  these effects.  
  Immutable Form. The golem is immune to any 
  spell or effect that would alter its form. 
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The golem's weapon attacks 
  are magical. 
  ACTIONS 
  Multiattack. The golem makes two melee attacks 
  Saw. Melee Weapon Attack: +10 to hit, reach 10 
  ft., one target. Hit: 28 (4d10+6) slashing damage. 
  Skewer. Melee Weapon Attack: +10 to hit, reach 
  15 ft., one target. Hit: 24 (4d10+6) piercing 
  damage. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 
  ft., one target. Hit: 28 (4d10+6) bludgeoning 
  damage. 
  
   
   
  27 
   
  Traditional golems can be constructed of 
  other materials, such as malleable wax. 
  Lamordian flesh golems have a reputation for 
  grim intelligence and resilience beyond that of 
  normal constructs of dead flesh. Equally 
  deadly are the mechanical men of gears and 
  springs.  
  Dread Golems 
  Below are a list of potential features 
  golems can have, along with any 
  adjustment to the golem’s Challenge 
  Rating.  
  Crushing Grip. When the golem 
  hits with a slam attack, it can grapple the 
  target. When the golem starts its turn 
  with a creature grappled, as a bonus 
  action it can crush the creature, 
  automatically dealing 13 (3d8) 
  bludgeoning damage.  
  This feature increases the golem’s 
  Challenge by 1. 
  Cunning. The golem is independent 
  and self-aware, having an Intelligence 
  score of at least 9 (-1) and a Charisma 
  score of at least 7 (-2). 
  False Appearance. While the 
  golem remains motionless, it is 
  indistinguishable from an inanimate 
  statue. 
  Independent Limbs. Whenever 
  the golem takes at least 15 slashing 
  damage at one time, roll a d20 to 
  determine what else happens: 
  1-10: Nothing else happens. 
  11-15: One leg is severed from the 
  golem if it has any legs left. 
  16- 20: One arm is severed from the 
  golem if it has any arms left. 
  A severed part has AC 2 less than the 
  golem, 15 hit points, and the golem’s 
  traits.  
  A severed leg is unable to attack 
  and has a speed of 5 feet. The golem’s 
  speed is halved if it's missing a leg. If it 
  loses both legs, it falls prone. If it has 
  both arms, it can crawl. With only one 
  arm, it can still crawl, but its speed is 
  halved. With no arms or legs, its speed is 
  0, and it can't benefit from bonuses to 
  speed. 
  A severed arm has a speed of 5 feet and 
  can make one slam attack on its turn, with 
  disadvantage on the attack roll unless the 
  golem can see the arm and its target. Each 
  time the golem loses an arm, it loses a slam 
  attack.  
   
   
   
  Doll 
  Tiny construct, unaligned 
  Armour Class 16 (natural armour) 
  Hit Points 85 (10d4 +60) 
  Speed 40 ft. 
  Str 7 (-2) Dex 18 (+4) Con 22 (+6)  
  Int 3 (-4) Wis 12 (+1) Cha 1 (-5) 
  Damage Resistances fire 
  Damage Immunities poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 11 
  Languages understands the languages of its 
  creator but can't speak 
  Challenge 5 (1,800 XP) 
  TRAITS 
  Standing Leap. The golem's long jump is up to 
  20 feet and its high jump is up to 10 feet, with or 
  without a running start. 
  Immutable Form. The golem is immune to any 
  spell or effect that would alter its form. 
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The golem's weapon attacks 
  are magical. 
  ACTIONS 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 14 (3d6+4) piercing damage. If the 
  target is a creature, it must make a DC 14 Wisdom 
  saving throw. On a failure, the creature is 
  overcome with manic laughter, and has 
  disadvantage on all attack rolls and ability checks 
  for 1 minute. If the creature tries to move, it must 
  succeed on a DC 12 Dexterity saving throw or fall 
  prone in a fit of laughter. As an action, the creature 
  can repeat the Wisdom saving throw. On a failure, 
  their muscles spasm and they take 7 (2d6 
  damage). On a successful saving throw they end 
  the effect. 
  
   
   
  28 
   
   
   
   
   
   
   
  Mist 
  Large construct, unaligned 
  Armour Class 15 
  Hit Points 189 (18d10 +90) 
  Speed 0 ft.; fly 20 ft. (hover) 
  Str 10 (+0) Dex 21 (+5) Con 20 (+5)  
  Int 5 (-3) Wis 11 (+0) Cha 1 (-5) 
  Damage Vulnerabilities fire 
  Damage Resistances cold, lightning 
  Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons  
  Condition Immunities charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its creator but can't speak 
  Challenge 10 (5,900 XP) 
  TRAITS 
  Immutable Form. The golem is immune to any spell or effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. 
  Magic Weapons. The golem's weapon attacks are magical. 
  Mist Form. The golem can enter a hostile creature's space and stop there. It can move through a space as 
  narrow as 1 inch wide without squeezing. 
  Siege Monster. The golem deals double damage to objects and structures. 
  Transformative Critical. When the golem makes a critical hit against a creature, the target becomes 
  incorporeal for 1 minute. The incorporeal creature can move through other creatures and objects as if they 
  were difficult terrain, but takes 5 (1d10) force damage if it ends its turn inside an object. The incorporeal 
  creature can only affect creatures and objects also on the ethereal plane. As an action, the incorporeal 
  creature can make a DC 16 Charisma saving throw, ending the effect on a success.  
  ACTIONS 
  Multiattack. The mist golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10+5) bludgeoning damage. The 
  body of a humanoid creature slain by this attack evaporates after 24 hours and become a mist horror, 
  unless the creatures is restored to life or its body is destroyed by fire. Once it has become a mist horror, all 
  attempts to restore the creature to life fail unless the mist horror is captured  
  Howl (Recharges after a Short or Long Rest). The mournful howling of the golem is often the first 
  sign of its presence. Creature within 100 feet of the golem who are able to hear it must succeed on a DC 17 
  Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat this saving throw 
  at the end of each of its turns, ending the effect on itself on a success.  
  Shroud (Recharges after a Long Rest). The mist golem creates a thick cloud in a 15-feet radius around 
  itself. The cloud spreads around corners, and that area is heavily obscured to creatures other than the golem. 
  Wind disperses the cloud, which otherwise lasts for 1 minute. When creature other than the golem enters the 
  cloud for the first time or start their turn inside, that creature must succeed on a DC 16 Constitution saving 
  throw or become incapacitated while they remain in the cloud. The effect varies depending on the whim of 
  the golem and incapacitated creatures might be overcome with laughter, disorientated, confused, nauseated, 
  or seemingly stopped in time.  
  
   
   
  29 
   
   
  Keen Sense. The golem has 
  advantage on Wisdom (Perception) 
  checks that rely on a sense. 
  Regeneration. The golem regains 
  10 hit points at the start of its turn if it 
  has at least 1 hit point.  
  This feature increases the golem’s 
  Challenge by 1. 
  Siege Monster. The golem deals 
  double damage to objects and structures. 
  Standing Leap. The golem’s long 
  jump is up to 30 feet and its high jump is 
  up to 15 feet, with or without a running 
  start. 
  Telepathic Bond. So long as they 
  are on the same plane of existence, the 
  golem has a telepathic link to its creator. 
  This allows the two to share emotions, 
  and as an action the golem can share its 
  master’s senses until the start of its next 
  turn.  
  Some bonds are strong enough to 
  allow telepathic communication between 
  the creator and the golem. 
  Trampling Charge. If the golem 
  moves at least 20 feet straight toward a 
  creature and then hits it with a slam 
  attack on the same turn, that target must 
  succeed on a DC 16 Strength saving 
  throw or be knocked prone. 
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
  Stained Glass 
  Medium construct, unaligned 
  Armour Class 18 (natural armour) 
  Hit Points 76 (9d8 +36) 
  Speed 30 ft. 
  Str 11 (+0) Dex 19 (+4) Con 18 (+4)  
  Int 3 (-4) Wis 10 (+0) Cha 6 (-2) 
  Skills Stealth +7 
  Damage Vulnerabilities bludgeoning from 
  magical weapons 
  Damage Immunities poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages domain 
  Challenge 6 (2,300 XP) 
  TRAITS 
  Magic Resistance. The golem has advantage on 
  saving throws against spells and other magical 
  effects. 
  Magic Weapons. The golem's weapon attacks 
  are magical. 
  ACTIONS 
  Multiattack. The golem makes two glass sword 
  attacks. 
  Glass Sword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 17 (2d12+4) slashing 
  damage.  
  Prismatic Spray (Recharge 5-6). The golem 
  unleashes a cone of colour 15-feet long. Each 
  creature in the cone must make a DC 15 Dexterity 
  saving throw. For each target, roll 1d6 to 
  determine the colour they were struck by.  
  Red. The target takes 22 (5d8) fire damage or 
  half as much on a successful save.  
  Orange. The target takes 22 (5d8) acid 
  damage or half as much on a successful save. 
  Yellow. The target takes 22 (5d8) lightning 
  damage or half as much on a successful save. 
  Green. The target takes 22 (5d8) poison 
  damage or half as much on a successful save. 
  Blue. The target takes 22 (5d8) cold damage 
  or half as much on a successful save. 
  Violet. On a failed saving throw the target is 
  restrained. The target must make a Constitution 
  saving throw at the end of each of its turns. If it 
  successfully saves three times, the effect ends. If it 
  fails three times, it is turned to glass and gains the 
  petrified condition. Successes and failures don't 
  need to be consecutive. 
   
  
   
   
  30 
   
   
   
   
   
   
   
    
   
   
   
   
    
   
   
  Snow 
  Large construct, unaligned 
  Armour Class 17 (natural armour) 
  Hit Points 126 (12d10 +60) 
  Speed 30 ft. 
  Str 22 (+6) Dex 8 (-1) Con 21 (+5)  
  Int 3 (-4) Wis 11 (+0) Cha 1 (-5) 
  Damage Vulnerabilities fire 
  Damage Immunities cold, lightning, poison, 
  psychic; bludgeoning, piercing, and slashing 
  from nonmagical weapons that aren't 
  adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its 
  creator but can't speak 
  Challenge 7 (2,900 XP) 
  TRAITS 
  Immutable Form. The golem is immune to 
  any spell or effect that would alter its form. 
  Magic Resistance. The golem has advantage 
  on saving throws against spells and other 
  magical effects. 
  Magic Weapons. The golem's weapon attacks 
  are magical. 
  Reactive Body. The body of a snow golem 
  responds dramatically to damaging magical 
  energies. Whenever the golem is subjected to 
  cold damage, it takes no damage and instead 
  regains a number of hit points equal to the cold 
  damage dealt. When the golem is subject to 
  lightning damage the energy sparks to nearby 
  creatures; all creatures within 5-feet of the golem 
  must succeed a DC 14 Dexterity saving throw or 
  take half the damage dealt. When the golem 
  takes fire damage a cloud of scalding steam is 
  released; all creatures within 10-feet of the golem 
  must succeed on a DC 14 Dexterity saving throw 
  or take 13 (3d8) fire damage.  
  ACTIONS 
  Multiattack. The golem makes two slam 
  attacks. 
  Slam. Melee Weapon Attack: +9 to hit, reach 5 
  ft., one target. Hit: 19 (2d12+6) bludgeoning 
  damage and 7 (2d6) cold damage.  
  Cold Breath (Recharge 6). The golem 
  unleashes a gust of frozen air a 90-foot cone. 
  Each creature in that area must make a DC 16 
  Dexterity saving throw, taking 33 (6d10) cold 
  damage on a failed save, or half as much damage 
  on a successful one.  
  Zombieflesh 
  Medium construct, unaligned 
  Armour Class 15 (natural armour) 
  Hit Points 135 (18d8 +54) 
  Speed 20 ft. 
  Str 20 (+5) Dex 8 (-1) Con 17 (+3)  
  Int 3 (-4) Wis 11 (+0) Cha 1 (-5) 
  Damage Immunities poison, psychic; 
  bludgeoning, piercing, and slashing from 
  nonmagical weapons that aren't adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 
  10 
  Languages domain 
  Challenge 9 (5,000 XP) 
  TRAITS 
  Magic Resistance. The golem has advantage 
  on saving throws against spells and other 
  magical effects. 
  Magic Weapons. The golem's weapon attacks 
  are magical. 
  Stench. Creatures that start their turn within 
  10 feet of the zombieflesh golem must succeed 
  on a DC 15 Constitution saving throw or become 
  poisoned until the end of the creature's next 
  turn.  
  ACTIONS 
  Multiattack. The zombieflesh golem makes 
  two slam attacks 
  Slam. Melee Weapon Attack:+8 to hit, reach 5 
  ft., one target. Hit: 15 (3d6+5) bludgeoning 
  damage. 
    
  
   
   
  31 
   
   
   
  Wax 
  Medium construct, unaligned 
  Armour Class 14 (natural armour) 
  Hit Points 60 (8d8 +24) 
  Speed 30 ft. 
  Str 18 (+4) Dex 14 (+2) Con 16 (+3)  
  Int 6 (-2) Wis 11 (+0) Cha 8 (-1) 
  Skills Deception +3 
  Damage Immunities cold, lightning, poison, psychic; bludgeoning, piercing, and slashing from 
  nonmagical attacks  
  Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages domain 
  Challenge 3 (700 XP) 
  TRAITS 
  Fire Vulnerability. If the golem takes 10 or more points of fire damage in a single round, its features melt 
  and distort, revealing it as a simulacrum.  
  Sense Model. The golem is continually aware of the location of person whose likeness it shares, so long as 
  the two are on the same plane or domain. 
  Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. 
  Magic Weapons. The golem's weapon attacks are magical. 
  ACTIONS 
  Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage.  
  Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.  
  Memory Drain. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 9 (2d8) psychic damage. If the 
  target is the golem's counterpart, then the creature must make a DC 13 Charisma saving throw. On a failure, 
  the target's Intelligence score is reduced by 4 (1d8) and half as much on a success, and the golem's 
  Intelligence increase by half this amount. If the target's Intelligence score is reduced to 0, the creature falls 
  unconscious until it regains at least one point of Intelligence. 
  The golem steals the memories drained by this attack. While the target's Intelligence is reduced, parts of 
  their memory are missing. Creatures deprived of their large sections of their memory for a week or more 
  might have to make a Wisdom saving throw to avoid developing a madness. When the golem is destroyed, all 
  the stolen memories and lost Intelligence are restored. If the creature dies, the golem's features become 
  twisted and the stolen memories fade within an hour.  
   
  
   
   
  32 
   
  Gremishka 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  Related to gremlins, these diminutive 
  humanoids are parasites and nuisances. 
  They live under buildings and steal from 
  the inhabitants. Gremishka derive 
  extreme pleasure from the rage and 
  frustration of larger creatures, and enjoy 
  playing vicious, destructive pranks on 
  their hosts.  
  While it doesn’t harm them, 
  gremishka’s abhorn bright light, and 
  prefer dark, underground locations such 
  as cellars, sewars, and caves.  
   
    
   
   
  Gremishka 
  Tiny humanoid, chaotic evil 
  Armour Class 15 
  Hit Points 7 (3d4) 
  Speed 30 ft. 
  Str 6 (-2) Dex 20 (+5) Con 11 (+0)  
  Int 14 (+2) Wis 12 (+1) Cha 8 (-1) 
  Saving Throws Dexterity +8 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Gremlin 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Damage Transfer. While it is grappling a 
  creature, the gremishka only takes half the 
  damage inflicted on it, and the creature 
  grappled by the gremishka takes the other half. 
  ACTIONS 
  Grab. Melee Weapon Attack: +7 to hit, reach 5 
  ft., one Medium or smaller creature. Hit: the 
  target is grappled (escape DC 15). Until the 
  grapple ends, the gremishka can only attack this 
  grappled creature.  
  Swarm. Melee Weapon Attack: +7 to hit, reach 
  5 ft., one grappled creature. Hit: 7 (1d4+5) 
  slashing damage.  
  
   
   
  33 
   
  Grim Reaper 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  Drawn to the ebbing life energies of a 
  creature on the verge of death, presumably to 
  feed upon those essences. Some believe these 
  creatures serve forces from the Negative 
  Energy Plane, while others call them the 
  servants of Death, lord of the Necropolis.  
   
  Undead Nature. A grim reaper doesn't 
  require air, food, drink, or sleep. 
   
   
   
    
   
   
  Grim Reaper 
  Medium fiend, unaligned 
  Armour Class 16 (natural armour) 
  Hit Points 95 (10d8 +50) 
  Speed 30 ft., fly 20 ft. 
  Str 16 (+3) Dex 19 (+4) Con 21 (+5)  
  Int 13 (+1) Wis 12 (+1) Cha 6 (-2) 
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
  Damage Immunities cold, fire, lightning, necrotic 
  Condition Immunities grappled, prone, restrained 
  Senses darkvision 90 ft., passive Perception 11 
  Languages all, but does not speak with the living 
  Challenge 6 (2,300 XP) 
  TRAITS 
  Ethereal. The reaper exits on the Ethereal Plane but can interact with creatures or objects on the Material 
  Plane. It can see 90 ft. into the Material Plane. 
  Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 
  Invisibility. The reaper is invisible. 
  Soul Taker. Creatures whose spirit is absorbed by the reaper cannot be restored to life by any means short 
  of a wish spell or similar magic. If the reaper is driven away before the soul it was hunting can be claimed, 
  the creature has the opportunity to return to life. If the creature is dying it is restored to life with 1 hit point. 
  If the creature has been dead for less than 10 minutes it can make a death saving throw as if it were only 
  dying. On a success, the creature returns to life as if it had received a raise dead spell. 
  ACTIONS 
  Scythe Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage 
  and 6 (1d12) necrotic damage. 
  Frightening Gaze (Recharge 4-6). The reaper glares at one creature it can see within 10 feet of it. The 
  target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The frightened 
  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If 
  a target succeeds on a saving throw or the effect ends, the target is immune to the reaper's gaze for the next 
  24 hours. 
  Scythe Blade (Recharge 4-6). Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d12) 
  necrotic damage and the target must make a DC 13 Constitution saving throw. If the target is a living 
  creature, on a failure they are reduced to 0 hit points. If the target is an undead spirit such as a ghost or 
  spectre, on a failure their spirit is absorbed by the reaper. 
  
   
   
  34 
   
   
  H 
  Hag 
  The bruja and spectral hag were originally 
  found in the Ravenloft Monstrous 
  Compendium Volume III. 
   
  Variant: Bruja 
  Cursed with foreknowledge of their own 
  deaths, these sad creatures work in modest 
  ways to stem the tide of evil throughout the 
  Mists 
   
  Bruja use the same stat block as a green 
  hag but are chaotic good and possess different 
  magical abilities, innately casting the following 
  spells: 
  At will: bless, invisibility, speak with 
  animals 
  1/day each: dispel evil and good, heal, 
  protection from evil and good, 
  sunbeam 
   
  Spectral Template 
  Hags kills during ceremonies being 
  performed by a convey can arise as a spectral 
  hag.  
  When a hag becomes a spectral hag, it 
  retains its statistics except as described below. 
  The hag loses any trait that assumes a living 
  biology. 
  Type. The spectral hag's type changes from 
  fey to undead, and it no longer requires air, 
  food, drink, or sleep. 
  Damage Vulnerability. The spectral hag 
  has vulnerability to radiant damage. 
  Damage Resistance. The spectral hag 
  has resistance to cold and necrotic damage;. 
  Damage Immunities. The spectral hag 
  has immunity to poison as well as 
  bludgeoning, piercing, and slashing that is 
  nonmagical . It also retains any immunities it 
  had prior to becoming a spectral hag. 
  Condition Immunities. The spectral hag 
  can't be charmed, frightened, paralyzed, or 
  poisoned. It also doesn't suffer 
  from exhaustion. 
  Energy Drain. A 
  humanoid creature slain by a 
  spectral hag's melee attack rises 
  24 hours later as a specter under 
  the hag's control. 
  Sunlight Sensitivity. While in 
  sunlight, the spectral hag has 
  disadvantage on attack rolls, as well 
  as on Wisdom (Perception) checks 
  that rely on sight. 
   
   
   
  
   
   
  35 
   
  Head Hunter 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  Head hunters look like detached human 
  heads with spider legs sprouting out of the 
  neck. The head hunter can slip its legs deep 
  into a freshly beheaded corpse and take 
  control of the body, sustaining itself on the 
  corpse’s entrails.  
  While it controls the body the head 
  hunter will attempt to infiltrate human 
  society and sow discord by passing itself off 
  as a normal human. 
   
  Head hunters spin translucent webs that 
  are razor sharp. They lure victims to their web 
  by crying for help and as the victim comes 
  running, he or she is severely injured by the 
  web. A head hunter can preserve a body in a 
  web for months so it can use it at a later time. 
   
   
  Head Hunter 
  Tiny aberration, neutral evil 
  Armour Class 14 (natural armor) 
  Hit Points 17 (5d4 +5) 
  Speed 20 ft. climb 10 ft. 
  Str 5 (-3) Dex 13 (+1) Con 12 (+1)  
  Int 11 (+0) Wis 10 (+0) Cha 12 (+1) 
  Saving Throws Intelligence+2 
  Skills Athletics -1, Deception +3, Stealth+3 
  Damage Resistances poison 
  Damage Vulnerabilities fire 
  Condition Immunities poisoned 
  Senses darkvision, passive Perception 10 
  Languages Undercommon, Elven, Common 
  Challenge 1 (200 XP)  
  TRAITS 
  Human host. The head hunter can slide its legs inside the body of a decapitated humanoid, which takes 1 
  minute and allows it to control the corpse. The head hunter retains its Intelligence, Wisdom, and Charisma 
  scores but otherwise adopts the target's statistics. If the host body reaches 0 hp, it ceases to function. The 
  head hunter can remove itself from the host by spending 5 feet of its movement, exiting to the nearest 
  unoccupied space within 5 feet of it. 
  Spider Climb. The head hunter can climb difficult surfaces, including upside down on ceilings, without 
  needing to make an ability check. 
  Web Sense. While in contact with a web, the Head Hunter knows the exact location of any other creature in 
  contact with the same web.  
  Web Walker. The head hunter ignores movement restrictions caused by webbing.  
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage and the target 
  must make on a DC 11 Constitution saving throw, taking and 5 (1d10) poison damage on a failed saving 
  throw, or half as much damage on a successful saving throw.  
  Spit Venom (Recharge 5-6). Ranged Weapon Attack: +3 to hit, ranged 15/30 ft., one target. Hit: 11 
  (2d10) poison damage and the target must succeed on a DC 11 Constitution saving throw or becomes 
  poisoned for 1 minute. 
  Grab (Host Body Required). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning 
  damage and the target is grappled (escape DC 11) if the body isn’t already grappling a creature. Additionally, 
  as a bonus action the head hunter can make a bite attack against the grappled creature. 
  Spin Razor Web. Over the course of a 
  minute, the head hunter fills a 5 foot space with 
  translucent webbing. Webs must be anchored to 
  a solid surface or existing webbing. Locating 
  razor web requires a DC 15 Wisdom 
  (Perception). Razor web has AC 13, immunity to 
  piercing damage, and vulnerable to fire. Every 5 
  ft. of webbing has 10 hit points.  
  Creatures that enter razor webbing must 
  succeed on a DC 13 Dexterity saving throw, take 
  9 (2d8) slashing damage on a failure or half as 
  much damaging on a success. Creatures 
  reduced to 0 hit points by razor webbing must 
  succeed on a DC 11 Dexterity saving throw or be 
  decapitated and instantly slain. 
   
  
   
   
  36 
   
  Hearth Fiend 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  The hearth fiend is an evil creature 
  from the Elemental Plane of Fire, the firy 
  counterpart to the water weird. 
   A hearth fiend begins its evil activities 
  by whispering to those unlikely to guess 
  its nature: a young child, a bar maid, or a 
  dimwitted bully. It makes promise of 
  power or knowledge in exchange for help 
  in spreading its evil. 
   
   
   
   
   
   
   
  Hearth Fiend 
  Small elemental, chaotic evil 
  Armour Class 13 
  Hit Points 27 (5d6 +10) 
  Speed 5 ft. 
  Str 7 (-2) Dex 16 (+3) Con 15 (+2)  
  Int 6 (+-2) Wis 12 (+1) Cha 7 (-2) 
  Damage Immunities fire, lightning; 
  bludgeoning, piercing, and slashing from 
  nonmagical attacks 
  Damage Vulnerabilities cold 
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained, unconscious 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Ignan, Common 
  Challenge 2 (450 XP) 
  TRAITS 
  Ember Eyes (3/Day). The hearth fiend 
  releases 7 (2d6) glowing embers into the air. 
  These embers drift at a speed of 15 feet and 
  remain hot for 5 (1d10) rounds and anything 
  that would quench a normal fire destroys an 
  ember. The hearth fiend can see and hear 
  through the embers. Hot embers that land on 
  flammable surfaces create a small fire. As a 
  bonus action, the hearth fiend can transfer itself 
  into this new fire, causing its old body to 
  become a mundane fire. When the hearth fiend 
  transfers its essence, any remaining embers are 
  extinguished. 
  Hypnotic Flames. Creatures that hear the 
  crackling whispers of the hearth fiend but are 
  unaware of its existence must make a DC 14 
  Wisdom saving throw. On a failure, they 
  become charmed by the hearth fiend for 1 day. 
  Charmed creatures view the advice and 
  suggestions of the hearth fiend similarly to 
  those from a trusted friend or advisor.  
  ACTIONS 
  Fiery Touch. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4+3) fire 
  damage.  
  Firebolt. Ranged Spell Attack: +5 to hit, 
  ranged 30 ft., one target. Hit: 10 (3d4+3) fire 
  damage and the target must make succeed on a 
  DC 13 Dexterity saving throw or catch fire, 
  taking 5 (1d10) fire damage at the start of each 
  of its turns until someone takes an action to 
  douse the flames. 
  
   
   
  37 
   
   
  I 
  Imp 
  The assassin imp was originally found in 
  the Ravenloft Monstrous Compendium 
  Volume I & II. 
   
  Variant: Assassin 
  Assassin imps use the imp stat block but is 
  Challenge 2 (450 XP) gain the following traits  
  Assassinate. During its first turn, the 
  assassin imp has advantage on attack rolls 
  against any creature that hasn't taken a turn, 
  and any hit scored against a surprised creature 
  is automatically a critical hit. 
  Innate Spellcasting. The assassin imp's 
  spellcasting ability is Charisma (spell save DC 
  12). The imp can innately cast the following 
  spells, requiring no material components: 
  At will: detect magic, find traps 
  3/day each: knock, inflict wounds 
  1/day each: command 
  The assassin imp also gains the following 
  action options, which replace the imps sting: 
  Stinger. Melee Weapon Attack: +5 to hit, 
  reach 5 ft ., one target. Hit: 5 (1d4 + 3) piercing 
  damage, and the target must make on a DC 10 
  Constitution saving throw or become poisoned 
  for 1d4 days. On the start of the creature's next 
  it must make a DC 10 Wisdom saving throw. 
  On a failure, the creature falls unconscious 
  until no longer poisoned. A DC 15 Wisdom 
  (Medicine) check is required to notice the 
  creature is unconscious and not dead. 
   
   
  
   
   
  38 
   
  Impersonator 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  The strange being lurks in swamps, 
  wetlands, and caverns, waiting for the 
  chance to drain the blood from a living 
  creature. Once the impersonator has 
  located a rich feeding ground it attacks 
  an unsuspecting creature with the intent 
  of taking its form to move among nearby 
  settlements and seek new prey. By 
  constantly assuming new forms as it 
  feeds, it is often able to stay one step 
  ahead of those who would kill it. 
   
   
   
   
  Impersonator 
  Small aberrant (shapechanger), neutral evil 
  Armour Class 12 
  Hit Points 40 (9d6 +9) 
  Speed 40 ft. 
  Str 15 (+2) Dex 14 (+2) Con 13 (+1)  
  Int 4 (-3) Wis 14 (+2) Cha 12 (+1) 
  Skills Deception +3 
  Senses passive Perception 12 
  Languages none, but it can use the languages 
  known by a creature it is replicating 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Replicate Form. The impersonator can use its 
  action to polymorph into a Small or Medium 
  humanoid whose blood it has drunk, or back 
  into its true form. It can maintain this form for 
  10 minutes for each hit point it consumed. It 
  can return to its natural form at any time during 
  this period, but once it has ceased replicating a 
  form it cannot assume that form again unless it 
  drains more blood.  
  Regardless of its form the impersonator 
  retains its own statistics. The impersonator can 
  replicate any equipment it has seen, but this 
  gear is really part of its body and cannot be 
  removed. It reverts to its true form if it dies. An 
  average impersonator has 5 (2d4) potential 
  forms at any given time.  
  ACTIONS 
  Slam (Replicated Form only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) bludgeoning damage.  
  Paralyzing Touch (Natural Form only). 
  Melee Spell Attack: +4 to hit, reach 5 ft., one 
  target. Hit: The target must succeed on a DC 12 
  Constitution saving throw or be paralyzed for 1 
  minute. So long as the impersonator is not 
  grappling the target, it can repeat the saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Drain Blood. Melee Weapon Attack: +4 to 
  hit, reach 5 ft., one creature that is 
  incapacitated, or restrained. Hit: 4 (1d4+2) 
  piercing damage and the impersonator grapples 
  the target. Until this grapple ends, the target is 
  restrained, and the impersonator can't attack 
  another creature. At the start of each of the 
  impersonator's turns, the target loses 9 (2d8) 
  hit points from blood loss. 
  
   
   
  39 
   
   
  J 
  Jack Frost 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  This malicious ice spirit lives on mountain 
  tops or in arctic terrain. It delights in 
  tormenting helpless creatures and subsists on 
  the body heat that it drains from its victims. 
  Jack frosts travel in groups called flurries. 
  Though they are referred to by a masculine 
  name, individual jack frosts may appear to be 
  either male or female.   
   
   
   
  Jack Frost 
  Small fey, neutral evil 
  Armour Class 13 
  Hit Points 17 (5d6) 
  Speed 30 ft., fly 60 ft. 
  Str 8 (-1) Dex 16 (+3) Con 11 (+0)  
  Int 7 (-2) Wis 13 (+1) Cha 16 (+3) 
  Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks 
  Damage Immunities cold 
  Senses passive Perception 11 
  Languages Sylvan 
  Challenge 1/4 (50 XP) 
  TRAITS 
  Shapechanger. The jack frost can use its action to polymorph in a vaporous cloud of swirling snowflakes. 
  While in snowflake form, the jack frost can't speak or manipulate objects. It is weightless, has a flying speed 
  of 20 feet, can hover, and it is immune to all nonmagical damage. Additionally, if air can pass through a 
  space, the snowflakes can do so without squeezing. While in snowflake form, the jack frost can enter a hostile 
  creature's space and stop there. The first time it does so on a turn, that creature takes 5 (1d10) cold damage. 
  Frostbite. Living creatures that suffer cold damage from a jack frost a filled with numbing cold. At the start 
  of each of their turns, the creature must make a DC 10 Constitution saving throw or gain 1 level of 
  exhaustion. Regaining hit points removes all levels of exhaustion from this effect.  
  ACTIONS 
  Multiattack. The jack frost makes two attacks: one with its touch and one with its bite. 
  Bite (Humanoid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) 
  piercing damage and 3 (1d6) cold damage.  
  Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage.  
  Hypnotic Motion (Snowflakes Form Only).Each creature within 15 feet of the jack frost who can sees 
  it must make DC 12 Wisdom saving throw. On a failed save, the creature becomes charmed for the 1 minute. 
  While charmed, the creature is incapacitated and has a speed of O. At the end of each of its turns, the 
  charmed creature can repeat the saving throw, ending the effect on itself on a success. 
  
   
   
  40 
   
   
  L 
  Lebendtod 
  Originally found in Ship of Horror. 
  This rare type of intelligent undead was 
  created by Meredoth, darklord of the 
  Nocturnal Sea and found across its islands. 
  They have the ability to appear lifelike or to 
  reveal their undead state at-will. Lebendtods 
  posssess the ability to detach body parts and 
  control them remotely. 
  All lebentod have an innate desire to serve 
  powerful necromancers. If their master is 
  slain, they will try to find another one.  
   
  Lebendtod Template 
  Any living humanoid creature can be 
  transformed into a lebendtod. A creature that 
  does so retains its statistics but loses any trait 
  that assumes a living physiology and those 
  described below. 
  Type. The lebendtod's type changes from 
  humanoid to undead, and it no longer requires 
  air, food, drink, or sleep. 
  Condition Immunities. The lebendtod 
  can't be charmed, frightened, paralyzed, or 
  poisoned. It is also immune to exhaustion. 
  Create Spawn. A lebendtod can create 
  more of its kind by breathing into the mouth of 
  a dying creature or a creature that has been 
  dead less than a minute. A humanoid affected 
  by this trait rises 72 hours later as a lebendtod, 
  unless the humanoid is restored to life or its 
  body is destroyed. 
  Detachable Limbs. The lebendtod can 
  detach or reattach any of their extremities as 
  an action. Detached limbs function normally. 
  Disguises (2/Day). The lebendtod can 
  veil itself in an illusion, as per the disguise self 
  spell. The lebendtod can maintain this illusion 
  as long as they maintain their concentration, 
  as if concentrating on a spell up to 8 hours. 
   
   
  
   
   
  41 
   
  Lich 
  Vassalich originally found in Van Richten's 
  Guide to the Lich.  
  Among the most powerful of the 
  undead these evil creatures defied death 
  by performing terrible and evil rituals. 
  Spending decades or even centuries 
  hoarding knowledge and magical power 
  these monsters are universally powerful 
  spellcasters.  
  Dread Lich 
  Below are a list of potential features a 
  lich can have, along with any adjustment 
  to the lich’s Challenge Rating.  
  Bone Command. As an action, the 
  lich can animate bones, creating 
  structures or furnishings. To use this 
  ability, bones must be present, which are 
  not reshaped and retain their original 
  form. At the end of the lich’s turn, any 
  unsupported bones fall to the floor. A 10-
  foot structure of bone has AC 11, 20 hit 
  points, and is vulnerable to bludgeoning 
  damage.  
  Illusion of Life. The lich can cast 
  disguise self at-will without expending a 
  spell slot.  
  Skeleton Mastery. The lich can wrest 
  control of skeletons. At the start of their 
  turn, any skeleton not under the control of 
  the lich must succeed on a DC 18 Wisdom 
  saving throw or be subject to the mental 
  commands of the lich, as if the lich had 
  cast animate dead. 
  Skull Scry. The lich can see through 
  the eyes of any inanimate skull the lich 
  has previously held. The skull must be 
  within 10 miles of the lich. The lich sees 
  through the skull for as long as it 
  concentrates, as if maintaining 
  concentration on a spell, up to 10 minutes. 
  Undead Proxy. The lich can inhabit 
  the body of an undead it controls. The 
  undead must be within 10 miles of the 
  lich. The lich retains its Intelligence, 
  Wisdom, and Charisma scores but 
  otherwise takes the statistics of the host 
  body. If the host body is destroyed, the 
  lich takes 3 (1d6) psychic damage. 
   
   
   
   
  Vassalich 
  Medium undead, any evil 
  Armour Class 15 (natural armor) 
  Hit Points 65 (10d8 +20) 
  Speed 30 ft. 
  Str 11 (+0) Dex 14 (+2) Con 14 (+2)  
  Int 16 (+3) Wis 14 (+2) Cha 13 (+1) 
  Saving Throws Constitution +5, Wisdom +5 
  Skills Arcana +7, Insight +5 
  Damage Resistances cold, lightning, 
  necrotic; bludgeoning, piercing, and slashing 
  from nonmagical attacks 
  Damage Immunities poison 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, poisoned 
  Senses darkvision 60 ft., passive Perception 12 
  Languages Common plus 3 other languages 
  Challenge 7 (2900 XP) 
  TRAITS 
  Rejuvenation. A destroyed vassalich gains a 
  new body in 2d10 days, regaining all its hit 
  points, unless its phylactery is found and 
  destroyed. The new body appears within 5 feet 
  of the phylactery. 
  Spellcasting. The vassalich is an 8th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 14, +6 to hit with spell attacks). 
  The vassalich has the following wizard spells 
  prepared: 
  Cantrips (at will): mage hand, prestidigitation, 
  ray of frost 
  1st lvl (4 slots): detect magic, false life, shield 
  2nd lvl (3 slots): detect thoughts, invisibility, 
  mirror image, see invisibility 
  3rd lvl (3 slots): clairvoyance, dispel magic, 
  fireball, stinking cloud 
  4th lvl (2 slots): confusion, dimension door 
  Turn Resistance. The vassalich has 
  advantage to saving throws against being 
  turned. 
  ACTIONS 
  Chilling Touch. Melee Spell Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 7 (2d6) necrotic 
  damage. The target must succeed on a DC 14 
  Constitution saving throw or their speed is 
  halved for 1 minute. 
  
   
   
  42 
   
   
   
  Newborn Lich  
  Medium undead, any evil 
  Armour Class 14 (natural armor) 
  Hit Points 78 (12d8 +24) 
  Speed 30 ft. 
  Str 9(-1) Dex 13 (+1) Con 14 (+2)  
  Int 18 (+4) Wis 14 (+2) Cha 13 (+1) 
  Saving Throws Constitution +6, Intelligence +9, Wisdom +7,  
  Skills Arcana+14, History+9, Insight +7, Perception+7 
  Damage Resistances cold, lightning, necrotic 
  Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons 
  Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned 
  Senses truesight 60 ft., passive Perception 17 
  Languages Common and 4 more languages 
  Challenge 13 (10,000 XP) 
  TRAITS 
  Legendary Resistance (1/Day). If the lich fails a saving throw, it can choose to succeed instead. 
  Rapid recovery (1/day). A lich can use its action to regain spell slots. The spell slots can have a combined 
  level of 5.  
  Rejuvenation. A destroyed lich gains a new body in 1d10 days, regaining all its hit points, unless its 
  phylactery is found and destroyed. The new body appears within 5 feet of the phylactery. 
  Spellcasting. The lich is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 
  to hit with spell attacks). The lich has the following wizard spells prepared: 
  Cantrips (at will): firebolt, mage hand, minor illusion, prestidigitation, ray of frost 
  1st lvl (4 slots): detect magic, shield 
  2nd lvl (3 slots): detect thoughts, invisibility, mirror image 
  3rd lvl (3 slots): counterspell, dispel magic, fireball, stinking cloud 
  4th lvl (3 slots): confusion, dimension door, stoneskin 
  5th lvl (2 slots): cloudkill, conjure elemental, scrying 
  6th lvl (1 slot): disintegrate, chain lighting 
  7th lvl (1 slot): delayed blast fireball, finger of death 
  8th lvl (1 slot): dominate monster 
  ACTIONS 
  Paralyzing Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage. 
  The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target can 
  repeat the saving throw at the end of each of its turns, ending the effect on a success. 
  LEGENDARY Actions 
  The lich can take 1 legendary action from the options below. The action can be used at the end of another 
  creature’s turn. It regains its spent legendary action at the start of her turn. 
  Cantrip. The lich casts a cantrip 
  Paralyzing touch. The lich uses its Paralyzing Touch 
   
  
   
   
  43 
   
  Living Wall 
  Originally found in the Book of Crypts. 
  A Living Wall is a horrifying construct, 
  made of the bodies of humanoids, compressed 
  into the shape of a wall. The features of the 
  individuals absorbed by the way can be seen 
  on its surface, or it can be concealed by an 
  illusion of a normal wall. Those who touch the 
  wall may be pulled inside to join it. The wall 
  retains many of the abilities of those it has 
  absorbed. 
   
  Undead Nature. A living wall doesn't 
  require air, food, drink, or sleep.  
   
   
   
   
  Living Wall 
  Gargantuan undead, chaotic evil 
  Armour Class 19 (natural) 
  Hit Points 171 (18d12 +54) 
  Speed 0 ft. 
  Str 19 (+4) Dex 10 (+0) Con 17 (+3)  
  Int 11 (+0) Wis 12 (+1) Cha 8 (-1) 
  Skills Athletics +7 
  Damage Resistances necrotic 
  Damage Immunities poison 
  Condition Immunities exhaustion, poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages 3 languages plus any languages known by absorbed creatures 
  Challenge 8 (3,900 XP) 
  TRAITS 
  Absorption. Creatures pulled inside the living wall have total cover. A creature within 5 feet of the wall can 
  user their action to try and pull a creature out of the wall. Doing so requires a successful DC 15 Strength 
  check. The wall can hold only one Large creature or up to six Medium or smaller creatures inside it at a time. 
  While a living walls has a creature absorbed it can replace one of its claws attacks with one of the absorbed 
  creature's weapon attacks or cast a cantrip prepared by the creature.  
  False Appearance. While the living wall remains motionless, it is indistinguishable from an ordinary wall, 
  unless a creature uses a spell or effect similar to true seeing.  
  ACTIONS 
  Multiattack. The living wall makes four claws attacks. In place of one of its claws attacks it can make a 
  grab attack 
  Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.  
  Grab. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15) if 
  it is a Large or smaller creature.  
  When the living wall starts its turn with a grappled creature, it can use its bonus action to absorbing the 
  creature. While absorbed, the creature is blinded and restrained, can't breathe, and has total cover against 
  attacks and other effects outside the living wall. At the start of each of the living wall's turns, an absorbed 
  creature takes 10 (3d6) necrotic damage. An absorbed creature can try to escape by taking an action to make 
  a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of 
  the wall. Creatures slain while being absorbed permanently become part of the living wall and can only be 
  restored to life by a wish or similar magic. 
  
   
   
  44 
   
  Lycanthrope 
  Werebat originally found in the 
  Ravenloft Monstrous Compendium 
  Volume I & II and the loup-garou 
  originally found in the Ravenloft 
  Monstrous Compendium Volume III. 
  The loup du noir originally appeared in 
  Darklords the werebadger appeared in 
  Van Richten's Guide to Werebeasts. 
   
  Skinchangers come in many varieties, 
  with some being intelligent non-human 
  races and others being cursed 
  individuals stricken with shape-shifting. 
   
  Black Leopards 
  The elite police force of Valachan, 
  these werepanthers were black 
  coloured chain shirts giving them an AC 
  of 15 - which limits their ability to 
  change into large cats - and gain the 
  following attack option:  
  Baron's Arm. Melee weapon 
  attack: +6 to hit, reach 5 ft., one target. 
  Hit: 8 (1d8+4) bludgeoning damage. 
  When this flail score a critical hit the 
  target must make a DC 15 Constitution 
  saving throw or be scarred. While 
  scarred, the target has disadvantage on 
  all Charisma checks. Each time the 
  target takes a long rest they can repeat 
  the saving throw, healing the scars on a 
  success. Magic such as greater 
  restoration can also remove the scars. 
   
    
   
   
   
    
   
   
  Werebadger 
  Medium humanoid (dwarf, shapechanger), 
  chaotic evil 
  Armour Class 10 in humanoid form, 11 
  (natural armor) in badger or hybrid form 
  Hit Points 105 (14d8 +42) 
  Speed 25 ft. (30 ft., burrow 10 ft. in badger 
  form) 
  Str 16 (+3) Dex 11 (+0) Con 16 (+3)  
  Int 8 (-1) Wis 13 (+1) Cha 7 (-2) 
  Damage Immunities bludgeoning, piercing, 
  and slashing damage from nonmagical 
  weapons that aren't silvered 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common, Dwarven (can’t speak in 
  badger form) 
  Challenge 4 (1,100 XP) 
  TRAITS 
  Fury (Recharges after a Short or Long 
  Rest). When the werebadger takes damage, it 
  can choose to descend into a wild fury. The 
  werebadger fixates on a single creature that has 
  dealt it damage since the werebadger's last turn, 
  and until the fury ends it has advantage on all 
  attack rolls against that target. The fury lasts for 
  1 minute, or until the werebadger chooses to 
  attack another creature or is rendered 
  unconscious or incapacitated.  
  Shapechanger. The werebadger can use its 
  action to polymorph between the forms of a 
  badger-humanoid hybrid, a giant badger, or its 
  true humanoid form. Other than size, its 
  statistics remain the same in each form. Any 
  equipment it is wearing or carrying isn't 
  transformed. It reverts to its true form if it dies. 
  ACTIONS 
  Multiattack (Hybrid Form Only). The 
  werebadger makes two attacks: one with its 
  claws and with its battkeaxe.  
  Battleaxe (Humanoid or Hybrid Form 
  Only). Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8+3) slashing damage.  
  Claws (Badger or Hybrid Only). Melee 
  Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6+3) slashing damage. If the 
  target is a dwarf, it must succeed on a DC 13 
  Constitution saving throw or be cursed with 
  werebadger lycanthropy. 
  
   
   
  45 
   
   
   
  Werepanther 
  Medium humanoid (human, shapechanger), 
  neutral evil 
  Armour Class 12 in humanoid form, 11 
  (natural armor) in panther or hybrid form 
  Hit Points 65 (10d8+10) 
  Speed 30 ft. (40 ft. in panther form) 
  Str 16 (+3) Dex 15 (+2) Con 11 (+1)  
  Int 8 (-1) Wis 12 (+1) Cha 10 (+0) 
  Skills Intimidate +2, Perception +4 
  Damage Immunities bludgeoning, piercing, 
  and slashing damage from nonmagical 
  weapons that aren't silvered 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Common (can't speak in panther 
  form) 
  Challenge 3 (700 XP) 
  TRAITS 
  Keen Hearing and Smell. The werepanther 
  has advantage on Wisdom (Perception) checks 
  that rely on smell or hearing. 
  Pounce (panther or Hybrid Form Only). 
  If the werepanther moves at least 15 feet 
  straight toward 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. If the target is prone, the 
  werepanther can make one bite attack against it 
  as a bonus action.  
  Shapechanger. The werebat can use its action 
  to polymorph between the forms of a panther-
  humanoid hybrid, a panther, or its true 
  humanoid form. Other than size, its statistics 
  remain the same in each form. Any equipment 
  it is wearing or carrying isn't transformed. It 
  reverts to its true form if it dies. 
  ACTIONS 
  Multiattack (Hybrid or Humanoid Form 
  Only). The werepanther makes two attacks, 
  one with its claws and one with its flail. 
  Alternatively, it can use a bite attack in place of 
  its flail.  
  Bite (Panther or Hybrid Form Only). 
  Melee Weapon Attack:+5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8+3) piercing damage.  
  Claws (Panther or Hybrid Form Only). 
  Melee Weapon Attack:+5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) piercing damage.  
  Flail (Hybrid or Humanoid Form Only). 
  Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+3) bludgeoning damage.  
   
  Werebat  
  Medium humanoid (human, shapechanger), 
  neutral evil 
  Armour Class 12 in humanoid form, 13 
  (natural armor) in at or hybrid form 
  Hit Points 44 (8d8 +8) 
  Speed 30 ft. (fly 30 ft. in bat or hybrid form) 
  Str 9 (-1) Dex 15 (+2) Con 13 (+1)  
  Int 11 (+1) Wis 10 (+0) Cha 11 (+0) 
  Skills Perception +2 
  Damage Immunities bludgeoning, piercing, 
  and slashing damage from nonmagical 
  weapons that aren't silvered 
  Damage Vulnerabilities thunder 
  Senses blindsight 60 ft. in hybrid or bat form, 
  passive Perception 10 
  Languages Common (can't speak in bat form) 
  Challenge 2 (450 XP) 
  TRAITS 
  Dive Attack. If the werebat dives 30 feet or 
  more straight toward a target and then hits it 
  with a claws attack, the attack deals an extra 3 
  (1d6) damage to the target. 
  Echolocation. The werebat can’t use its 
  blindsight sense while deafened. 
  Keen Hearing. The werebat has advantage on 
  Wisdom (Perception) checks that rely on 
  hearing. 
  Shapechanger. The werebat can use its action 
  to polymorph between the forms of a bat-
  humanoid hybrid, a giant bat, or its true 
  humanoid form. Other than size, its statistics 
  remain the same in each form. Any equipment 
  it is wearing or carrying isn't transformed. It 
  reverts to its true form if it dies. 
  ACTIONS 
  Multiattack (Hybrid Form Only) The 
  werebat makes two attacks: one with its claws 
  and one with its bite. 
  Claws (Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one target. Hit: 9 
  (2d6+2) slashing damage.  
  Bite (Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach # ft., one target. Hit: 8 
  (1d12+2) piercing damage. If the target is a 
  humanoid, it must succeed on a DC 12 
  Constitution saving throw or be cursed with 
  werebat lycanthropy. 
  Rapier (Humanoid Form Only). Melee 
  Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8+2) piercing damage. 
  
   
   
  46 
   
  Variants: Wererat Rogue and 
  Warrior 
  Stealthy wererats that operates as a rogues 
  wear leather armour (AC 14) and are trained in 
  Deception and with thieves' tools. They use the 
  same statistics as a wererat but gain the 
  following traits: 
  Evasive Movement (1/short rest). 
  When the wererat is missed by a melee attack, 
  as a reaction it can move 10 feet. This 
  movement does not provoke an attack of 
  opportunity. If the wererat ends this 
  movement with concealment they can attempt 
  to Hide.  
  Sneak Attack (1/turn). The wererat 
  deals an extra 3 (1d6) damage when it hits a 
  target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 
  5 feet of an ally of the wererat that isn't 
  incapacitated and the wererat doesn't have 
  disadvantage on the attack roll. 
   
  Warrior wererats are often member of the 
  Renier family who operates as a warrior or 
  bodyguard. They use the same statistics as a 
  wererat except the wear chain shirt (AC 15) 
  and gain the following actions: 
  Action surge (Recharges after a Short 
  or Long Rest). The wererat can take an extra 
  action in his or her turn on top of his regular 
  action and a possible bonus action. Once used, 
  the wererat has to take a short rest to use this 
  ability again. 
  Leadership (Recharges after a Short 
  or Long Rest). For 1 minute, the wererat can 
  utter a special command whenever a wererat 
  or rat that he or she can see within 30 feet of 
  the wererat makes an attack roll. The allied 
  wererat or rat can add a +1 bonus to its roll 
  provided it can hear the wererat warrior. A 
  creature can benefit from only one Leadership 
  bonus at a time. This effect ends if the warrior 
  is incapacitated. 
    
  Variant: Werewolf cleric  
  The lupine clerics of Verbrek follow the 
  Wolf God and employ magic. They use the 
  werewolf stat block except they have a 
  Wisdom of 14 (+2), are Challenge 4 (1,100 XP), 
  and gains the following traits: 
  Wolf affinity. When making a Charisma 
  (Handle Animal) check to train wolves, the 
  cleric is can add double their proficiency bonus 
  to their check.  
  Spellcasting. The werewolf cleric is a 3rd-
  level spellcaster. Its spellcaster ability is 
  Wisdom (spell save DC 12, +4 to attack with 
  spells). The werewolf cleric has the following 
  cleric spells prepared: 
  Cantrip (at will): light, thaumaturgy, xxx 
  1st lvl (4 slots): bless, cure wounds, 
  sanctuary 
  2nd lvl (2 slots): hold person, aid  
   
  Variant: Loup-garou  
  Large and fierce werewolves found in the 
  mountains of the Core, loup-garou use the 
  werewolf stat block is a Challenge of 5 (1,800 
  XP). A loup-garou has 105 hit points (14d10 + 
  28) with the following modifications: 
  Damage Immunities bludgeoning, 
  piercing, and slashing damage from 
  nonmagical weapons that aren't gold 
  Shapechanger. The loup-garou werewolf 
  can use its action to polymorph into a wolf-
  humanoid hybrid or into a dire wolf, or back 
  into its true form, which is humanoid. Its 
  statistics, other than its AC, are the same in 
  each form, except in dire wolf and hybrid form 
  it is Large. Any equipment it, is wearing or 
  carrying isn't transformed. It reverts to its true 
  form if it dies. 
   
  In addition, the loup-garou gains the 
  following attack options: 
  Bite (Dire Wolf or Hybrid Form Only) 
  Melee weapon attack: +3 to hit, reach 5 ft., 
  one target. Hit: 11 (2d8+2) piercing damage. If 
  the target is a humanoid, it must succeed on a 
  DC 13 Constitution saving throw or be cursed 
  with werewolf lycanthropy. 
  Claws (Hybrid Form Only). Melee 
  weapon attack: +3 to hit, reach 5 ft., one 
  target. Hit: 13 (4d4+3) slashing damage. 
   
  
   
   
  47 
   
  Variant: Loup du Noir  
  Also known as skinwalkers, loup du noir 
  rely on a magical wolf pelt to 
  transform, and frequently hunt in 
  packs, either with other werewolves or 
  allied wolves. A loup du noir uses the 
  werewolf stat block with the following 
  modifications: 
  Pack Tactics. The loup du noir 
  has advantage on an attack roll against 
  a creature if at least one of the wolf's 
  allies is within 5 feet of the creature 
  and the ally isn't incapacitated. 
  Shapechanger. The loup du 
  noir werewolf can use its action to 
  don a wolf skin, which merges with 
  their body and polymorphs them into 
  a wolf. Removing the skin is also an 
  action returning them to its true form, 
  which is humanoid. Its statistics, other 
  than its AC, are the same in each form. 
  Any equipment it, is wearing or 
  carrying isn't transformed. A loup 
  du noir does not revert to its true 
  form if it dies unless the wolf skin is 
  removed. 
   
  In addition, the loup du noir gains the 
  following attack option, which replaces 
  the werewolf's bite and claws: 
  Bite (Wolf Form Only) Melee 
  weapon attack: +3 to hit, reach 5 ft., one 
  target. Hit: 8 (1d12+2) piercing damage. 
  If the target is a creature, it must 
  succeed on a DC 12 Strength saving 
  throw or be knocked prone. 
   
   
   
  
   
   
  48 
   
   
  M 
  Marikith 
  Originally found in Islands of Terror.  
  Hunting the dark tunnels beneath the 
  city of Paridon are the hive mind 
  monsters known as the marikith. Their 
  dark forms are roughly humanoid but 
  their frames are compressible and 
  rubbery yet covered in a myriad of 
  overlaid chitinous plates.  
  Common marikith are dangerous only 
  in numbers, something they do not lack. 
  Marikith are masters of mimicry and are 
  adept and copying the sounds and voices 
  of their prey, often calling out to lost 
  travellers in the voices of other travellers 
  or even their friends.  
  At the center of every marikith hive is 
  a queen, a massive bloated figure with a 
  spider-like body and a vaguely human 
  upper torso. A queen can turn victims 
  into marikith and has absolute control 
  over all its offspring.  
   
    
   
   
   
  Marikith 
  Medium aberration, lawful evil 
  Armour Class 16 (natural armor) 
  Hit Points 38 (7d8 +7) 
  Speed 30 ft. 
  Str 13 (+1) Dex 14 (+2) Con 12 (+1) 
  Int 6 (-2) Wis 14 (+2) Cha 6 (-2) 
  Skills Stealth+4 
  Damage Resistances bludgeoning 
  Condition Immunities frightened, charmed  
  Senses darkvision 120’, passive Perception 12 
  Language Understands Common (see voice 
  mimicry), hive mind 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Ambusher. The marakith has advantage on 
  attack rolls against any creature it has 
  surprised. 
  Compression. The marikith can squeeze 
  through spaces as narrow as 1 foot wide without 
  squeezing. In addition, marakith have 
  advantage on ability checks and saving throws 
  to escape a grapple.  
  Hive mind. Marikiths share a hive mind with 
  the Marikith Queen, who controls all marakith 
  within 5 miles. 
  Sunlight sensitivity. While in sunlight, the 
  marakith has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that rely 
  on sight. 
  Voice Mimicry. The marakith can't speak its 
  own words but can mimic speech it has heard. A 
  creature that hears the sounds can tell they are 
  imitations with a successful DC 14 Wisdom 
  (Insight) check. 
  ACTIONS 
  Multiattack. The marikith makes two attacks: 
  one with its claws and one with its bite. 
  Claws. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d4+2) slashing 
  damage.  
  Bite. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6+2) piercing damage. 
  
   
   
  49 
   
  Mist Horror  
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  Weak mist horrors appear like 
  misshapen pockets of mist and vary 
  greatly in appearance. Some have claws 
  while others have numerous tentacles. 
  Mist horrors are the spirits of the dead 
  who were evil enough to attract the 
  attention of the Dark Powers.  
  There is a superstition that anyone 
  buried on a foggy day will become a mist 
  horror. This may or may not be true, but 
  the Vistani themselves seem to take this 
  belief very seriously and that lends great 
  credence to it in the eyes of many. 
   
  Unliving Nature. While not truly 
  undead mist horror doesn't require air, 
  food, drink, or sleep.  
   
   
   
  Mist Horror 
  Medium undead, neutral evil 
  Armour Class 13 (natural armour) 
  Hit Points 44 (8d8 +8) 
  Speed 30 ft., fly 15 ft. 
  Str 12 (+1) Dex 13 (+1) Con 12 (+1)  
  Int 5 (-3) Wis 11 (+0) Cha 9 (-1) 
  Damage Resistances bludgeoning, piercing, 
  and slashing that is nonmagical 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, 
  poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Understands Common (can't 
  speak) 
  Challenge 3 (700 XP) 
  TRAITS 
  Ambusher. The mist horror has advantage on 
  attack rolls against any creature it has 
  surprised. 
  Fugue Aura. Each creature concentrating on a 
  spell that starts its turn within 20 feet of a mist 
  horror must make an immediate DC 12 
  Constitution saving throw to maintain their 
  concentration.  
  Incorporeal Movement. The mist horror can 
  move through other creatures and objects as if 
  they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object. 
  Surprise Attack. If the mist horror surprises 
  a creature and hits it with an attack during the 
  first round of combat, the target takes an extra 
  14 (4d6) damage from the attack. 
  ACTIONS 
  Multiattack. The mist horror makes two slam 
  attacks.  
  Slam. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 8 (2d6+1) bludgeoning 
  damage.  
   
  
   
   
  50 
   
  Moor Hound  
  Originally found in Howls in the 
  Night.  
  If slain in combat, a moor hound does 
  not die, but its essence returns to the 
  swamp to rejuvenate itself. The only way 
  to slay a moor hound is to expose it to 
  the light of the sun. If killed by sunlight 
  or while in direct light its unnatural life 
  ends.  
   
  Constructed Nature. Moor hounds 
  and bog hounds doesn't require air, 
  food, drink, or sleep.  
   
   
    
  Bog Hound 
  Medium construct, unaligned 
  Armour Class 13 (natural armour) 
  Hit Points 32 (5d8 +10) 
  Speed 40 ft. 
  Str 14 (+2) Dex 12 (+1) Con 15 (+2)  
  Int 2 (-4) Wis 12 (+1) Cha 6 (-2) 
  Skills Perception +3 
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Damage Vulnerabilities fire 
  Condition Immunities blindness, 
  exhaustion, paralyzed, poisoned, petrified 
  Senses blindight 60 ft., passive Perception 13 
  Languages –   
  Challenge 1 (200 XP) 
  TRAITS 
  Sunlight Hypersensitivity. The bog hound 
  takes 10 radiant damage when it starts its turn 
  in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks. 
  ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
  If the target is a creature, it must succeed on a 
  DC 12 Strength saving throw or be knocked 
  prone. 
   
  Moor Hound 
  Medium construct, unaligned 
  Armour Class 14 (natural armour) 
  Hit Points 67 (9d10 +18) 
  Speed 50 ft. 
  Str 16 (+3) Dex 11 (+1) Con 15 (+2)  
  Int 12 (+1) Wis 11 (+0) Cha 8 (-1) 
  Damage Immunities bludgeoning, piercing, 
  and slashing from nonmagical attacks 
  Condition Immunities exhaustion, 
  paralyzed, poisoned, petrified 
  Senses darkvision 60 ft., passive Perception 10 
  Languages –   
  Challenge 4 (1,100 XP) 
  TRAITS 
  Sunlight Hypersensitivity. The bog hound 
  takes 30 radiant damage when it starts its turn 
  in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks. 
  ACTIONS 
  Multiattack. The moor hound makes two bite 
  attacks or one bite and one gnaw. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 7 (1d8 + 3) piercing damage. 
  If the target is a creature, it must succeed on a 
  DC 14 Strength saving throw or be knocked 
  prone. 
  Gnaw. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one prone creature. Hit: 15 (2d8 + 3) 
  piercing damage. 
  Bay (Recharges after a Short or Long 
  rest). The howls of a moor hound can shaken 
  even the stoutest warrior. Each creature within 
  100 feet of the moorhound that can hear it 
  baying must succeed on a DC 13 Wisdom saving 
  throw or become frightened for 10 minutes. 
  
   
   
  51 
   
  Mummy  
  Known in the Mists as Ancient Dead, 
  mummies are almost never accidentally 
  created, but purposely preserved through 
  careful rituals.  
  Most common in Har’Akin, some variants 
  can be found in other lands. And as the tombs 
  of the Amber Wastes are plundered, the 
  ancient dead leave their homeland to reclaim 
  their stolen treasures.  
   Dread Mummies 
  Below are a list of potential features 
  mummies can have, along with any 
  adjustment to the vampire’s Challenge Rating.  
  Aura of Despair. Any creature that 
  moves within 15 feet of the mummy or starts 
  its turn there must succeed on a DC 12 
  Wisdom saving throw or suffer disadvantage 
  on their next attack roll, ability check, or 
  saving throw. Creatures immune to being 
  charmed aren’t affected by this aura.  
  This increases the mummy’s Challenge by 1. 
  Children of the Desert (1/day). The 
  mummy magically calls 2d4 swarms of 
  insects. While outdoors, the mummy can call 
  1d4+1 swarms of poisonous snakes 
  instead. The called creatures arrive in 1d4 
  rounds, acting as allies of the mummy and 
  obeying its spoken commands. The beasts 
  remain for 1 hour, until the mummy dies, or 
  until the mummy dismisses them as a bonus 
  action. 
  This increases the mummy’s Challenge by 1. 
  Contagious Rot. The mummy’s curse 
  spreads from victim to victim. When a creature 
  cursed with mummy rot makes skin-to-skin 
  contact with another creature, that creature 
  must make a saving throw or be cursed with 
  mummy rot. 
  This feature increases the mummy’s 
  Challenge by 1. 
  Mummy’s Curse (1/Day). The mummy 
  chooses one creature within 30 feet that has 
  wronged it to be the target of its curse. The 
  target must succeed on a DC 14 Wisdom 
  saving throw or become cursed for a year and a 
  day. The mummy chooses the nature of this 
  curse: 
  The target has disadvantage on ability 
  checks and saving throws made with an ability 
  score of the mummy’s choice. 
   The target has disadvantage on attack 
  rolls against the mummy and its allies. 
   The target takes an extra 4 (ld8) necrotic 
  damage when hit by the mummy. 
  This increases the mummy’s Challenge by 1. 
   
  Regeneration. The mummy regains 5 hit 
  points at the start of its turn if it has at least 1 
  hit point.  
  This feature increases the mummy’s 
  Challenge by 1. 
  Rotting Curse. The mummy’s 
  possessions can transmit its curse. For each 
  hour a creature handles an item taken from a 
  mummy, it must make a saving throw or be 
  cursed with mummy rot. 
  This feature increases the mummy’s 
  Challenge by 1. 
  Tombwalk. The mummy melds with the 
  stone of its tomb or similar structure, stepping 
  into a stone large enough to contain its body. 
  While merged with the stone, the mummy is 
  blinded and has disadvantage on Wisdom 
  (Perception) checks to hear sounds outside the 
  stone. The mummy can move through the 
  stone as if it were difficulty terrain, using its 
  movement to exit. 
  Minor physical damage to the stone doesn't 
  harm the mummy, but its partial destruction 
  or a change in its shape expels the mummy 
  and deals 10 bludgeoning damage. The stone's 
  complete destruction (or transmutation into a 
  different substance) expels mummy and deals 
  25 bludgeoning damage, and it falls prone in 
  the closest unoccupied space. 
   
   
   
  
   
   
  52 
   
  N 
  Nothic 
  Dread Nothics were once wizards who 
  delved too deeply in forbidden lore and were 
  consumed by it or were transformed to Dread 
  Nothics by a terrible curse. They are gifted 
  with cosmic insight and premonition but they 
  are not the persons they were and have no 
  memories of their past lives or selves. 
   
  Dread Nothics tend to live in dark places, 
  underground if possible. While they're not 
  affected by the sun, they avoid the day and 
  keep a nocturnal cycle. Usually Dread Nothics 
  don't try to accumulate more knowledge and 
  aside of bullying a couple of creatures to do 
  their biding, they rarely seek to gain power or 
  lead. 
  Dread Nothic 
  Medium aberration, neutral evil 
  Armour Class 16 (natural armor) 
  Hit Points 45 (6d8 +18) 
  Speed 30 ft. 
  Str 14 (+2) Dex 16 (+3) Con 16 (+3)  
  Int 13 (+1) Wis 12 (+1) Cha 8 (-1) 
  Skills Arcana+3, Insight+5, Perception+3, Stealth+5 
  Senses truesight 120 ft., passive Perception 13 
  Languages Any two languages 
  Challenge 2 (450 XP) 
  TRAITS 
  Allergen. A dread nothic's can’t affect targets over a line of salt, and contact with salt inflicts 5 acid 
  damage. Some are instead vulnerable to knotted hemp rope or fresh lake water. 
  Keen sight. The dread nothic has advantage on Wisdom (Perception) checks that rely on sight and gets a 
  racial +2 bonus to passive perception 
  Premonition. The dread nothic's insight to the future allow it react swiftly. It can’t be surprised and has 
  advantage on initiative rolls. 
  ACTIONS 
  Multiattack. The dread nothic makes two claw attacks 
  Claw. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 6 (1d6+2) slashing damage. 
  Rotting Gaze. The dread nothic chooses a target within 30 that it can see. The target must succeed on a DC 
  12 Constitution saving throw or take (10) 3d6 necrotic damage and contact a rotting disease.  
  After each long rest, a diseased character must make a DC 12 Constitution saving throw. On failure, the 
  character’s hit point maximum is reduced by 5 and they gain 1 level of exhaustion level that can’t be removed 
  while infected. A character dies if their hit point maximum reaches 0. If the character succeeds in two saves 
  in a row, they’re cured of the disease and their hit point maximum returns to normal. 
  Weird insight. The dread nothic chooses one humanoid creature within 30' that it can see. The target 
  must contest its Charisma (Deception) check opposed by the nothic's Wisdom (Insight) check. If the nothic 
  wins it learns one fact or secret about the target. This ability doesn't work on darklords or Vistani. If 
  accidentally used on one, the nothic loses the weird insight, visions of the future and Premonition until it 
  completes a long rest. 
  Visions of the future (1/turn). The Nothic can gain advantage to one attack roll or saving throw. 
  Alternatively, within one round of using this power it can use its reaction to impose disadvantage to one 
  attack against it. 
  
   
   
  53 
   
  A Dread Nothic though may be drawn to a 
  location for reasons unknown to 
  other people without its alien mind. 
  Once it chooses a location that it 
  wants to live in, be it a cavern, 
  abandoned (or inhabited) farm or 
  even a cellar, the Dread Nothic 
  considers that location its own and 
  sets his purp ose to get it and defend 
  it and considers everyone that lives 
  there (except its few minions) or near 
  there a trespasser. Woe to the family 
  that lives in a farm that the Nothic 
  decided it belongs to it. The Dread 
  Nothic won't make suicidal attempts 
  gain the location but it won't relent 
  nor abandon the cause as long as it's 
  interested in that location. A Nothic 
  gradually loses its interest in a 
  location after 2-4 years and starts 
  seeking another location. 
  Nothics sometimes intimidate or 
  persuade goblins, callibans or 
  similar creatures to work for them 
  and they freely blackmail people 
  (or other humanoids) with their 
  knowledge of secrets. 
  There are rumors that the 
  Marikith Queen of Timor or 
  something in the island of 
  Markovia can turn wizards to 
  Dread Nothics. There are tales of 
  wizards and sorcerers that slighted 
  the vistani and were turned to 
  these foul monsters. The Red 
  wizard Hazlik is also rumored 
  to punish magic users that 
  way; there is certainly a larger 
  than usual number of Dread 
  Nothics in Hazlan and a couple 
  have been carrying potions of 
  invisibility that someone provided 
  them. 
  Fear of the Vistani. The dread 
  nothic is afraid of the Vistani and 
  avoids fighting them. 
   
   
   
   
   
  
   
   
  54 
   
   
  O 
  Odem  
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  An odem is an undead spirit that 
  moves into living bodies and takes control 
  of them. It searches for victims with the 
  potential for strong emotions, typicallu 
  fear, anger, or hate. The goal of the odem 
  is always to cause mayhem and 
  destruction. 
   
  Undead Nature. An odem doesn't 
  require air, food, drink, or sleep. 
  However, it enjoys feeding on the fear, 
  anger, and hate of those around it. 
   
   
   
   
  Odem 
  Small undead, chaotic evil 
  Armour Class 11 
  Hit Points 35 (10d6) 
  Speed 0 ft., fly 30 ft. 
  Str 2 (-4) Dex 13 (+1) Con 10 (+0) 
  Int 15 (+2) Wis 14 (+2) Cha 16 (+3) 
  Damage Immunities cold, necrotic, poison 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, 
  poisoned, prone, restrained; bludgeoning, 
  piercing, and slashing from nonmagical 
  attacks 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common (can't speak unless 
  possessing a body) 
  Challenge 3 (1,100 XP) 
  TRAITS 
  Invisible. The odem is invisible. 
  ACTIONS 
  Possession (Recharge 4-6). One humanoid 
  that the odem can see within 5 feet of it must 
  succeed on a DC 13 Charisma saving throw or 
  be possessed by the odem. The odem enters the 
  body through the mouth, nose, or ears and 
  disappears, and the target is incapacitated and 
  loses control of its body. The odem now controls 
  the body but doesn't deprive the target of 
  awareness. The odem can't be targeted by any 
  attack, spell, or other effect, except ones that 
  turn undead, and it retains its alignment, 
  Intelligence, Wisdom, Charisma, and immunity 
  to being charmed and frightened. It otherwise 
  uses the possessed target's statistics, but doesn't 
  gain full access to the target's knowledge but 
  can use its skill and tool proficiencies as well as 
  any class features.  
  The possession lasts until the body drops to 
  0 hit points, the odem ends it as a bonus action, 
  or the odem is turned or forced out by an effect 
  like the dispel evil and good spell. When the 
  possession ends, the odem reappears in an 
  unoccupied space within 5 feet of the body. The 
  target is immune to this odem's Possession for 
  24 hours after succeeding on the saving throw 
  or after the possession ends. 
  
   
   
  55 
   
  Ooze 
  Grave ooze originally found in 
  Denizens of Darkness. 
  Bubbling from a grave and resembling 
  a mass of rotting flesh, the grave ooze is 
  often mistaken as an undead being. 
  Feeding on the flesh of corpses, the living 
  occasionally become prey to this mindless 
  predator. Few grave robbers who have 
  encountered such a creature have survived 
  to tell the tale. 
   
   
   
   
   
  Grave Ooze 
  Large ooze, unaligned 
  Armour Class 7  
  Hit Points 37 (5d10 +10) 
  Speed 10 ft., burrow 5 ft. 
  Str 15 (+2) Dex 5 (-3) Con 15 (+2)  
  Int 2 (-4) Wis 6 (-2) Cha 2 (-4) 
  Damage Resistances acid, necrotic 
  Conditional Immunities Immunities 
  blinded, charmed, deafened, exhaustion, 
  frightened, prone 
  Senses blindsight 60ft. (blind beyond this 
  radius), passive Perception 8 
  Languages - 
  Challenge 2 (450 XP) 
  TRAITS 
  Amorphous. The pudding can move through a 
  space as narrow as 1 inch wide without 
  squeezing. 
  Damage Transfer. While it is grappling a 
  creature, the grave ooze takes only half the 
  damage dealt to it, and the creature grappled by 
  the ooze takes the other half. 
  Toxic Surface. Creatures that start their turn 
  grappled by the grave ooze must succeed on a 
  DC 12 Constitution saving throw or become 
  poisoned for 1 minute. At the start of each of its 
  turns, the poisoned creature takes 3 (1d6) 
  poison damage. A poisoned creature can repeat 
  the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. 
  Emptying a vial of holy water on the target also 
  ends the effect. 
  ACTIONS 
  Pseudopod. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 + 2) 
  bludgeoning damage and taking 7 (2d6) acid 
  damage, and a Large or smaller target is 
  grappled (escape DC 12). Until this grapple 
  ends, the target is restrained, and the grave ooze 
  can't grapple another target. A creature within 5 
  feet of the ooze can take an action to pull a 
  creature or object out of the cube. Doing so 
  requires a successful DC 12 Strength check. 
  
   
   
  56 
   
   
  P 
  Paka  
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
   
  A race of cat-people, the paka live inside 
  human communities and prey upon the 
  humankind. Able to pass easily for human, 
  they spend years sowing evil before being 
  discovered. In their true form paka look like 
  humanoid cats with short tanny fur covering 
  their bodies, pointed ears and long tails that 
  balance their agile movements.  
  Paka 
  Medium humanoid (shapechanger), chaotic evil 
  Armour Class 14 (leather armor) 
  Hit Points 13 (3d8) 
  Speed 35 ft. 
  Str 8 (-1) Dex 17 (+3) Con 11 (+0)  
  Int 13 (+1) Wis 11 (+0) Cha 12 (+1) 
  Senses darkvision 60’, passive Perception 12 
  Languages Aumes, any six languages 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Canine Antipathy. The paka has disadvantage on Charisma checks with canines.  
  Keen sight. The paka have advantage on Wisdom (Perception) checks that rely on sight. 
  Shapechanger. The paka can use its action to polymorph into a cat-humanoid hybrid or back into its 
  alternate form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any 
  equipment it, is wearing or carrying isn't transformed. It reverts to its hybrid form when it dies. 
  Sudden Pounce. If the paka moves at least 20 feet straight toward a creature, it has advantage on claw 
  attacks against that creature. If the target is surprised, the paka also deals an extra 7 (2d6) damage with this 
  attack.  
  Speak with Felines. The paka can communicate with cats as if they shared a language.  
  ACTIONS 
  Multiattack. The paka make two attacks: one with its claws and one with its rapier.  
  Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) 
  slashing damage.  
  Rapier (Humanoid or Hybrid Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 
  (1d6+3) piercing damage.  
  Feline Allies. The paka establishes a telepathic bond with a cat or similar feline that it can see that is 
  within 60 feet of it. The cat make succeed on DC 13 Wisdom saving throw or be charmed by the paka. While 
  the target is charmed, the paka can perceive through its senses. The bond lasts for 10 minutes, until the cat 
  moves out of range, or the paka chooses to end the effect as a bonus action.  
  Lick Wounds (Recharges on a Short or Long Rest). The paka regains 4 (1d8) hit points. 
  
   
   
  57 
   
  Variant: Priest of the Cat Lord 
  Paka clerics worship a god unique to them, 
  and seldom speak of their religion to outsiders. 
  Paka priests use the paka stat block except 
  they have a Wisdom of 14 (+2), 36 (8d8) hit 
  points, are Challenge 2 (200 XP), and gains 
  the following traits: 
  Spellcasting. The priest of the Cat Lord is 
  a 5th-level spellcaster. Its spellcaster ability is 
  Wisdom (spell save DC 12, +4 to attack with 
  spells). The priest has the following cleric 
  spells prepared: 
  Cantrips (at will): guidance, light, sacred 
  flame, thaumaturgy,  
  1st lvl (4 slots): animal friendship, bane, 
  bless, command, speak with animals 
  2nd lvl (3 slots): aid, barkskin, hold person, 
  locate object, spike growth 
  3rd lvl (2 slots): feign death, plant growth, 
  wind wall 
  Pixie 
  Baobhan sith originally found in the 
  Ravenloft Monstrous Compendium Volume 
  III.  
   
  Baobhan Sith 
  Corrupted pixies captured and twisted by 
  the Mists. Baobhan sith use the statistics of 
  pixies but are chaotic evil. And gain the follow 
  attack options: 
  Dagger. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 1 piercing damage. 
  Contagious Laughter (Recharges 
  after a Short or Long Rest). When amused 
  by something a baobhan sith will cackle with 
  insane glee, typically at the sight of human 
  suffering. Each creature within 30 feet must 
  succeed on a DC 13 Wisdom saving throw or 
  succumb to laughter. Laughing creatures are 
  incapacitated and fall prone, being unable to 
  stand up for the duration. A creature with an 
  intelligence score of 4 or less isn't affected. At 
  the end of each of its turns the target can make 
  another Wisdom saving throw, ending the 
  effect on itself on a success.  
   
   
   
  
   
   
  58 
   
   
  R 
  Ravenkin 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  The ravenkin are a long-lived race whose 
  elders claiming to be "a hundred winters" old. 
  Knowledgeable scholars, these creatures are 
  able to provide a wealth of information about 
  virtually any subject.  
  The Vistani claim that ravenkin can see 
  through the eyes of every raven in the land; 
  from the vast knowledge these folk seem to be 
  able to amass on even the shortest notice, that 
  seems to be only a minor exaggeration. 
   
  Ravenkin 
  Use the aarakocra stat block, but are 
  Small, has Intelligence 15 (+2), and lack the 
  Javelin attack with the following: 
  Peck. Melee weapon attack: +4 to hit, 
  reach 5 ft., one target. Hit: 4 (1d4+2) piercing 
  damage. If the creature is grappled by the 
  ravenkin and has eyes, the target must succeed 
  on a DC 12 Dexterity saving throw or have 
  disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight for 1 
  minute. At the end of each of their turns, the 
  creature can repeat the saving throw, ending 
  the effect on a success. If the target fails the 
  saving throw by 5 or more, they are instead 
  blinded for the duration.  
  Variant: Ravenkin as Innate 
  Spellcasters 
  Spellcasting. The ravenkin can innately 
  cast a number of spells equal to its Intelligence 
  modifier. Each spell can be cast once per day, 
  requiring no material components, and the 
  spell's level can be no higher than one-third 
  the ravekin's challenge rating (rounded down). 
  The ravenkin's bonus to hit with spell attacks 
  is equal to its proficiency bonus+ its 
  Intelligence bonus. The ravenkin's spell save 
  DC equals 8 + its proficiency bonus + its 
  Intelligence modifier. 
   
   
  
   
   
  59 
   
  Reaver 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  These foul aquatic people live 
  beneath the waves of the Core’s western 
  shore. They lurk in the shallows, hoping 
  to attack swimmers, fishermen, and 
  small ships. They are extremely 
  territorial, often regarding any human 
  settlement near their lairs as an 
  intrusion upon their territory.  
  From time to time, an individual 
  reaver is exiled from their people for 
  one reason or another (usually failure in 
  an important task). These outcasts leave 
  the salty sea water behind and find a 
  fresh water lake or river in which to live.  
   
    
   
   
  Reaver 
  Medium humanoid, chaotic evil 
  Armour Class 16 (natural) 
  Hit Points 44 (8d8 +8) 
  Speed 20 ft., swim 40 ft. 
  Str 14 (+2) Dex 10 (+0) Con 12 (+1) 
   Int 7 (-2) Wis 14 (+2) Cha 12 (+1) 
  Senses darkvision 120 ft., passive Perception 
  12 
  Languages Aquan 
  Challenge 1 (200 XP) 
  TRAITS 
  Hold Breath. While out of water, the reaver 
  can hold its breath for 1 hour. 
  Razor Scales. Creatures that start their turn 
  grappling with the reaver take 3 (1d6) slashing 
  damage, and creatures that hits the reaver with 
  an unarmed strike take 1 slashing damage.  
  Water Breathing. The reaver can breathe 
  only underwater. 
  ACTIONS 
  Multiattack. The reaver makes three attacks: 
  two claw attacks and one bite attack. If the 
  reaver hits a creature with both claw attacks, it 
  is grappled (escape DC 14) and the reaver can't 
  use its claw attack.  
  Bite. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 7 (2d4+2) piercing damage.  
  Claw. Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 8 (1d12+2) slashing damage. 
  
   
   
  60 
   
  Red Widow 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  The red widow, or spider queen, is an evil 
  and deadly shapechanger that derives vile 
  pleasure in murder. It lures victims with its 
  many charms and promises of delight. Red 
  widows makes their home in cities and towns 
  where it moves about in human guise, 
  seducing victims under cover of darkness.  
   
  In human form, a red widow appears as a 
  beautiful woman with long, flowing red hair. 
  The creature’s dress will always be provocative 
  and inviting. In spider form, a red widow has a 
  bright crimson body with a black, hourglass 
  pattern on its back.  
   
   
  Red Widow 
  Medium monstrosity (shapechanger), neutral evil 
  Armour Class 12 in human form, 16 (natural armour) in spider form  
  Hit Points 45 (12d8 + 12) 
  Speed 30 ft. (climb 30 ft. in spider form) 
  Str 14 (+2) Dex 15 (+2) Con 12 (+1)  
  Int 13 (+1) Wis 13 (+1) Cha 17 (+3) 
  Skills Deception+5 
  Damage Resistances poison 
  Conditional Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 3 (700 XP) 
  TRAITS 
  Shapechanger. The widow can use its action to polymorph into a Large spider or the form of a humanoid. 
  Other than its size, AC, and speed its statistics, are the same in each form. Any equipment it is wearing or 
  carrying isn't transformed. The red widow reverts to the spider form if it dies. 
  Spider climb. While in spider form the red widow can climb difficult surfaces, including upside down on 
  ceilings, without needing to make an ability check. 
  Web Walker. The red widow ignores movement restrictions caused by webbing. 
  ACTIONS 
  Bite (Spider Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing 
  damage and the target must make a DC 14 Constitution saving throw, taking 22 (4d10) poison damage on a 
  failed save, and half as much damage on a successful one. If the red widow is grappling the target, it has 
  advantage on attack rolls against it. 
  Dagger (Humanoid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) 
  piercing damage.  
  Web (recharge 5-6). Ranged Weapon Attack: +4 to hit, ranged 20/40 ft., one creature. Hit: The target is 
  restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the 
  webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire 
  damage; immunity to bludgeoning, poison, 
  and psychic damage). 
  Call Spiders (1/day). The red widow can summon two swarms of spiders, that arrive in 1d4 rounds 
  and act as allies for the widow. The spiders remain for 1 hour, until the red widow dies, or until the red 
  widow dismisses them as a bonus action. 
  
   
   
  61 
   
  Rushlight 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  These malevolent spirits are formed 
  when an evil being is burned alive on a 
  funeral pyre, but escape their burning 
  beds to spread fire and death  
  Undead Nature. A rushlight 
  doesn't require air, food, drink, or sleep.  
   
    
   
   
   
  Rushlight 
  Small undead, chaotic evil 
  Armour Class 12 
  Hit Points 54 (12d6 +12) 
  Speed 0 ft., fly 60 ft. 
  Str 6 (-2) Dex 14 (+2) Con 12 (+1)  
  Int 10 (+0) Wis 11 (+0) Cha 14 (+2) 
  Skills Stealth +4 
  Damage Resistances bludgeoning, piercing, 
  and slashing from nonmagical sources 
  Damage Immunities cold, fire, necrotic, 
  poison, psychic 
  Condition Immunities charmed, exhaustion, 
  frightened, grappled, paralyzed, petrified, 
  poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common 
  Challenge 5 (1,800 XP) 
  TRAITS 
  Invisible. The rushlight can only be seen in a 
  creature's peripheral vision. It is considered to 
  have total concealment, but a successful 
  Wisdom (Perception) check identifies its space. 
  If a creature explicitly tries to see the creature 
  out of the corner of their eye they have 
  advantage on checks to locate the rushlight.  
  Incorporeal Movement. The rushlight can 
  move through other creatures and objects as if 
  they were difficult terrain. It takes 5 (1d10) force 
  damage if it ends its turn inside an object. 
  Actions 
  Burning Touch. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 6 (3d4) fire 
  damage and the target must succeed on a DC 14 
  Dexterity saving throw or catch on fire. While 
  on fire, the creature takes 3 (1d6) damage at the 
  start of each of their turns. This fire cannot be 
  completely extinguished, only temporarily 
  smothered. As an action, a creature can smother 
  the fire, but after 1d4+ rounds the embers 
  reignite. To extinguish the fire, the burning 
  creature must be targeted by dispel magic or 
  dispel evil or good spell or similar magic. 
  Dousing the flames in holy water also 
  extinguishes the magical fire. 
  
   
   
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  S
  Sea Spawn 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  Infiltrating coastal villages with their 
  disgusting spawn, sea spawn use their 
  young to take control of the minds they 
  come into contact with.  
  By day, the sea spawn master lurks in 
  shallow caves or reefs, coordinating the 
  movements of its less intelligent 
  minions.  
   
   
    
   
   
   
   
  Sea Spawn Master 
  Large monstrosity, lawful evil 
  Armour Class 15 (natural armour) 
  Hit Points 150 (20d10 +40) 
  Speed 20 ft., swim 20 ft. 
  Str 14 (+2) Dex 12 (+1) Con 15 (+2)  
  Int 10 (+0) Wis 11 (+0) Cha 13 (+1) 
  Saving Throws Wisdom +3 
  Senses darkvision 60 ft., passive Perception 10 
  Languages understands Common but can't 
  speak 
  Challenge 5 (1,800 XP) 
  TRAITS 
  Slimy Skin. The sea spawn master has 
  advantage on all ability checks and saving 
  throws related to grappling. 
  Telepathic Bond. The sea spawn master can 
  sense what its minions senses as long as they 
  are within 1 mile of each other. Additionally, sea 
  spawn minions obey the telepathic commands 
  of their master, and the master can speak 
  through its minions' host bodies. 
  Water Breathing. The sea spawn master can 
  breathe only underwater. 
  ACTIONS 
  Multiattack. The sea spawn master makes one 
  attack with its claws and one with its bite.  
  Claws. Melee Weapon Attack: +5 to hit, reach 
  10 ft., one target. Hit: 11 (2d8+2) slashing 
  damage.  
  Bite. Melee Weapon Attack: +5 to hit, reach 5 
  ft., one target. Hit: 13 (2d10+2) piercing 
  damage and the target must succeed on a DC 1. 
  Call Aquatic Allies (1/day). The sea spawn 
  master can summon aquatic creatures that 
  arrive in 1d4 rounds and act as its allies, and 
  obeying the sea spawn's mental commands. The 
  beasts remain for 1 hour, until the sea spawn 
  master dies, or until the sea spawn master 
  dismisses them as a bonus action. Choose one 
  of the following options for what appears:  
   One hunter shark 
   Two giant octopi or swarms of 
  quippers 
   Four reef sharks 
   Eight giant crabs 
  
   
   
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  Sea Spawn Minion 
  Tiny monstrosity, lawful evil 
  Armour Class 13 
  Hit Points 3 (1d4 +1) 
  Speed 10 ft., climb 10 ft, swim 20 ft. 
  Str 1 (-5) Dex 17 (+3) Con 12 (+1)  
  Int 6 (-2) Wis 12 (+1) Cha 13 (+1) 
  Skills Stealth +5 
  Senses passive Perception 11 
  Languages understands Common but can't speak outside of a host 
  Challenge 0 (10 XP) 
  TRAITS 
  Limited Amphibiousness. The sea spawn minion can breathe air and water, but it needs to be 
  submerged at least once every 4 hours to avoid suffocating. 
  Telepathic Bond. The sea spawn master can sense what its minions senses as long as they are within 1 
  mile of each other. Sea spawn minions obey any orders given by their master.  
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the minion's space. Hit: 1 piercing 
  damage and the target must succeed on a DC 14 Constitution saving throw against its poison, or become 
  paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the 
  effect on itself on a success. 
  Burrow. The sea spawn minion can bore its way into the head of an incapacitated creature and wrap itself 
  around the creature's brain stem, allowing it to attempt control of the host body. The sea spawn minion 
  initiates a Charisma contest with creature it has burrowed into. If it wins the contest, the sea spawn minion 
  takes control of the body. The sea spawn minion can repeat this contest every round. While inside a 
  creature, the sea spawn minion has total cover against attacks and other effects originating outside its host. 
  The sea spawn minion retains its Intelligence, Wisdom, and Charisma scores, as well as its traits, but 
  otherwise adopts the target's statistics. It knows everything the creature knew, including spells and 
  languages. If the host body drops to 0 hit points, the sea spawn minion must leave it. A protection from evil 
  and good or greater restoration spell cast on the body drives the sea spawn minion out, inflicting 10 (3d6) 
  piercing damage on the victim as the sea spawn minion violently digs its way out. The sea spawn minion can 
  also be removed with a DC 15 Wisdom (Medicine) check that requires a healer's kit and takes 10 minutes. 
  
   
   
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  Shadow Asp 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  Shadow asps are magical creatures 
  conjured into existence by the priests 
  of Har'Akir, typically those revering 
  Osiris, Set, or Nephythys. They are 
  deadly wardens for the tombs of the 
  pharaohs. 
   
   
    
   
  Shadow Asp 
  Tiny monstrosity, lawful neutral 
  Armour Class 13 
  Hit Points 10 (3d4 +3) 
  Speed 30 ft. 
  Str 2(-4) Dex 16 (+3) Con 12 (+1)  
  Int 1 (-5) Wis 10 (+0) Cha 3 (-4) 
  Skills Stealth +5 
  Senses darkvision 60 ft., passive Perception 10 
  Languages - 
  Challenge 1 (200 XP) 
  TRAIT 
  Sunlight Hypersensitivity. The shadow asp 
  takes 10 radiant damage when it starts its turn 
  in sunlight. While in sunlight, it has 
  disadvantage on attack rolls and ability checks. 
  ACTIONS 
  Bite. Melee Weapon Attack:  +5 to hit, reach 5 
  ft., one target. Hit: 2 (1d4) piercing damage, 
  and the target must succeed on a DC 12 
  Constitution saving throw. On a failure, the 
  target's Strength score is reduced by 1d4. The 
  target dies if this reduces its Strength to 0. 
  Otherwise, the reduction lasts until the target 
  finishes a short or long rest. 
  If a humanoid dies from this attack, a 
  shadow rises from the corpse 1d4 hours later. 
   
  
   
   
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  Shadow Fey 
  Shadow fey originally found in 
  Shadow Rift.  
  The faerie race of the Arak, also 
  known as the shadow fey, are a race of 
  sylvan creatures who live in the 
  Shadow Rift, divided between the 
  Seelie and Unseelie Courts.  
  The true nature of the Arak has long 
  been a subject of much debate. 
  Although some travelers mistakenly 
  call these strange beings drow – a term 
  imported from realms such as Toril – 
  this is not accurate. The Arak are not 
  kin to dark elves but creatures of the 
  mysterious Shadowfell. 
  The Arak were created by the 
  eldritch horror, Gwydion, who 
  enslaved eladrin and infused them with 
  the essence of the Plane of Shadow. 
  The Arak are a diverse race, with their 
  bodies and abilities changing over time 
  to match their personality.   
   
   
   
   
   
  Alven 
  Tiny fey, chaotic good 
  Armour Class 13 
  Hit Points 6 (4d4 -4) 
  Speed 10 ft., fly 30 ft. 
  Str 4 (-3) Dex 16 (+3) Con 8 (-1)  
  Int 13 (+1) Wis 16 (+3) Cha 14 (+2) 
  Damage Resistances bludgeoning, piercing, 
  and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, 
  piercing, and slashing damage from cold iron 
  weapons 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Arak 
  Challenge 1/4 (50 XP) 
  TRAITS 
  Innate Spellcasting. The alven spellcasting 
  ability is Charisma (spell save DC 12). The alven 
  can innately cast the following spells, requiring 
  no material components: 
  l/day each: plantgrowth 
  2/day each: barkskin, spike growth 
  3/day each: entangle, goodberry 
  Magic Resistance. The alven has advantage 
  on saving throws against spells and other 
  magical effects. 
  Sunlight Hypersensitivity. The alven takes 
  20 radiant damage when it starts its turn in 
  sunlight. While in sunlight, it has disadvantage 
  on attack rolls and ability checks. 
  ACTIONS 
  Dagger. Melee Weapon Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 1 piercing damage.  
  Change Shape. The alven magically 
  polymorphs into a butterfly or moth, or back 
  into its true form. It reverts to its true form if it 
  dies. Any equipment it is wearing or carrying is 
  absorbed. Its statistics are the same in each 
  form. 
  Wing Dance. The alven flits about in 
  seemingly random patterns. Each creature 
  within 30 feet who can see the alven's dance 
  must succeed on a DC 13 Wisdom saving throw 
  or become charmed by the alven for 1 minute. If 
  the saving throw fails by 5 or more the affected 
  creature is also blinded and deafened while 
  charmed. A charmed 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 
  Wing Dance for the next 24 hours. 
  
   
   
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  Brag 
  Small fey, lawful neutral 
  Armour Class 12 
  Hit Points 44 (8d616) 
  Speed 20 ft. (30 ft. in beast form) 
  Str 15 (+2) Dex 14 (+2) Con 15 (+2)  
  Int 13 (+1) Wis 10 (+0) Cha 11 (+0) 
  Skills Athletics +4 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from leather weapons 
  Damage Immunities cold 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Arak 
  Challenge 2 (450 XP) 
  TRAITS 
  Innate Spellcasting. The brag spellcasting ability is Charisma (spell save DC 10). The brag can innately 
  cast the following spells, requiring no material components: 
  l/day each: protection from energy 
  2/day each: barkskin, shield 
  3/day each: alarm, mage armour 
  Magic Resistance. The brag has advantage on saving throws against spells and other magical effects. 
  Slumber Gaze. When a creature starts its turn within 30 of the brag and can see its eyes, the brag can force 
  it to make a DC 12 Wisdom saving throw if the brag isn't incapacitated and can see the creature. If the saving 
  throw fails the creature falls unconscious for 1 minute.  
  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the brag until the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the brag in the meantime, it must immediately make the save. Undead and creatures 
  immune to being charmed aren't affected by this ability. If a creature's saving throw is successful or the effect 
  ends for it, the creature is immune to the brag's gaze for the next 24 hours. 
  Sunlight Hypersensitivity. The brag takes 20 radiant damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability checks. 
  ACTIONS 
  Slam (Fey Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage and the target must succeed on a DC 12 Wisdom saving throw or believe they are a 
  horse, acting as if they had 2 Intelligence, being unable to cast any spells, and only being able to make hoof 
  attacks. Undead and creatures immune to being charmed aren't affected by this ability. 
  Hoof (Equine Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 
  bludgeoning damage and the target must succeed on a DC 12 Wisdom saving throw or believe they are a 
  horse, acting as if they had 2 Intelligence, being unable to cast any spells, and only being able to make hoof 
  attacks. Undead and creatures immune to being charmed aren't affected by this ability..  
  Change Shape. The brag magically polymorphs into an equine beast, such as a pony or mule, or back into 
  its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed. Other 
  than movement, its statistics are the same in each form. 
  
   
   
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  Fir 
  Small fey, neutral good 
  Armour Class 12 
  Hit Points 21 (6d6) 
  Speed 20 ft. (climb 10 ft. beast form) 
  Str 8 (-1) Dex 15 (+2) Con 11 (+0)  
  Int 16 (+3) Wis 12 (+1) Cha 14 (+2) 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from tin weapons 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Arak 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Charming Gaze. When a creature starts its turn within 30 of the fir and can see its eyes, the fir can force it 
  to make a DC 12 Wisdom saving throw if the fir isn't incapacitated and can see the creature. If the saving 
  throw fails the creature falls charmed by the fir for 1 minute.  
  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the fir until the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the fir in the meantime, it must immediately make the save. Undead and creatures immune 
  to being charmed aren't affected by this ability. If a creature's saving throw is successful or the effect ends for 
  it, the creature is immune to the fir's gaze for the next 24 hours. 
  Innate Spellcasting. The fir spellcasting ability is Charisma (spell save DC 12). The fir can innately cast the 
  following spells, requiring no material components: 
  l/day each: stinking cloud 
  3/day each: Tenser's floating disk, unseen servant, web 
  Magic Resistance. The fir has advantage on saving throws against spells and other magical effects. 
  Sunlight Hypersensitivity. The fir takes 20 radiant damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability checks. 
  ACTIONS 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.  
  Change Shape. The fir magically polymorphs into a rodent, such as a rat or hedgehog, or back into its true 
  form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed. Other than 
  movement, its statistics are the same in each form. 
  Confusing Babble (Recharges after a Short or Long Rest). The fir can start a rambling and 
  disjointed conversation that disorientates listeners. Each creature within 60 feet of the fir that can hear the 
  fir must make a DC 12 Wisdom saving throw.  
  On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to 
  determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature 
  takes no action but uses all its movement to move in a random direction. On a 1 or 8, the creature makes one 
  melee attack against a random creature, or it does nothing if no creature is within reach. 
   
  
   
   
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  Muryan 
  Medium fey, chaotic neutral 
  Armour Class 13 
  Hit Points 55 (10d8+10) 
  Speed 30 ft. (burrow 10 ft. beast form) 
  Str 14 (+2) Dex 16 (+3) Con 12 (+1)  
  Int 13 (+1) Wis 12 (+1) Cha 14 (+2) 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from mithril weapons 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Arak 
  Challenge 4 (1,100 XP) 
  TRAITS 
  Battle Dance. When a creature starts its turn within 30 feet of the muryan while it is fighting and can see it, 
  the muryan can magically force it to make a DC 12 Wisdom saving throw. 
  On a failure, the target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't 
  use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's 
  abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the affected 
  creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't 
  take effect until the creature's next turn, and the creature must use its action on that turn to complete the 
  spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at 
  the end of its turn. On a successful save, the effect ends for it. 
  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the muryan until the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the muryan in the meantime, it must immediately make the save. Undead and creatures 
  immune to being charmed aren't affected by this ability. If a creature's saving throw is successful or the effect 
  ends for it, the creature is immune to the muryan's dance for the next 24 hours. 
  Innate Spellcasting. The muryan spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell 
  attacks). The muryan can innately cast the following spells, requiring no material components: 
  l/day each: lightning bolt 
  2/day each: gust of wind, scorching ray 
  3/day each: burning hands, thunderwave 
  Magic Resistance. The alven has advantage on saving throws against spells and other magical effects. 
  Sunlight Hypersensitivity. The alven 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 muryan makes three scimitar attacks. 
  Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) slashing damage and the 
  target must succeed on a DC 13 Wisdom saving throw or begin a ritualistic dance for 1 minute. While 
  dancing, the target has disadvantage on all attack rolls and ability checks. If the saving throw fails by 5 or 
  more, the target is also blinded while dancing.  
  Change Shape. The muryan magically polymorphs into a weasel or badger, or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed. Other than movement, 
  its statistics are the same in each form. 
   
  
   
   
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  Portune 
  Tiny fey, lawful good 
  Armour Class 10 
  Hit Points 6 (4d4 -4) 
  Speed 20 ft. (fly 20 ft. in fey form) 
  Str 6 (-2) Dex 11 (+0) Con 8 (-1)  
  Int 18 (+4) Wis 13 (+1) Cha 16 (+3) 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from copper weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Arak 
  Challenge 1/4 (50 XP) 
  TRAITS 
  Fumbling Gaze. When a creature starts its turn within 30 of the portune and can see its eyes, the portune 
  can force it to make a DC 13 Wisdom saving throw if the portune isn't incapacitated and can see the creature. 
  If the saving throw fails the creature has disadvantage on all weapon attacks for 1 minute, and whenever it 
  misses with a weapon attack it must succeed on a DC 12 Dexterity saving throw or drop one item it is holding. 
  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the portune until the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the portune in the meantime, it must immediately make the save. Undead and creatures 
  immune to being charmed aren't affected by this ability. If a creature's saving throw is successful or the effect 
  ends for it, the creature is immune to the portune's gaze for the next 24 hours. 
  Innate Spellcasting. The portune spellcasting ability is Charisma (spell save DC 13). The portune can 
  innately cast the following spells, requiring no material components: 
  l/day each: beacon of hope 
  2/day each: healing word, lesser restoration 
  3/day each: bless, cure wounds 
  Magic Resistance. The portune has advantage on saving throws against spells and other magical effects. 
  Sunlight Hypersensitivity. The portune takes 20 radiant damage when it starts its turn in sunlight. While 
  in sunlight, it has disadvantage on attack rolls and ability checks. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage and its hit point 
  maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target receives a 
  greater restoration spell or similar magic or a portune treats the injury. 
  Change Shape. The portune magically polymorphs into a reptile, such as a turtle or lizard, or back into its 
  true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed. Its 
  statistics are the same in each form. 
  
   
   
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  Powrie 
  Tiny fey, chaotic evil 
  Armour Class 13 
  Hit Points 25 (10d4) 
  Speed 10 ft., fly 30 ft. 
  Str 4 (-3) Dex 17 (+3) Con 11 (+0)  
  Int 13 (+1) Wis 12 (+1) Cha 13 (+1) 
  Skill Stealth +5 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from platinum weapons 
  Damage Immunities lightning 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Arak 
  Challenge 2 (450 XP) 
  TRAITS 
  Evil Grin. When a creature starts its turn within 30 of the portune and can see the powrie, the powrie can 
  force it to make a DC 12 Wisdom saving throw if the powrie isn't incapacitated and can see the creature. If the 
  saving throw fails the creature is frightened of the powrie for 1 minute. As an action, a frightened creature can 
  repeat the saving throw, ending the effect on itself on a success. 
  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the powrie until the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the powrie in the meantime, it must immediately make the save. If a creature's saving throw 
  is successful or the effect ends for it, the creature is immune to the powrie's grin for the next 24 hours. 
  Innate Spellcasting. The powrie spellcasting ability is Charisma (spell save DC 11). The powrie can 
  innately cast the following spells, requiring no material components: 
  l/day each: major image 
  2/day each: blur, invisibility 
  3/day each: disguise self, silent image 
  Magic Resistance. The powrie has advantage on saving throws against spells and other magical effects. 
  Sneak Attack (1/Turn). The powrie deals an extra 3 (1d6) damage when it hits a target with a weapon 
  attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't 
  incapacitated and the powrie doesn't have disadvantage on the attack roll. 
  Sunlight Hypersensitivity. The powrie 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 powrie makes two attacks, one with its dagger and one with its bite. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage, and the target 
  must succeed on a DC 12 Constitution saving throw or become poisoned until the end of its next turn. If the 
  creature fails the saving throw by 5 or more it is blinded while it is poisoned.  
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target must 
  make a DC 13 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Change Shape. The powrie magically polymorphs into a wasp, hornet, or bee, or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed. Its statistics are the 
  same in each form. 
  Shriek (Recharges after a Short or Long Rest). Each creature within 30 feet of the powrie who can 
  hear it must succeed on a DC 13 Constitution saving or become deafened for 1 minute. At the end of each of 
  its turns, a deafened creature can make a new Constitution saving throw, ending the effect on itself as a 
  success.  
   
  
   
   
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  Shee 
  Medium fey, neutral 
  Armour Class 12 
  Hit Points 49 (14d8 - 14) 
  Speed 30 ft. (fly 30 ft. in bird form) 
  Str 11 (+0) Dex 15 (+2) Con 9 (-1)  
  Int 15 (+2) Wis 12 (+1) Cha 16 (+3) 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from lead weapons 
  Damage Immunities lightning 
  Condition Immunities frightened 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Arak 
  Challenge 3 (700 XP) 
  TRAITS 
  Fumbling Gaze. When a creature starts its turn within 30 of the shee and can see its eyes, the shee can 
  force it to make a DC 13 Wisdom saving throw if the shee isn't incapacitated and can see the creature. If the 
  saving throw fails the creature has disadvantage on all weapon attacks for 1 minute, and whenever it misses 
  with a weapon attack it must succeed on a DC 12 Dexterity saving throw or drop one item it is holding. 
  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the shee until the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the shee in the meantime, it must immediately make the save. Undead and creatures 
  immune to being charmed aren't affected by this ability. If a creature's saving throw is successful or the effect 
  ends for it, the creature is immune to the shee's gaze for the next 24 hours. 
  Innate Spellcasting. The shee spellcasting ability is Charisma (spell save DC 13). The shee can innately 
  cast the following spells, requiring no material components: 
  l/day each: confusion 
  2/day each: crown of madness, hold person, suggestion 
  3/day each: Tasha's hideous laughter 
  Magic Resistance. The shee has advantage on saving throws against spells and other magical effects. 
  Sunlight Hypersensitivity. The shee takes 20 radiant damage when it starts its turn in sunlight. While in 
  sunlight, it has disadvantage on attack rolls and ability checks. 
  Actions 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.  
  Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage and the target must succeed on a DC 13 Wisdom saving throw or be cursed. While cursed, the target 
  has either disadvantage on type of ability checks of the shee's choice or has vulnerability to a damage type of 
  the shee's choice. The curse lasts until ended with a remove curse spell, greater restoration spell, or similar 
  magic. 
  Change Shape. The shee magically polymorphs into a Tiny or Small bird, such as a nightingale or swan, or 
  back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is 
  absorbed. Other than its size and movement, its statistics are the same in each form. 
  Charming Kiss. The shee kisses an incapacitated or a willing creature. The target must succeed a DC 15 
  Constitution saving throw or be charmed by the shee. The creature remains charmed until the shee releases 
  the creature from the effect or the creature is targeted with a remove curse spell, greater restoration spell, or 
  similar magic. 
   
  
   
   
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  Sithe 
  Medium fey, lawful evil 
  Armour Class 12 
  Hit Points 49 (14d8 - 14) 
  Speed 30 ft. 
  Str 11 (+0) Dex 15 (+2) Con 9 (-1)  
  Int 17 (+3) Wis 12 (+1) Cha 16 (+3) 
  Skills Stealth +4 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from silver weapons 
  Damage Immunities fire 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Arak 
  Challenge 4 (1,100 XP) 
  TRAITS 
  Fumbling Gaze. When a creature starts its turn within 30 of the sithe and can see its eyes, the sithe can 
  force it to make a DC 13 Wisdom saving throw if the sithe isn't incapacitated and can see the creature. If the 
  saving throw fails the creature has disadvantage on all weapon attacks for 1 minute, and whenever it misses 
  with a weapon attack it must succeed on a DC 12 Dexterity saving throw or drop one item it is holding. 
  Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the 
  creature does so, it can't see the sithe until the start of its next turn, when it can avert its eyes again. If the 
  creature looks at the sithe in the meantime, it must immediately make the save. Undead and creatures 
  immune to being charmed aren't affected by this ability. If a creature's saving throw is successful or the effect 
  ends for it, the creature is immune to the sithe's gaze for the next 24 hours. 
  Innate Spellcasting. The sithe's spellcasting ability is Charisma (spell save DC 12, +5 to hit with spell 
  attacks). The sithe can innately cast the following spells, requiring no material components: 
  l/day each: animate dead, bestow curse 
  2/day each: blindness/deafness, ray of enfeeblement 
  3/day each: false life, gentle repose, ray of sickness 
  Magic Resistance. The sithe has advantage on saving throws against spells and other magical effects. 
  Sunlight Hypersensitivity. The sithe 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 sithe makes three rapier attacks. 
  Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.  
  Change Shape. The sithe magically polymorphs into shadow or back into its true form. It reverts to its true 
  form if it dies. Any equipment it is wearing or carrying is absorbed. Its statistics are the same in each form, 
  but while in shadow form the sithe can move through a space as narrow as 1 inch wide without squeezing, 
  and in dim light or darkness it can take the Hide action as a bonus action. 
  Frightful Presence. Each creature of the sithe's choice within 60 feet of it and aware of it must succeed on 
  a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at 
  the end of each of its turns, with disadvantage if the sithe is within line of sight, 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 
  sithe's Frightful Presence for the next 24 hours. 
  REACTIONS 
  Parry. The sithe adds 2 to its AC against one melee attack that would hit it. To do so, the sithe must see the 
  attacker and be wielding a melee weapon. 
  
   
   
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  Teg 
  Small fey, neutral evil 
  Armour Class 11 
  Hit Points 33 (6d6+12) 
  Speed 30 ft., burrow 15 ft. 
  Str 14 (+2) Dex 13 (+1) Con 15 (+2)  
  Int 13 (+1) Wis 16 (+3) Cha 11 (+0) 
  Skills Stealth +3 
  Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical sources 
  Damage Vulnerabilities bludgeoning, piercing, and slashing damage from gold weapons 
  Damage Immunities cold 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Arak 
  Challenge 1/2 (100 XP) 
  TRAITS 
  Innate Spellcasting. The teg spellcasting ability is Charisma (spell save DC 12). The alven can innately cast 
  the following spells, requiring no material components: 
  l/day each: conjure animals 
  2/day each: animal messenger, pass without trace 
  3/day each: animal friendship, speak with animals 
  Magic Resistance. The teg has advantage on saving throws against spells and other magical effects. 
  Sunlight Hypersensitivity. The teg 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 teg makes two attacks, one with its claws and one with its grapple.  
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Instead of 
  dealing damage, the teg can grapple the target (escape DC 12). 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. 
  Change Shape. The teg magically polymorphs into a canine, such as a fox or coyote, or back into its true 
  form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed. Its statistics are 
  the same in each form. 
  Confusing Howl. Creatures within 30 feet of the teg that can hear it must make a DC 12 Wisdom saving 
  throw. Creatures immune to the charmed condition are unaffected.  
  On a failure, the target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it 
  can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the 
  creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the 
  affected creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the 
  spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to 
  complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another Wisdom 
  saving throw at the end of its turn. On a successful save, the effect ends for it. If a creature's saving throw is 
  successful or the effect ends for it, the creature is immune to the teg's howl dance for the next 24 hours. 
  
   
   
  74 
   
  Skeleton 
  Shadow fey originally found in Shadow Rift 
  and Strahd skeleton originally found in the 
  Ravenloft Monstrous Compendium Volume 
  III.  
   
  Variant: Burning Skeleton 
  Created from the bones of murder victims, 
  burning skeletons are consumed by an 
  unending blue flame that reflects their 
  hopeless rage. They use the skeleton stat 
  block, but has immunity to fire damage, 
  vulnerability to cold damage, and the following 
  additional trait: 
  Fiery Body. A creature that touches the 
  burning skeleton take 3 (1d6) fire damage. 
  The burning skeleton has the following 
  attack option in place of the skeleton's 
  shortsword: 
  Slam. Melee Weapon Attack: +4 to hit, 
  reach 10 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage and 3 (1d6) fire 
  damage. 
   
  Variant: Crimson Bones 
  These horrific undead and 
  spontaneously created when someone 
  is flayed alive during sacrificial ritual. 
  They appear as skeletons continually 
  dripping fresh blood. They are driven by an 
  insane hatred for living beings and a lust for 
  vengeance. They use the skeleton stat 
  block, but have the following additional 
  trait: 
  Blood Poisoning. A creature that 
  touches the crimson bones or hits it with 
  a melee weapon while within 5 feet must 
  make a DC 12 Constitution saving 
  throw. On a failure, the creatures 
  becomes diseased. After each long 
  rest, the infected creature must make a 
  DC 12 Constitution saving throw. On 
  a failure they gain 1 level of 
  exhaustion. If the creatures succeeds 
  on three consecutive saving throws they 
  are cured of the disease. 
  Variant: Strahd Skeleton 
  These skeletons are created by a magical 
  ritual known only to Count Strahd of Barovia. 
  A strahd skeleton has a challenge rating of 2 
  (450 XP). They use the skeleton stat block 
  except it has 65 (10d8+20) hit points, 
  blindsight 30 ft., and gains the following traits: 
  Magic Resistance. The Strahd skeleton 
  has advantage on saving throws against spells 
  and other magical effects. 
  Regeneration. The Strahd skeleton 
  regains 5 hit points at the start of its turn. If 
  the skeleton takes radiant damage, this trait 
  doesn't function on its next turn. The skeleton 
  only dies if it starts its turn with 0 hit points 
  and cannot regenerate. 
  The Strahd skeleton has the following 
  attack option: 
  Multiattack. The Strahd skeleton makes 
  two shortsword attacks.  
   
   
  
   
   
  75 
   
  Skin Thief 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III.  
  Bizarre beast men, small clans of skin 
  thieves scuttle through the wastelands of 
  Core, searching for unsuspecting victims 
  to rob. As their name implies, skin 
  thieves kill their victims in order to steal 
  their skins. Once in possession of their 
  hideous trophies, the skin thieves don 
  these hides and assume the outward 
  appearance of their victims.  
   
   
   
  Skin Thief 
  Medium humanoid, chaotic evil 
  Armour Class 15 (natural armour) 
  Hit Points 27 (6d8 +6) 
  Speed 30 ft. 
  Str 14 (+2) Dex 16 (+3) Con 
  13 (+1)  
  Int 7 (-2) Wis 14 (+2) Cha 12 (+1) 
  Skills Deception +3 
  Senses passive Perception +12 
  Languages Common 
  Challenge 1 (200 XP) 
  TRAITS 
  Ambusher. The skin thief has advantage on 
  attack rolls against any creature it has 
  surprised. 
  Skin Theft. The skin thief can remove the skin 
  from a humanoid creature that is incapacitated 
  or has been dead less than a day. This process 
  takes 10 minutes. As an action, a skin thief can 
  don a stolen skin, gaining advantage on 
  Charisma checks to disguise themselves. A 
  stolen skin remains usable for 1 week, after 
  which it decays beyond use. A skin thief that 
  takes damage while wearing a skin must 
  succeed on a DC 14 Dexterity saving throw, or 
  the suit becomes damaged revealing their true 
  appearance.  
  Surprise Attack. If the skin thief 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. 
  ACTIONS 
  Multiattack. The skin thief makes two claw 
  attacks. 
  Claw. Melee attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6+3) slashing damage. 
  
   
   
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  Spectre 
  Radiant spirit originally found in the 
  Ravenloft Monstrous Compendium Volume 
  III.  
   
  Variant: Radiant Spirit 
  The spirit of a powerful cleric or paladin, a 
  radiant spirit uses the specter stat block 
  except it is lawful evil and gains the following 
  additional trait:  
  Blinding Aura. At the start pf each of the 
  radiant spirit’s turns, each creature within 15 
  feet must succeed on a DC 12 Constitution 
  saving throw or be blinded until the end of its 
  next turn. If the saving throw fails by 5 or 
  more, the creature is permanently blinded.  
  Unless surprised, a creature can avert its 
  eyes to avoid the saving throw at the start of its 
  turn. If the creature does so, it can't see the 
  radiant spirit until the start of its next turn, 
  when it can avert its eyes again. If the creature 
  looks at the radiant spirit in the meantime, it 
  must immediately make the save. 
   
   
  
   
   
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  V 
  Vampire 
  Dwarf, elf, gnome, and halfling vampires 
  were priginally found in the Ravenloft 
  Monstrous Compendium Volume I & II and 
  the obiri (as the nosferatu) and vorlog were in 
  the Ravenloft Monstrous Compendium 
  Volume III. 
  No two vampires are ever alike. Over time, 
  various bloodlines – or strains – of vampires 
  have emerged. The nature of their curse or 
  background often alters the vampire’s undead 
  abilities.  
  Dread Vampires 
  Below are a list of potential features 
  vampires can have, along with any adjustment 
  to the vampire’s Challenge Rating.  
  Aura of Despair. Any creature that 
  moves within 15 feet of the vampire or starts 
  its turn there must succeed on a DC 17 
  Wisdom saving throw or suffer disadvantage 
  on their next attack roll, ability check, or 
  saving throw. Creatures immune to being 
  charmed aren’t affected by this aura.  
  This increases the vampire’s Challenge by 1. 
  Blood Frenzy. The vampire has 
  advantage on melee attack rolls against any 
  creature that doesn't have all its hit points. 
  This increases the vampire’s Challenge by 1. 
  Blood Scent. The vampire has advantage 
  on all Wisdom (Perception) checks and 
  Wisdom (Survival) checks related to any 
  creature that doesn’t have all its hit points. 
  Ebon Shroud. Darkness spreads out in a 
  15-foot radius from the ghost. The darkness 
  spreads around corners.  Creature with 
  darkvision other than the ghost can't see 
  through this darkness, and nonmagical light 
  can't illuminate it. 
  Frightful Presence. Each creature of the 
  vampire’s choice within 60 feet of it and aware 
  of it must succeed on a DC 17 Wisdom saving 
  throw or become frightened for 1 minute. A 
  creature can repeat the saving throw at the end 
  of each of its turns, with disadvantage if the 
  vampire is within line of sight, 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 
  Frightful Presence for the next 24 hours. 
  Hypnotic Vapour (1/day). While it has 
  at least 1 hit point and is in mist form, the 
  vampire can use its Charm ability on any 
  creature whose space it is sharing. 
  Unnatural Aura. The vampire unnerves 
  animals. Beasts must succeed on a DC 17 
  Wisdom saving throw to move closer to the 
  vampire than 30 feet and the vampire 
  automatically fails all Wisdom (Animal 
  Handling) checks. 
  Zombie Mastery. The vampire can wrest 
  control of zombies. At the start of their turn, 
  any zombie not under the control of the 
  vampire must succeed on a DC 17 Wisdom 
  saving throw or be subject to the mental 
  commands of the vampire, as if the vampire 
  had cast animate dead. 
   
  Variant: Caliban Vampire 
  Caliban are outsiders but caliban vampires, 
  or alocka, are avoided even by other undead. 
  The process of becoming a vampire makes a 
  caliban even more disfigured and inhuman in 
  appearance. Their skin is covered in open 
  sores and irregular lumps, while inflicted 
  wounds oozing thick pus. Their features are 
  grotesque and asymmetrical, twisted into a 
  mockery of humanity and the barest 
  semblance of life. 
  Caliban vampires have the same statistics 
  as a vampire but instead of taking the form of 
  a cloud of mist in its Shapechanger and Misty 
  Escape traits, it turns into a Large cloud of foul 
  gas. When the cloud enters a creature space or 
  a creature starts its turn in the cloud, the 
  creature must succeed on a DC 16 Constitution 
  saving throw or become nauseous and unable 
  to take any actions for 1 minute. At the end of 
  each of their turns, a nauseous creature can 
  make a new Constitution saving throw, ending 
  the effect on itself on a success.  
   
  
   
   
  78 
   
  Variant: Cerebral Vampire 
  Originating on the small island of Dominia, 
  cerebral vampires feed on the fluid of the brain 
  and spinal column.  
  Cerebral vampires use the same statistics as 
  a vampire but affect the mind of their 
  victims, their touch causing confusion and 
  their gaze hypnotizing the weak willed. Their 
  Bite differs from the common vampires' and 
  they lack the Unarmed Strike and Multiattack 
  actions. They have following attack options: 
  Confusing Touch. Melee Spell Attack: +7 
  to hit, reach 5 ft., one creature. Hit: The target 
  must succeed on a DC 15 Wisdom saving 
  throw, or it can't take reactions until the end of 
  its next turn. On its turn, the target can't move, 
  and it uses its action to make a melee or 
  ranged attack against a randomly determined 
  creature within range. If the target can't 
  attack, it does nothing on its turn. 
  Bite. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one willing creature, or a creature 
  that is confused by the vampire, incapacitated, 
  or restrained. Hit: 17 (5d6) psychic damage 
  and the target must make a DC 16 Intelligence 
  saving throw or gain a short-term madness. 
  Creatures repeatedly driven mad by this attack 
  might instead have to save against a long-term 
  or even indefinite madness at the DM's 
  discretion.  
  Hypnotic Gaze. 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 DC 15 Wisdom saving throw 
  against this magic or become charmed by the 
  vampire. While charmed, the creature is 
  incapacitated and has a speed of 0. 
  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 Coast (1/day). While 
  outside, the vampire magically calls 3d8 
  seagulls (use the statistics for hawks) or 3d6 
  wolves. 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. 
  Variant: Dwarf Vampire 
  To the dwarves, vampires are known as the 
  drinkers of the earthblood or uppyr. Dwarven 
  vampires loath sunlight more than typical 
  vampires, being creatures of absolute darkness 
  The dwarf vampire has the same statistics 
  as a vampire but are immune to poison 
  damage and the poisoned condition. They lack 
  the Shapechanger and Misty Escape traits, and 
  have different Vampiric Weaknesses. It 
  replaces those traits those the following 
  features:  
  Stonewalk. The dwarf vampire can move 
  through solid stone as if it were difficult 
  terrain. It takes 5 (1d10) force damage if it 
  ends its turn inside a wall or object made of 
  worked stone. 
  Additionally, when it drops to 0 hit points 
  outside its resting place, the vampire is pulled 
  through the stone directly back to its 
  sarcophagus, provided the vampire isn't in 
  sunlight or a pool of springwater. It must 
  reach its resting place within 2 hours or it 
  merges with the nearest stone and is 
  destroyed. Once in its resting place it is 
  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.  
  Vampiric Weaknesses. The dwarf 
  vampire has the following flaws:  
  Blocked by Powdered Metal. The vampire 
  can't cross a line of powdered metals or 
  personally interact with such a line.  
  Forbiddance. The vampire can't enter 
  buildings whose walls or ceiling aren't partially 
  made of stone. 
  Harmed by Natural Springs. The vampire 
  takes 20 acid damage if it ends its turn in a 
  pool fed by a natural spring, and treats fresh 
  springwater as if it were holy water.  
  Spike to the Heart. If a natural stalagmite 
  or stalactite 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 Sensitivity. While in sunlight, the 
  
   
   
  79 
   
  vampire has disadvantage on attack rolls, 
  Wisdom (Perception) checks that rely on sight, 
  and its regeneration does not function.  
   
  Dwarf vampires also lack the Charm ability 
  and cannot call wolves with Children of the 
  Night, instead having the following action 
  options: 
  Terror Gaze. The dwarf vampire targets 
  one humanoid it can see within 20 feet of it. If 
  the target can see the vampire, the target must 
  succeed on a DC 17 Wisdom saving throw 
  against this magic or be frightened by the 
  vampire. A creature can repeat the saving 
  throw at the end of each of its turns, with 
  disadvantage if the vampire is within line of 
  sight, 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 Terror Gaze for the next 24 hours. 
  Children of the Earth (1/day). The 
  dwarf vampire magically calls 2d4 swarms of 
  bats or swarms of rats, provided that it is 
  underground. While outdoors, the vampire 
  can call 3d6 giant badgers 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. 
   
  Variant: Elf Vampire 
  When an elf becomes a vampire it is 
  especially tragic, for the race is so in love with 
  life and repelled by death. As they are twisted 
  by the necromantic energy, elven vampires, 
  also known craenag-follei, become forces of 
  unlife who common plants with a touch and 
  corrupt living things with their caress. 
  Elven vampires have the same statistics as a 
  vampire but are immune to the charmed 
  condition. They lack the Misty Escape trait, 
  change into different forms with their 
  Shapechanger feature, and have different 
  Vampiric Weaknesses. It replaces those traits 
  those the following features:  
   
  Innate Spellcasting. The vampire 
  spellcasting ability is Intelligence (spell save 
  DC 15, +7 to hit with spell attacks). The 
  vampire can innately cast the following spells, 
  requiring no material components: 
  3/day each: entangle, spike growth 
  1/day: giant insect, wall of thorns  
  Shapechanger. If the elf vampire isn't in 
  sunlight or running water, it can use its action 
  to polymorph into a Small eagle, a Large 
  giant eagle, or back into its true form.  
  While in eagle form, the vampire can't 
  speak, its walking speed is 10 feet, and it has a 
  flying speed of 60 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. 
  Topiary Escape. Once on each of its 
  turns, the elf vampire can use 10 feet of its 
  movement to step magically into one living 
  tree within its reach and emerge from a second 
  living tree within 1 mile of the first tree, 
  appearing in an unoccupied space within 5 feet 
  of ' the second tree. Both trees must be Large 
  or bigger and it must have seen or touched the 
  destination plant at least once. Within 1 day of 
  the vampire using this ability, both the trees 
  begins to wither, dying after 1 month.  
  Additionally, when it drops to 0 hit points 
  outside its resting place, the vampire is pulled 
  towards the nearest tree and ejected into its 
  coffin, provided the vampire isn't in 
  moonlight. Once in its resting place it is 
  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. 
  Vampiric Weaknesses. The elf vampire 
  has the following flaws:  
  Barred by Petals. The vampire can't cross 
  or interact with a line of fresh flower petals 
  picked within the last day.  
  Black Thumb. Any plant the vampire 
  touches withers. Tiny plants die instantly, but 
  Small or Medium plants die over a day, while 
  Large or bigger plants take up to a week to 
  perish. 
  Harmed by Sap. The vampire takes 5 acid 
  damage if struck with sap from deciduous tree. 
  Moonlight Hypersensitivity. The vampire 
  takes 10 radiant damage when it starts its turn 
  outside during the night. This damage is 
  doubled in moonlight, and while in moonlight, 
  
   
   
  80 
   
  the vampire has disadvantage on attack rolls 
  and ability checks.  
  Stake to the Heart. If a piercing weapon 
  made of burnt wood or charcoal 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.  
  Underground Vulnerability. The vampire's 
  regeneration doesn't function on any turn the 
  vampire starts underground.  
   
  Elf vampire also lack Multiattack and 
  Unarmed Strike, has a less potent Bite, 
  summons different creatures with Children of 
  the Night, and lose their ability to Charm. 
  Instead, they have the following action option: 
  Scarring Touch (Vampire Form 
  Only). Melee Weapon Attack: +9 to hit, reach 
  5 ft., one creature. Hit: 7 (1d6 + 4) 
  bludgeoning damage and the target's 
  Charisma score is reduced by 1d4. The target 
  falls unconscious if this reduces its Charisma 
  to 0. Otherwise, the reduction lasts until the 
  target finishes a short or long rest. 
  Bite (Vampire Form Only). Melee 
  Weapon Attack: +9 to hit, reach 5 ft., one 
  willing creature, or a creature that is 
  incapacitated or restrained. Hit: 7 (1d6 + 4) 
  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 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. 
  Horrific Appearance. Any humanoid 
  that starts its turn within 30 feet of the elf 
  vampire must make a DC 17 Wisdom saving 
  throw. On a failed save, the creature is 
  frightened for 1 minute and its speed is 
  reduced to 0. A creature can repeat the saving 
  throw at the end of each of its turns, with 
  disadvantage if the vampire is within line of 
  sight, 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 Horrific Appearance for the next 24 
  hours.  
  Unless the target is surprised, the target can 
  avert its eyes and avoid making the initial 
  saving throw. Until the start of its next turn, a 
  creature that averts its eyes has disadvantage 
  on attack rolls against the vampire.  
  Children of the Forest (1/Day). While 
  outside, the elf vampire magically calls 3d8 
  eagles or 3d6 wolves. 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. 
   
  Variant: Gnome Vampire 
  With gnomes being rare in the Mists, their 
  vampire kin are virtually unknown. Unlike 
  other vampires, gnomes show signs of aging, 
  with the passage of time carving itself into 
  their features.  
  Known as chata ach hana ades, gnome 
  vampires have a twisted perpetual grin. They 
  no longer speak, losing the beloved ability to 
  debate, joke, and sing, but understand the 
  languages they knew in life.  
  Gnome vampires have the same statistics as 
  a vampire but can only use its Spider Climb 
  ability on stone or rock, lacks the 
  Shapechanger and Misty Escape traits, and has 
  different Vampiric Weaknesses. It replaces 
  those traits those the following features:  
  Spectral Form. The gnome vampire 
  assumes the form of a glowing orb of light 
  resembling a will o' wisp. While in spectral 
  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 
  move through inorganic objects as if they were 
  difficult terrain. It takes 5 (1d10) force damage 
  if it ends its turn inside a solid object. It has 
  advantage on Strength, Dexterity, and 
  Constitution saving throws, and it is immune 
  to all nonmagical damage. 
  Additionally, when it drops to 0 hit points 
  outside its resting place, the vampire is 
  transforms into its spectral form, provided the 
  vampire isn't in sunlight. It must reach its 
  resting place within 2 hours or it is destroyed. 
  Once in its resting place it is paralyzed until it 
  
   
   
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  regains at least 1 hit point. After spending 1 
  hour in its resting place with 0 hit points, it 
  regains 1 hit point.  
  Vampiric weaknesses. The vampire has 
  the following flaws: 
  Gemstone Fascination. When presented by 
  a gemstone, the vampire must succeed on a DC 
  17 Wisdom saving throw. On a failed save, the 
  creature becomes charmed by the gemstones 
  for 1 minute. While charmed by this spell, the 
  creature is incapacitated and has a speed of O. 
  The effect ends if the vampire takes any 
  damage or if someone else uses an action to 
  shake the creature out of its stupor. 
  Stake to the Heart. If a piercing weapon 
  made of silver 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 30 radiant damage when it starts its turn 
  in sunlight. While in sunlight, the vampire has 
  disadvantage on attack rolls and ability checks. 
   
  The gnome vampire also lack Multiattack 
  and Unarmed Strike, has a less potent Bite, 
  summons different creatures with Children of 
  the Night, and lose their ability to Charm. 
  Instead, they have the following action option: 
  Arthritic Touch (Vampire Form 
  Only). Melee Weapon Attack: +9 to hit, reach 
  5 ft., one creature. Hit: 7 (1d6 + 4) 
  bludgeoning damage, 7 (2d6) necrotic damage, 
  and the target's Dexterity score is reduced by 
  1d4. The target is incapacitated if this reduces 
  its Dexterity to 0. Otherwise, the reduction 
  lasts until the target finishes a short or long 
  rest. 
  Bite (Vampire Form Only). Melee 
  Weapon Attack: +9 to hit, reach 5 ft., one 
  willing creature, or a creature that is 
  incapacitated or restrained. Hit: 7 (1d6 + 4) 
  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 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. 
  Evil Grin (Vampire Form Only). The 
  vampire targets one humanoid it can see 
  within 20 feet of it. If the target can see the 
  vampire, the target must make on a DC 17 
  Wisdom saving throw against this magic. On a 
  failure, the creature is stricken with 
  uncontrollable fits of laughter, falling prone 
  and becoming incapacitated. Creatures 
  immune to being charmed are unaffected. A 
  creature can repeat the saving throw at the end 
  of each of its turns, with disadvantage if the 
  vampire is within line of sight, 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 Evil 
  Grin for the next 24 hours. 
   
  Variant: Halfling Vampire 
  Formerly wandering little folk, the dayerg 
  due are a dark and twisted reflection of the 
  formerly joyous people. Halfling vampires 
  have a mouth full of jagged fangs, their 
  incisors pronounced and elongated.  
  Halfling vampires have the same statistics 
  as a vampire but the subjects of their 
  Shapechanger feature varies, and has different 
  Vampiric Weaknesses. Additionally, when it 
  uses the Misty Escape trait, it becomes a cloud 
  of smoke, such as one emitted by a campfire. It 
  replaces those traits those the following 
  features:  
  Aura of Lethargy. The halfling vampire 
  radiates an enchantment that fills people with 
  feelings of lassitude and topor. Any living 
  creature that moves within 30 feet of the 
  vampire or starts its turn there must succeed 
  on a DC 17 Wisdom saving throw or gain 1 
  level of exhaustion. While in the aura, 
  creatures with at least 1 level of exhaustion 
  deal half damage with all weapon attacks. 
  Additionally, each time an exhausted creature 
  attempts to cast a spell while in the aura, it 
  must succeed on a DC 12 Constitution saving 
  throw or be unable to complete the casting, 
  using their action but not the spell slot.   
  Innate Spellcasting. The vampire 
  spellcasting ability is Charisma (spell save DC 
  16, +8 to hit with spell attacks). The vampire 
  
   
   
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  can innately cast the following spells, requiring 
  no material components: 
  At-will: purify food and drink 
  3/day: create food and water 
  Shapechanger. If the halfling vampire 
  isn't in sunlight or running water, it can use its 
  action to polymorph into a Tiny woodland 
  critter or a Medium cloud of smoke, or back 
  into its true form. 
  Common woodland creatures include 
  badgers, skunks, squirrels, and beavers. While 
  in beast form, the vampire can't speak, its 
  walking speed is 30 feet, it has a burrowing 
  speed of 10 feet and a climbing speed of 20 
  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. 
  While in smoke 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. 
  Vampiric Weaknesses. The vampire has 
  the following flaws: 
  Forbiddance. The vampire can't enter a 
  room where a hearth if burning.  
  Harmed by Rain. The vampire takes 20 
  acid damage if it ends its turn in the rain. 
  Repelled by Pipeweed. The scent of burning 
  of pipe repels the vampire, and it cannot 
  approach within 20 feet of a burning pipe. 
  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 
  Stake to the Heart. If a piercing weapon 
  made from wood burning in home fire's hearth 
  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.  
   
   
  Halfling vampires also lack the Charm 
  ability, and their Bite and Unarmed Strike 
  attacks are modified action option:  
  Unarmed Strike (Vampire Form 
  Only). Melee Weapon Attack: +9 to hit, reach 
  5 ft., one creature. Hit: 6 (1d4 + 4) 
  bludgeoning damage.  
  Bite (Beast or Vampire Form Only). 
  Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one willing creature, or a creature that is 
  incapacitated or restrained. Hit: 9 (1d10 + 4) 
  piercing damage plus 10 (3d6) 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 sla in in this way 
  and then buried in the ground rises the 
  following night as a vampire spawn under the 
  vampire's control. 
   
  Variant: Nosferatu 
  Also known as vrykolaka, nosferatu are a 
  rare breed of vampire that possesses 
  immortality but not eternal youth, growing 
  withered and deformed. 
  Some become infected with diseases, and 
  while their undeath prevents them from 
  succumbing to illness it does not cure the 
  ailment, leaving them perpetual carriers.  
  Nosferatu have the same statistics as a 
  vampire but changes into different forms 
  with its Shapechanger ability replaces that 
  traits those the following feature:  
   
  Shapechanger. If the nosferatu vampire 
  isn't in sun light or running water, it can use 
  its action to polymorph into a swarm of bats 
  or rats, or into its shadow, or back into its true 
  form. 
  While in the form of a swarm of bats, the 
  vampire can't speak, its walking speed is 5 feet, 
  and it has a flying speed of 30 feet. In the form 
  of a swarm of rats the vampire can't speak, its 
  walking speed is 30 feet. In both forms, the 
  vampire can occupy another creature's space 
  (and vice versa), and can move through any 
  opening large enough for a Tiny creature to fit 
  
   
   
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  through, but its statistics, other than 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. 
  While in shadow form, the vampire can't 
  take any actions, speak, or manipulate objects. 
  It is weightless, has a walking speed of 40 feet, 
  can hover, and can enter a hostile creature's 
  space and stop there. In addition, if air can 
  pass through a space, the shadow 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. 
   
  Nosferatu vampires have sharp talons and 
  thus lack the Unarmed Strike attack ability, 
  and are able to use their bite more effectively 
  in combat. They also possess supernatural 
  abilities different from normal vampires. They 
  have the following action option: 
  Claws (Rat or Vampire Form Only). 
  Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one creature. Hit: 8 (1d8 + 4) slashing 
  damage.  
  Bite (Bat or Vampire Form Only). 
  Melee Weapon Attack: +9 to hit, reach 5 ft., 
  one creature. Hit: 9 (1d10 + 4) piercing 
  damage. If the target is incapacitated, this 
  attack deals an additional 10 (3d6) necrotic 
  damage and 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 sla in in this way 
  and then buried in the ground rises the 
  following night as a vampire spawn under the 
  vampire's control. 
  Telekinesis (Recharges After a Short 
  or Long Rest). The vampire attempts to 
  move an object or creature that weighs up to 
  500 pounds. If the target is an object that isn't 
  being worn or carried, the vampire 
  automatically move the target up to 30 feet in 
  any direction within 60 feet of itself. If the 
  target is a creature, or an object worn or 
  carried by a creature, the vampire must make a 
  Charisma check contested by the creature's 
  Strength check. If the vampire succeeds, it 
  either moves the targeted creature or pulls the 
  targeted object away from that creature, and 
  can move the target up to 30 feet in any 
  direction within 60 feet of the vampire.  
  The vampire can exert fine control on 
  objects with its telekinetic grip, such as 
  manipulating a simple tool, opening a door or 
  a container, stowing or retrieving an item from 
  an open container, or pouring the contents 
  from a vial. 
   
  Variant: Obiri 
  Obiri vampires are feared by even 
  experienced vampire hunters. Known as 
  daywalkers for their ability to ignore the light 
  of the sun, obiri possess a wide range powers 
  that vary between individuals.  
   
  Obiri vampires have the same statistics as a 
  vampire but has different Vampiric 
  Weaknesses. It replaces that trait with the 
  following feature:  
   
  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 10 acid damage if it ends its turn in 
  running water. 
  Soil Dependency. The vampire must sleep 
  on the soil of its homeland. Its coffins have to 
  either contain or be surrounded by this earth. 
  It cannot regain hit points in a coffin lacking 
  this soil. If the vampire does not spend at least 
  4 hours resting in such a coffin, after 24-hours 
  it gains 1 level of exhaustion.  
  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 Sensitivity. While in sunlight, the 
  vampire has disadvantage on attack rolls and 
  ability checks. 
   
   
  
   
   
  84 
   
  Additionally, creatures bitten by the obiri 
  vampire have disadvantage on saving throws 
  against its Charm ability. The vampire can 
  telepathically whisper to a charmed creature it 
  has bitten up to a range of 1 mile.  
   
  Variant: Vistani Vampire 
  The nomadic gypsies seldom become 
  vampires, but it is not unknown. The mullo are 
  feared by Vistani and giorgio alike. Unlike 
  regular Vampires, the Vistani come and go as 
  they please and need to invitation to enter 
  homes, but their nomadic nature is intensified.  
   
  Vistani vampires have the same statistics as 
  a vampire but have different Vampiric 
  Weaknesses, replacing that trait with the 
  following:  
   
  Vampire Weaknesses. The vampire has 
  the following flaws: 
  Harmed by Running Water. The vampire 
  takes 20 acid damage if it ends its turn in 
  running water. 
  Stake to the Heart. If a piercing weapon 
  made of wood from a Vistani Vardo 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. 
  Static Burn. The vampire cannot rest in the 
  same location twice in a row, and a new resting 
  place must be at least half-a-mile from its 
  previous 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. 
   
  Visani vampires lack the Charm ability, 
  instead having the following action option: 
   
  Malevolent Gaze (Recharge 4-6). The 
  vampire curses a creature that it can see within 
  60 feet. The creature must succeed on a DC 16 
  Wisdom saving throw or take 10 (3d6) psychic 
  damage and suffer disadvantage on all attack 
  rolls, saving throws, and ability checks for 1 
  minute. 
  Variant: Vorlog 
  When a vampire is slain while attempting 
  the dark kiss and create a vampire bride or 
  groom, the subject can arise as a vorlog, a half-
  vampire creature that is still alive but lives in 
  perpetual sorrow.  
  Vorlogs have the same statistics as a 
  vampire spawn but are humanoid and not 
  undead and lack some of the traditional 
  weaknesses, having the following features:  
   
  Tearful Escape. When it drops to 0 hit 
  points outside its resting place, the vorlog 
  transforms into a pool of tears instead of 
  falling unconscious, provided that it isn't in 
  sunlight. If it can't transform, it is destroyed. 
  While in pool form, the vorlog can't take 
  any actions, speak, or manipulate objects. It is 
  weightless, has a movement speed of 20 feet, a 
  climb speed of 10, and can enter a hostile 
  creature's space and stop there. In addition, if 
  water can pass through a space, the pool can 
  do so without squeezing. 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 pool form, the 
  vorlog can't revert to its humanoid form, and it 
  must reach its resting place within 2 hours or 
  be destroyed. Once in its resting place, it 
  reverts to its humanoid 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. 
  Vampire Weaknesses. The vorlog has 
  the following flaws: 
  Forbiddance. The vorlog can't enter a 
  residence without an invitation from one of the 
  occupants. 
  Sunlight Hypersensitivity. The vorlog takes 
  5 radiant damage when it starts its turn in 
  sunlight. While in sunlight, it has disadvantage 
  on attack rolls and ability checks. 
   
  Vorlogs do not drink the blood of their 
  victims, and thus their Bite is less potent, but 
  they have the ability to make mental contact 
  with nearby animals. They gain the following 
  action:  
  
   
   
  85 
   
  Bite. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one willing creature, or a creature 
  that is grappled by the vorlog, incapacitated, 
  or restrained. Hit: 6 (1d6 + 3) piercing damage 
  and the target must succeed on a DC 12 
  Charisma saving throw or become befuddled. 
  On a failure, the creature has disadvantage on 
  Wisdom ability checks and saving throws until 
  it takes a short or long rest.  
  Touch Minds. The vorlog establishes a 
  mental connection with a beast within 50 feet 
  and shares its intense anguish and feelings of 
  loss. The target must make on a DC 12 
  Wisdom saving throw. On a failure, it is 
  affected by the feelings and randomly becomes 
  either charmed or frightened of the vorlog for 1 
  minute.  
  Vampyre 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  Also known as vrylokas, vampyres are 
  alpha predators, hunters who fill the same 
  ecological niche as tigers or wolves, only their 
  prey is humanity. 
  Vampyres exists on the blood of their 
  victims. Unlike true vampires, vampyres are 
  not undead; while it gains none of the powers 
  of the undead, neither does it have any of the 
  undead weaknesses. 
   
   
   
   
   
  Vampyre  
  Medium humanoid, neutral evil 
  Armour Class 15 (natural, leather armor) 
  Hit Points 45 (6d8 + 12) 
  Speed 30 ft. 
  Str 14 (+2) Dex 14 (+2) Con 14 (+2) 
  Int 11 (+0) Wis 13 (+1) Cha 14 (+2) 
  Skills Deception+5, Stealth+4 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common and 1 additional language 
  Challenge 2 (450 XP) 
  TACTICS 
  Pack tactics The vampyre has advantage on attack rolls against a creature if at least one of the vampyre's 
  allies is within 5 feet of the creature and that ally is not incapacitated. 
  ACTIONS 
  Multiattack. The vampyre makes two attacks: one with its claws and a second with its bite. 
  Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Instead of 
  dealing damage the vampyre may attempt a grapple (escape DC 12). 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. And the 
  target must succeed a DC 13 Wisdom saving throw or be charmed by the vampyre. While charmed the target 
  sees the vampyre as a trusted authority figure to be protected.  
  Each time the vampyre or the vampyre's allies do anything harmful to the target, it can repeat the saving 
  throw, ending the effect on itself on a success. Otherwise, the effect lasts 10 minutes 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. 
  Blood Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one willing creature, or a creature that is 
  grappled by the vampyre, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage and 7 (2d6) necrotic 
  damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and 
  the vampyre heals hit points equal to half the amount drained. 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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  Vargouille 
  Vargouille originally found in Monster 
  Manual II. 
  A vargouille resembles a crimson human 
  head attached to a tentacled central body with 
  bat wings growing slightly behind the ears. 
  Their bite is highly painful, not only draining 
  the blood of victims but is extremely 
  poisonous. A vargouille screech a paralyzing, 
  high-pitched wail, and after paralyzing 
  victims, the vargouille will give victims a kiss, 
  which gradually causes its victims to become 
  vargouilles themselves.  
   
   
   
   
  Vargouille  
  Tiny fiend, neutral evil 
  Armour Class 12 
  Hit Points 10 (3d4+3) 
  Speed 0 ft., fly 30 ft. 
  Str 8 (-1) Dex 14 (+2) Con 12 (+1) 
  Int 5 (-3) Wis 12 (+1) Cha 8 (-1) 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Infernal 
  Challenge 1/4 (50 XP) 
  TACTICS 
  Light Sensitivity. While in bright light, the vargouille has disadvantage on attack rolls and Wisdom 
  (Perception) checks that rely on sight.  
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage, and the target 
  must succeed on a DC 11 Constitution saving throw or be poison. While poisoned, the creature's hit point 
  maximum is reduced by an amount equal to the damage taken.  
  Kiss. Melee Weapon Attack: +6, reach 5 ft, one incapacitated target. Hit: The target must succeed on a DC 
  11 Constitution saving throw or begin to transform into a vargouille.  
  After 1d6 hours the target’s hair fall off, and after another 1d6 hours the victim’s ears lengthen into wings, 
  tentacles sprout from the chin and scalp, and their teeth become elongated fangs. During the next 1d6 hours 
  the creature's Intelligence and Charisma scores are reduced to 10 (if not already 10 or lower). After a final 
  1d6 hours the transformation is complete: the victim dies and their head flies off as a vargouille with no 
  memories of its past life.  
  Exposure to sunlight pauses the transformation but doesn’t reverse it, and the transformation resumes once 
  the target is away from the light. A lesser restoration or similar magic will end the curse's, allowing the victim 
  to return to normal after a long rest.  
  Shriek (Recharges after a Short or Long Rest). The Vargouille can unleashes a blood-curling shriek. 
  Living creatures within 60 feet of the vargouille that can hear it must succeed a DC 12 Wisdom saving throw 
  or become frightened for 1 minute. If the target fails the saving throw by 5 or more, while the target is 
  frightened it is also incapacitated. A frightened creature may repeat the saving throw at the end of its turn, 
  with disadvantage if the vargouille is in sight, 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 vargouille's shriek for the next 24 
  hours. 
  
   
   
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  W 
  Wraith 
  Bowlyn originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
   
  Variant: Bowlyn  
  Sometimes known as a sailor's demise a 
  bowlyn is a spirit that haunts ocean going 
  vessels. They avoid combat when possible, 
  hiding their actions as mundane accidents that 
  build to the sinking of the ship.  
  Bowlyn use the wraith stat block but gain 
  the following trait:  
  Bound to the Sea. The bowlyn must 
  remain at sea and cannot be aboard a ship 
  while it runs aground. A bowlyn that does not 
  depart a ship before it becomes beached is 
  instantly destroyed.  
  Additionally, bowlyn but lack the Life Drain 
  attack, replacing it with the following option:  
  Nauseous Touch. Melee Weapon Attack: 
  +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 
  + 3) necrotic damage. The target must succeed 
  on a DC 14 Constitution saving throw or 
  become violently ill. The target is incapacitated 
  for 1 round, after which it must repeat the 
  saving throw, gaining 1 level of exhaustion on 
  a failure.  
   
   
  
   
   
  88 
   
  Wolfwere 
  Originally found in the Monstrous Manual. 
  Wolfweres are lesser known lycanthropes 
  and often mistaken for werewolves. They are 
  intelligent wolves that can transform into men.  
  Wolfweres are distinct from traditional 
  werewolves as they are inherently uncivilized 
  and reject the society of man; they masquerade 
  as humans strictly to hunt their prey. They 
  think like animals, not like humans.  
   
   
   
    
   
  Wolfwere 
  Medium monstrosity (shapechanger), chaotic evil 
  Armour Class 14 (natural), 12 in humanoid form 
  Hit Points 65 (10d8 +20) 
  Speed 40 ft. (30 ft. in humanoid form) 
  Str 13 (+1) Dex 15 (+2) Con 14 (+2)  
  Int 8 (-1) Wis 12 (+1) Cha 12 (+1) 
  Skills Deception +3 
  Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks 
  Senses passive Perception 11 
  Language Common 
  Challenge 4 (1,100 XP) 
  TACTICS 
  Shapechanger. The wolfwere can use its action to polymorph into a wolf-humanoid hybrid or into a 
  humanoid, or back into its true form, which is wolf. Its statistics, other than its AC, are the same in each 
  form. Any equipment it, is wearing or carrying isn't transformed. It reverts to its true form if it dies. 
  ACTIONS 
  Multiattack (Hybrid Form Only). The wolfwere makes two attacks, one with its bite and one with its 
  rapier  
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) piercing damage.  
  Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.  
  Song of Lethargy. The wolfwere's song dulls the reactions and slows the wits. Each creature within 40 feet 
  must succeed on a DC 11 Wisdom saving throw or be affected by the wolfwear's song. Creatures immune to 
  the charmed condition are unaffected. An affected target's speed is halved, it takes a -2 penalty to AC and 
  Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, 
  not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged 
  attack during its turn. If the affected creature attempts to cast a spell with a casting time of 1 action, roll a 
  d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use 
  its action on that turn to complete the spell. If it can't, the spell is wasted.  
  A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a 
  successful save, the effect ends for it. If a creature's saving throw is successful or the effect ends for it, the 
  creature is immune to the wolfwere's song for the next 24 hours. 
  
   
   
  89 
   
   
  Z 
  Zombie 
  The Jolly Roger, cannibal, strahd, and 
  desert zombies originally found in the 
  Ravenloft Monstrous Compendium Volume 
  III.  
   
  Variant: Cannibal 
  Looking fresher than most zombies, 
  cannibal zombies shuffle about at night 
  seeking food for their unnatural hunger. A 
  cannibal zombie has a challenge rating of 1/2 
  (100 XP). They use the zombie statblock but 
  gains the following trait: 
  Diseased. Creatures bitten by a cannibal 
  zombie risk catching zombie sickness.  
    
  The cannibal zombie has the following 
  attack options: 
  Multiattack. The zombie makes two 
  attacks: one bite and one slam 
  Bite. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing 
  damage. 
   
  Variant: Desert 
  Animated corpses controlled by powerful 
  ancient dead, desert zombies look like 
  desiccated and preserved corpses. A desert 
  zombie has a challenge rating of 1/2 (100 XP). 
  They use the zombie stat block, except they 
  gain a burrow speed of 15 feet in sand and 
  have the following attack options: 
  Grab. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 3 (1d4 + 1) 
  bludgeoning damage and the target is grappled 
  (escape DC 13). 
  Drag. If the target is a Medium or smaller 
  creature, it must succeed on a Strength contest 
  against the zombie or be pulled up to 10 feet. 
  Creatures more than 5 feet under the sand are 
  blinded, restrained, and unable to breathe.  
  Variant: Jolly Roger 
  A jolly roger uses the zombie stat block 
  has a challenge rating of 1 (200 XP) amd gains 
  the following attack options: 
  Cackling Touch. Melee Spell Attack: +3 
  to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) 
  necrotic damage and the target must make a 
  DC 13 Fortitude saving throw. On a failure, 
  the creature is stricken with uncontrollable 
  fits of laughter, falling prone and becoming 
  incapacitated. Creatures immune to being 
  charmed are unaffected. At the end of each of 
  the affected creature's turns, the creature can 
  repeat the saving throw, taking 5 (1d10) 
  necrotic damage on a failure or ending the 
  effect on itself on a success. 
  A humanoid slain by this attack rises 24 
  hours later as a jolly roger zombie, unless the 
  humanoid is restored to life or its body is 
  destroyed. 
   
   
    Zombie Sickness. When a living 
  creature take damage from the natural 
  attack of an infected undead creature, the 
  creature must succeed on a DC 12 
  Constitution saving throw or becoming 
  infected. The disease moves quickly and 
  symptoms begin in 2d6 hours as the 
  infected creature experiences a sudden 
  fever. The infected creature suffers 1 level 
  of exhaustion and cannot regain hit points 
  by spending Hit Dice. 
  After each hour the infected creature 
  must succeed a DC 14 Constitution saving 
  throw or take 7 (2d6) necrotic damage and 
  reduce their maximum hit points by the 
  necrotic damage taken. If the creature's hit 
  point maximum is reduced to 0 it 
  immediately dies.  
  All living creatures that die while 
  infected with this disease rise as a zombie 
  after 1d4 minutes. There is no cure for 
  zombie sickness other than spells such as 
  lesser restoration or heal. 
   
  
   
   
  90 
   
  Zombie Fog 
  Originally found in the Ravenloft 
  Monstrous Compendium Volume III. 
  An evil undead creature that feeds on 
  the psychic energies emitted by living 
  creatures at the moment of their deaths, 
  zombie fogs are often found close to a 
  large burial ground, battlefield, or other 
  plentiful source of corpses. 
  Appearing as a thin natural mist, the 
  zombie fog offers limited concealment to 
  creatures within, and is often mistaken 
  as a magical effect rather than a 
  creature.  
   
  Undead Nature. A zombie fog 
  doesn't require air, food, drink, or sleep. 
   
   
  Zombie Fog 
  Gargantuan undead, neutral evil 
  Armour Class 14 
  Hit Points 138 (12d20 +12) 
  Speed 0 ft., fly 10 ft. 
  Str 5 (-3) Dex 18 (+14) Con 12 (+1) 
  Int 4 (-3) Wis 10 (+0) Cha 11 (+0) 
  Damage Immunities poison; bludgeoning, 
  piercing, and slashing from nonmagical 
  attacks 
  Condition Immunities exhaustion, grappled, 
  paralyzed, petrified, poisoned, prone, 
  restrained 
  Senses darkvision 60 ft., passive Perception 
  +10 
  Challenge. 8 (3,900 XP) 
  TRAITS 
  Mist Form. The zombie fog can enter a hostile 
  creature's space and stop there. It can move 
  through a space as narrow as 1 inch wide 
  without squeezing. 
  Sunlight Powerlessness. While in sunlight 
  the zombie fog becomes incapacitated and 
  appears to be a mundane patch of fog and all its 
  animated cadavers fall to the ground. 
  ACTIONS 
  Animate Cadavers. The zombie fog animates 
  up to four corpses. An animated cadaver uses 
  the same statistics as a zombie but lack the 
  Undead Fortitude trait. Animated cadavers act 
  as allies to their animator, sharing initiative 
  with the zombie fog. The cadavers remain 
  animated until they are reduced to 0 hit points, 
  leave the space of the zombie fog, the fog enters 
  sunlight, or the zombie fog ceases animating the 
  cadaver as a bonus action.  
  The zombie fog can animate up to twelve 
  cadavers at a time. If it tries to animate an 
  additional cadaver, the existing cadaver with 
  the lowest hit points ceases to be animated. The 
  zombie fog can animates a cadaver a second 
  time, but when it does so it possesses half the 
  normal hit points.  
  Despair (3/Day). The zombie fog targets a 
  creature it can see within 60 feet. That creature 
  must make a DC 14 Wisdom saving throw. On a 
  failed save, the target is overwhelmed with 
  despair for 1 minute. During this time, it can't 
  attack or target any creature with harmful 
  abilities, spells, or other magical effects. 
  Creatures immune to being charmed 
  automatically succeed on their saving throw. As 
  an action, the creature can repeat the saving 
  throw, ending the effect on itself on a success. 
  
   
   
  91 
   
  Zombie Lord  
  Originally found in the Ravenloft 
  Monstrous Compendium Volume I & II. 
  The zombie lord is a living creature that has 
  taken on the foul powers and abilities of the 
  undead. They are formed on rare occasions as 
  the result of a failed raise dead spell cast while 
  in the demiplane of Ravenloft. 
  Zombie lords look as they did in life, save 
  that their skin has turned the pale grey of 
  death, and their flesh has begun to rot and 
  decay. The odor of vile corruption and rotting 
  meat hangs about them and carrion-feeding 
  insects often buzz about them to dine on the 
  bits of flesh and ichor that drop from their 
  bodies. Zombie lords can speak those 
  languages they knew in life and seem to have a 
  Zombie Lord 
  Medium undead, chaotic evil 
  Armour Class 13 (natural armour) 
  Hit Points 82 (11d8 +33) 
  Speed 30 ft. 
  Str 14 (+2) Dex 10 (+0) Con 16 (+3)  
  Int 10 (+0) Wis 12 (+1) Cha 8 (-1) 
  Saving Throws Wisdom +3 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 11 
  Languages Common 
  Challenge 4 (1,100 XP) 
  TRAITS 
  Innate Spellcasting. The zombie lord's spellcasting ability is Wisdom (spell save DC 11). The zombie lord 
  can innately cast the following spells, requiring no material components: 
  1/day: animate dead, gentle repose 
  Legendary Save (2/Day). When the zombie lord makes a saving throw, it can choose to treat any roll of 9 
  or lower as a 10. 
  Odor of Death. Creatures that start their turn within 15 feet of the zombie lord must make a DC 12 
  Constitution saving throw. On a failure, the creature gains 1 level of exhaustion.  
  Undead Fortitude. If damage reduces the zombie lord 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 lord drops to 1 hit point instead. 
  Zombie Mastery. The zombie lord can wrest control of zombies. At the start of their turn, any zombie not 
  under the control of the zombie lord must succeed on a DC 13 Wisdom saving throw or be subject to the 
  mental commands of the zombie lord, as if the zombie lord had cast animate dead. 
  ACTIONS 
  Multiattack. The Zombie Lord makes two slam attacks 
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and 4 
  (1d8) necrotic damage. 
  LEGENDARY ACTIONS 
  The zombie lord can take 2 legendary actions, choosing from the options below. Only one legendary action 
  option can be used at a time and only at the end of another creature's turn. The zombie lord regains spent 
  legendary actions at the start of its turn. 
  Aura of Death (Costs 2 Actions). Each creature within 15 feet of the zombie lord must make a DC 12 
  Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a 
  creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the 
  creature takes a long rest. 
  Command Undead. A zombie under the control of the zombie lord moves up to half its speed and makes 
  an attack. 
  Slam Attack. The zombie lord makes a slam attack 
  
   
   
  92 
   
  telepathic or mystical ability to converse freely 
  with the living dead. Further, they can speak to 
  dead merely by touching a corpse. Thus, for 
  them at least, dead men do tell many tales. 
  Undead Nature. A zombie lord doesn't 
  require air, food, drink, or sleep.  
   
  Zombie Lord’s Lair 
  The zombie lord seeks out places of death 
  as lairs. Often, they will live in old graveyards 
  or on the site of a tremendous battle – 
  anyplace that there are many 
  bodies to animate and feast 
  upon. The mind of a 
  zombie Lord tends to 
  focus on death and the 
  creation of more undead. 
  The regions around their 
  lairs are often littered 
  with the decaying bodies, 
  often half eaten, of those 
  who have tried to confront 
  the foul creature. They 
  seldom have grandiose 
  schemes like those often 
  undertaken by vampires or 
  liches, but will frequently 
  plan to take over a small town 
  and turn its entire populace 
  into living corpses. 
   
  Lair Actions 
  On initiative count 20 (losing 
  initiative ties), the zombie lord 
  takes a lair action to cause one of 
  the following effects: 
  ● Bones in a 20-foot-radius 
  within 90 feet of the 
  zombie lord become 
  partially animated, grasping 
  at nearby creatures. Any 
  creature in the area must make 
  a DC 13 Dexterity saving throw 
  or become grappled (escape DC 
  12).  
  ● A foul miasma fills a 20-foot-
  radius sphere centered on a point 
  the zombie lord chooses within 50 feet of 
  it. The cloud spreads around corners and 
  remains until the zombie dismisses it as an 
  action, uses this lair action again, or dies. 
  The cloud is lightly obscured. Any creature 
  in the cloud when it appears must make on 
  a DC 10 Constitution saving throw, taking 
  7 (2d6) poison damage on a failed save, or 
  half as much damage on a successful one. 
  A creature that ends its turn in the cloud 
  takes 3 (1d6) poison damage. 
   
   
   
   
   
    
   
    
   
  
   
   
  93 
   
   
  ALLERGENS 
  Some monsters have a weakness that 
  renders them powerless, an Achilles ’ heel 
  that leaves them vulnerable to attack. These 
  allergens or zietgebers are often common 
  and otherwise unremarkable objects or 
  substances that have no effect on other 
  creatures, potentially even those of the same 
  type of monster. There are no universal 
  allergens that are always reliably effective: 
  allergens affect individuals or a small subset 
  of related monsters, such as specific 
  vampire bloodline or a lycanthropic tribe. 
  The more common an allergen is, the less 
  potent and deadly it is; well-known 
  examples of allergens are vampires’ 
  revulsion to garlic or many werewolves’ 
  loathing of wolfsbane. Other examples are 
  the auditory or visual allergen that triggers 
  strong emotion in many golems, while 
  mummies and other ancient dead often 
  respond to cultural or spiritual objects. 
  Types of Allergen 
  Allergens come in three types: area, 
  contact, and presented.  
  Area. These allergens must be placed in 
  a room or other are to have an effect. These 
  objects tend to have an aura or strong 
  odour. An area allergen don't have to be 
  visible or have an overt presence to be 
  effective. They are typically the least 
  harmful, but can be effective against 
  creatures up to 60 feet away. For example, a 
  wreath of garlic keeps some vampires at 
  bay.  
  Contact. These objects must touch, 
  strike, or otherwise make the target 
  creature. Contact allergens need not be 
  weapons or require injury: even the lightest 
  touch can inflict damage. However, some 
  are a form of poison and must be ingested 
  or injected to be effective. These tend to be 
  the most harmful of allergens, having the 
  shortest range. The touch of a holy symbol 
  can burn some vampires.  
  Presented. These allergens must be 
  prominently displayed to have any effect on 
  the target creature. Contact is not necessary, 
  but these objects are still often thrust at an 
  opponent. The flesh golem reacting to a 
  flaming torch is archetypal of a presented 
  allergen. 
  Potency 
  There is a range of allergen strengths. 
  Weak allergens are an inconvenience, while 
  strong allergens are painful and potentially 
  deadly. Some monsters are vulnerable to 
  several weak allergens, while other 
  monsters have a single strong allergen. 
  Dangerous foes might have only a single 
  weak allergen. 
  Weak. These are minor that make a 
  creature uncomfortable, being little more 
  than an irritant. At worst a weak allergen 
  causes painful discomfort. They might 
  impose disadvantage for a round or attacks 
  or an type of ability check, penalize damage, 
  or reduce speed. If the allergen deals 
  damage, they use the Setback column from 
  the Damage Severity by Level table (see 
  page 249 of the Dungeon Master's Guide). 
  Moderate. Allergens of this strength 
  can cause intense pain or other effects such 
  as nausea, disorientation, or fear. These 
  allergens might impose disadvantage for a 
  minute on a few types of ability check or 
  disadvantage on all checks and saving 
  throws for a round. A moderate allergen 
  might immobilize a creature for a few 
  rounds, or cause it to become frightened or 
  charmed. If it deal damage, these allergens 
  use the Dangerous column on the Damage 
  Severity by Level table. 
  Strong. These allergens are deadly and 
  prolonged exposure is lethal. They can 
  impose disadvantage on all checks and 
  saving throws for minutes it render a 
  creature incapacitated or paralyzed for a few 
  rounds. If it deal damage, these allergens 
  use the Deadly column on the Damage 
  
   
   
  94 
   
  Severity by Level table. 
  Using Allergens 
  As they grant an advantage in combat, 
  allergens can dramatically affect an 
  encounter. Allergens can be used to make a 
  challenging combat easier, giving 
  adventurers an edge over a formidable foe 
  that might otherwise be powerful to defeat. 
  An allergen should not be casually added 
  to the game. Each allergen should be 
  unique, designed specifically for an 
  individual opponent and based on their 
  history. The allergen should be connected to 
  an important element of their past, and 
  involve powerful emotions.  
  Intelligent and cunning creatures take 
  pains to keep potential allergens secret, 
  especially long lived creatures, such as a 
  vampire or lich. Discover of an allergen can 
  be used as a reward for success filling 
  researching a particular foe or type of 
  monster. There might be an element of a 
  mystery in discovering an allergen, 
  examining the origins of a foe for an items 
  of strong emotion or dramatic importance; 
  the ghost of a lynching victim might have 
  rope as an allergen, while a flesh golem with 
  the brain of a violinist might react to the 
  sound of stringed instruments.  
  As a situational modifier, allergens 
  typically do not typically change the 
  Challenge Rating of a monster any more 
  than favourable terrain or surprise. 
  However, a particularly potent allergen 
  might reduce a monster's damage and hit 
  points potentially making it a different 
  Challenge Rating.  
  Sample Allergens 
  Below are a few examples of allergens 
  that might be added to your game or used as 
  inspiration.  
  Ancestral Weapon 
  Weak contact 
  This aged blade struck a fatal blow to the 
  creature in life, and now it is feared even in 
  death. When you hit and deal damage with 
  this weapon, the target’s regeneration 
  doesn't function on its next turn. If the 
  target does not have regeneration it instead 
  takes an extra 1d10 damage. 
  Chemical Bane 
  Moderate contact  
  This mundane herb or spice something 
  has no negative effect on any other creature, 
  but I'd toxic to your opponent. When 
  applied to a weapon it becomes unusually 
  effective. After applying the allergen, the 
  next time you hit with the weapon, it 
  ignores the target's resistances. If the target 
  does not have a resistance, the attack 
  instead deals and extra 1d10 damage. 
  Damning Evidence 
  Moderate presentation 
  These documents reveals the truth of 
  past misdeeds, what really happened those 
  many years ago. When the target sees the 
  evidence, they must make a DC 14 Wisdom 
  saving throw. On a failure they are stunned 
  until the end of their next turn. On a 
  successful save, they are immobilized and 
  cannot take reactions until the end of their 
  next turn.  
  Garlic  
  Minor area 
  The thick and familiar scent of garlic fills 
  the area overpowering all milder scents. If 
  the target is within 60 feet of the garlic, it 
  has disadvantage on Wisdom checks. The 
  target cannot willingly move within 30 feet 
  of the garlic. 
  Holy Symbol 
  Weak presented & contact  
  An inverted sword is the the cruciform 
  symbol of the goddess Ezra, warding against 
  the minions of the night. When the target 
  sees the holy symbol it must make a DC 12 
  Wisdom saving throw. On a failure, they 
  become frightened of the creature wielding 
  the holding symbol. On a success, the target 
  cannot move closer to the wielder or target 
  them with a spell or attack. If the wielder 
  touches the target with the holy symbol it 
  does 1d8 radiant damage and other effects 
  from the allergen end.  
  
   
   
  95 
   
  Loved One's Perfume 
  Moderate area 
  The familiar scent floods the mind with 
  associated memories, regret, and sorrow. 
  When within 60 feet of the perfume, the 
  target has disadvantage on Intelligence and 
  Wisdom checks.  
  Memory Melody  
  Strong area 
  The music box’s song, played during the 
  monster’s creation, echoes through the hall. 
  The target must make on a DC 16 Wisdom 
  saving throw. On a failed save, the creature 
  becomes charmed by the music, and while 
  charmed, the creature is incapacitated and 
  has a speed of 0. The target can repeat the 
  saving throw each times it takes damage.  
  Dead Man's Skull 
  Strong presented 
  The spirit reacts intensely to the presence 
  of its physical remains, torn in its desires as 
  part of it wishes to depart. The target has 
  disadvantage on attack rolls against the 
  wielder of its skull and must make a 
  Charisma saving throw. On a failure, it 
  paralyzed until the end of its next turn. 
  True Name 
  Strong presented 
  Almost forgotten, the true name of the 
  lich imparts power over the undead. When 
  first uttered in its presence, the lich has 
  disadvantage on the next saving throw the 
  utter forces it to make. 
   
   
  
   
   
  96 
   
  MONSTERS BY TYPE 
  Aberrations 
  Monster 
  Challenge 
  Page 
  Backwards 
  Man 
  1/2 
  3 
  Carrion Stalker 
  1 
  9 
  Fihyr 
  1/2 
  20 
  Fihyr, Greater 
  5 
  20 
  Head Hunter 
  1 
  35 
  Impersonator 
  1/2 
  38 
  Marikith 
  1/2 
  48 
  Nothic, Dread 
  2 
  52 
  Celestials 
  Monster 
  Challenge 
  Page 
  Fenhound 
  1 
  19 
  Constructs 
  Monster 
  Challenge 
  Page 
  Bog Hound 
  1 
  50 
  Carrionette 
  1/4 
  10 
  Golem, Bone 
  9 
  26 
  Golem, 
  Clockwork 
  10 
  26 
  Golem, Doll 
  5 
  27 
  Golem, Mist 
  10 
  28 
  Golem, Snow 
  7 
  30 
  Golem, Stained 
  Glass 
  6 
  29 
  Golem, Wax 
  3 
  31 
  Golem, 
  Zombieflesh 
  9 
  30 
  Moor Hound 
  4 
  50 
  Elementals 
  Monster 
  Challenge 
  Page 
  Hearth Fiend 
  2 
  36 
  Fey 
  Monster 
  Challenge 
  Page 
  Alven 
  1/4 
  65 
  Brag 
  2 
  66 
  Fir 
  1/2 
  67 
  Jack Frost 
  1/4 
  39 
  Muryan 
  4 
  68 
  Portune 
   
  1/4 
  69 
  Powrie 
  2 
  70 
  Shee 
  3 
  71 
  Sith 
  4 
  72 
  Teg 
  1/2 
  73 
  Fiends 
  Monster 
  Challenge 
  Page 
  Ennui 
  7 
  15 
  Furies 
  9 
  21 
  Grey Morph 
  1/4 
  16 
  Grim Reaper 
  6 
  33 
  Shadow Morph 
  1 
  16 
  Vargouille 
  1/4 
  86 
  Humanoids 
  Monster 
  Challenge 
  Page 
  Bakhna Rakhna 
  1/4 
  4 
  Broken One 
  1/4 
  8 
  Darkling 
  1/4 
  11 
  Ermordenung 
  1 
  18 
  Gremishka 
  1/2 
  32 
  Paka 
  1/2 
  56 
  Reaver 
  1 
  59 
  Skin Thief 
  1 
  75 
  Werebadger 
  4 
  44 
  Werebat 
  2 
  45 
  Werepanther 
  3 
  45 
  Vampyre 
  2 
  85 
  
   
   
  97 
   
  Monstrosities 
  Monster 
  Challenge 
  Page 
  Red Widow 
  3 
  60 
  Sea Spawn 
  Master 
  5 
  62 
  Sea Spawn 
  Minion 
  0 
  63 
  Shadow Asp 
  1 
  64 
  Wolfwere 
  4 
  88 
  Oozes 
  Monster 
  Challenge 
  Page 
  Grave Ooze 
  2 
  55 
  Plants 
  Monster 
  Challenge 
  Page 
  Bloodrose 
  3 
  6 
  Death’s Head 
  Tree 
  8 
  12 
  Doppelganger 
  Plant 
  6 
  13 
   
  Undead 
  Monster 
  Challenge 
  Page 
  Akikage 
  7 
  2 
  Bastellus 
  3 
  5 
  Boneless 
  1 
  7 
  Ghoul Lord 
  4 
  24 
  Lich, 
  Newborn 
  13 
  42 
  Living Wall 
  8 
  43 
  Mist Horror 
  3 
  49 
  Odem 
  3 
  54 
  Rush Light 
  5 
  61 
  Vassalich 
  7 
  41 
  Zombie Fog 
  8 
  91 
  Zombie Lord 
  4 
  92 
    
   
   
  
   
   
  98 
   
  MONSTERS BY CHALLENGE
  1/4 
  Monster 
  Type 
  Page 
  Alven 
  Fey 
  65 
  Carrionette 
  Construct 
  10 
  Bakhna Rakhna 
  Humanoid 
  4 
  Broken One 
  Humanoid 
  8 
  Darkling 
  Humanoid 
  11 
  Jack Frost 
  Fey 
  39 
  Portune 
   
  Fey 
  69 
  Grey Morph 
  Fiend 
  16 
  Vargouille 
  Fiend 
  86 
  1/2 
  Monster 
  Type 
  Page 
  Backwards Man 
  Aberration 
  3 
  Fihyr 
  Aberration 
  20 
  Impersonator 
  Aberration 
  38 
  Marikith 
  Aberration 
  48 
  Fir 
  Fey 
  67 
  Gremishka 
  Huamnoid 
  32 
  Paka 
  Humanoid 
  56 
   1 
  Monster 
  Type 
  Page 
  Carrion Stalker 
  Aberration 
  9 
  Head Hunter 
  Aberration 
  35 
  Fenhound 
  Celestial 
  19 
  Bog Hound 
  Construct 
  50 
  Shadow Morph 
  Fiend 
  16 
  Ermordenung 
  Humanoid 
  18 
  Reaver 
  Humanoid 
  59 
  Skin Thief 
  Humanoid 
  75 
  Shadow Asp 
  Monstrosity 
  64 
  Boneless 
  Undead 
  7 
  2 
  Monster 
  Type 
  Page 
  Nothic, Dread 
  Aberration 
  9 
  Hearth Fiend 
  Elemental 
  36 
  Brag 
  Fey 
  66 
  Powrie 
  Fey 
  70 
  Werebat 
  Humanoid 
  45 
  Vampyre 
  Humanoid 
  85 
  Grave Ooze 
  Ooze 
  55 
  3 
  Monster 
  Type 
  Page 
  Golem, Wax 
  Construct 
  31 
  Shee 
  Fey 
  71 
  Werepanther 
  Humanoid 
  45 
  Red Widow 
  Monstrosity 
  60 
  Bloodrose 
  Plant 
  6 
  Bastellus 
  Undead 
  5 
  Mist Horror 
  Undead 
  49 
  Odem 
  Undead 
  54 
  4 
  Monster 
  Type 
  Page 
  Moor Hound 
  Construct 
  50 
  Sith 
  Fey 
  72 
  Werebadger 
  Humanoid 
  44 
  Wolfwere 
  Monstrosity 
  88 
  Ghoul Lord 
  Undead 
  24 
  Zombie Lord 
  Undead 
  92 
  5 
  Monster 
  Type 
  Page 
  Fihyr, Greater 
  Aberration 
  20 
  Golem, Doll 
  Construct 
  27 
  Sea Spawn 
  Master 
  Monstrosity 
  62 
  Rush Light 
  Undead 
  61 
  6 
  Monster 
  Type 
  Page 
  Golem, Stained 
  Glass 
  Construct 
  29 
  Grim Reaper 
  Undead 
  33 
  7 
  Monster 
  Type 
  Page 
  
   
   
  99 
   
  Golem, Snow 
  Construct 
  30 
  Ennui 
  Fiend 
  15 
  Akikage 
  Undead 
  2 
   8 
  Monster 
  Type 
  Page 
  Golem, Snow 
  Construct 
  30 
  Ennui 
  Fiend 
  15 
   
  9 
  Monster 
  Type 
  Page 
  Golem, Bone 
  Construct 
  26 
  Golem, 
  Zombieflesh 
  Construct 
  30 
  Furies 
  Fiend 
  21 
  10 
  Monster 
  Type 
  Page 
  Golem, 
  Clockwork 
  Construct 
  26 
  Golem, Mist 
  Construct 
  28 
   
  13 
  Monster 
  Type 
  Page 
  Lich, Newborn 
  Undead 
  42 
   
   
   
   
   
   
  
   
   
   
   
   
  Embrace your Darkness  
  Prestigious Monsters  
   
  Play as a vampire or 
  lycanthrope with the prestige 
  classes in this book.  
   
   
   
   
   
  Enter the Demiplane of 
  Dread 
  Heroes of the Mists 
   
  Four new races, seven 
  subclasses, four 
  backgrounds, magic 
  items, Dark Powers 
  checks, and more!  
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Fraternity of Shadows - Ravenloft - Children of the Night.pdf