When drawing from the Deck of Many Things, there's not much more of a surefire way to get killed than by drawing the Skull card. When you do, an avatar of death appears in front of you for a battle over your soul. For those unfortunate gamblers who lose this duel, they join the ranks of the Grim Harrow.
Here's a first look at the Undead of the Grim Harrow and the threat they pose to any who dare keep a Deck of Many Things:
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Joining the Ranks of the Grim Harrow

When you are slain by the agent of the Skull card, you are denied an afterlife and are doomed to join the ranks of the Grim Harrow.
In the distant past, the souls of those who died to the Skull card rose as evil Undead cursed to aimlessly roam the multiverse. That is until one such victim, a grim champion, began seeking out its kindred and rallying them into a force bent on a single purpose: The destruction of every single incarnation of the Deck of Many Things. This faction became known as the Grim Harrow.
Pushing Up Daisies in the Gardens of Decay
The Grim Harrow operates out of the Gardens of Decay, a demiplane they bloodily seized for themselves. Now, whenever a creature is slain by the Skull card, they appear within the bounds of the Garden, often as a shadow or ghoul, but sometimes as more powerful figures such a death knight, lich, or vampire. It is these powerful victims that are sought out as lieutenants by the grim champions.
What the Grim Harrow Want
The Grim Harrow is made up of many Undead, but they are singular in their goal: Destroy all copies of the Deck of Many Things throughout the multiverse. They hope that with the destruction of the last deck, they will be freed from eternal torment as Undead. As such, they plan harrowing hunts, where Undead are dispatched across the multiverse to chase down any clue, relic, or spell that may help them find a Deck. Should they locate a copy of the Deck, a hunt will be sent forth to destroy it. These hunts are swift and deadly, and if they catch wind of a Skull card being drawn, a grim champion may even lead the hunt in the hopes of destroying a deck.
The Grim Champions

The three grim champions represent the most powerful entities within the Gardens of Decay, each one embodying a facet of death and serving as the leaders of the Grim Harrow. However, they do not act in concert with one another and instead often strive against each other, vying for power and dominance. It is this self-interest and lack of cooperation that acts as the single biggest factor limiting the power of the Grim Harrow and its grim champions.
No Good Deed Goes Unpunished
One of these champions is Aleron, the Grim Champion of Pestilence. He was a tiefling who never actually drew from the Deck of Many Things. Instead, he leapt to the aid of an ally who had pulled the Skull card and was slain by the avatar of death that appeared for him. His corpse pulled itself from the mire of the Gardens of Decay, rife and ridden with plague and pestilence.
Aleron is a terrible foe to face in a melee. Glowing insects buzz around his fleshless skull in a mockery of a halo, and waves of necrotic energy wash out from him, inflicting the incapacitated condition on any nearby creature that fails a Constitution saving throw.
The champion can also use their Blight Staff or Plague Bolt to inflict necrotic or poison damage, or hurl pestilent spells such as blight, cloudkill, or contagion. Even when it’s not the champion's turn, they can use their legendary actions to launch attacks, cast spells, or pursue enemies across the battlefield. If they’re mounted, they can even command their mount to charge, a truly terrifying prospect.
Using the Grim Harrow in Your Campaign
The Grim Harrow and its champions can make for a great antagonistic force in your campaign, with or without the direct involvement of the Deck of Many Things. Due to the narrow window in which a hunt must be completed, the Grim Harrow and its champions can pose a sudden and devastating threat to the party, sweeping in from out of nowhere and vanishing just as quickly.
Because the Grim Harrow not only seek to destroy the Deck but also uncover knowledge and claim tools to aid in their goals, you can position them as adversaries in a variety of situations. You could have the Grim Harrow cross paths with the party in the depths of an ancient library or temple as both groups seek out ancient lore. Or they could both be in search of a magic item that happens to be powerful enough to destroy the Deck.
Add Some Grim to Your Games
Regardless of how you use them in your campaign, the Grim Harrow is an exciting adversarial group, and the three legendary grim champions represent but a small selection of over 30 monsters that can be found in The Book of Many Things. From campaign ideas to character options, new magic items and deadly foes, this sourcebook will guide you through many ways to highlight the infamous Deck of Many Things at your table and in your games!
Davyd is a moderator for D&D Beyond. A Dungeon Master of over fifteen years, he enjoys Marvel movies, writing, and of course running D&D for his friends and family, including his daughter Willow (well, one day). The three of them live with their two cats Asker and Khatleesi in south of England.
That's a very good question. Who knows?
In an infinite multiverse, there's always one lone card from the deck somewhere. Down the back of the sofa, being used as a beermat in a seedy bar 'out on the rim' of a Spelljammer system, or as the ticket on a Madhatter's, um, hat with the words "10/6" scrawled over it.
And yet, across the gulf of space, minds immeasurably superior to our own, regarded the deck with envious eyes, and slowly and surely, they respawned the cards against us...
How much Deck of Many Things lore is actually available to characters?
I know that we generally know a lot (such as, don’t help your friend if he draws the Skull card), but do our characters know that?
What would the DC be for some Arcana or History check to determine this?
How much is revealed by the Identify spell of cast on a Deck?
What happens if you look at the deck with x-ray vision?
What happens if a Bahumat or Tiamat draw the Balance card for some reason?
How many Decks does Primus have locked in a cabinet somewhere?
How many Decks are simply floating through Limbo?
How many Decks got locked in a box and buried, or tossed in a river or the ocean Jumanji-style?
What happens if an Aspect of Death draws a Balance or Skull card for some reason?
What happens if you draw a Skull card in the area of a Hallow spell? (preventing interdimensional travel and teleportation)
What happens if you cast True Polymorph on one of the Grim Harrow Champions to turn them into a mortal version of themselves?
What happens if you block a strike from an Aspect of Death with a Deck of Many Things?
What happens if a high CR creature tries to attack an Aspect of Death? (such as a Tarrasque)
What would the requirement’s be for a character to replicate the Balance effect of the Deck? Wish spell? What would be some unforeseen consequences? Would it target the caster as well?
What happens if you have the Eye and Hand of Venda attuned and are currently directly under Vecna’s control, and he draws the Balance Card using your body?
What happens if a caster puts a Deck in a Demiplane, then dies without telling anyone about it?
How many Decks are simply lost in the Astral Plane after the ol’ Bag of Holding inside of another Bag of Holding trick?
How many Decks are in the gullet of an Astral Dreadnaught?
What happens if you have two Decks, cast Animate objects, and tell one deck to draw from the other, or from itself?
Feel free to use any of these questions as a springboard for a specific mission, or answer some of them.
How much would a deck of many things cost
Why is the skull card in the deck if its purpose is to create creatures that seek to destroy the deck?
This sounds like bad ideas combined and leans me into saving my money.
How did the Grim Harrow get the teleportation sequence for EVERY DECK to punt them to the Garden?
(This is the moment a huge amount of WOTC writers take notes for the next errata)
and if they had that opportunity, why not delete the Skull at that point in time?
and why should I work for the Grim Harrow anyay? I'm aimless according to the srticle above. I'll just stay "aimless" and immortal...and a lich!
Since it used to just kill you and move on, why are we now turning it into immortality and slavery?(Consent Violations) That feels antithetical to the card, I know people will roll in and say the Actual DEATH Card means "change" like as in a real tarot deck, but this isn't A the real religious tool and/or B the meaning of the rule for the iconic artifact. Death is neither good nor bad on its own. This rule addendum feels like kicking a man while they are down...so you can soften the problem later with losing the undead status.
And why is the Skull in the deck keeping creatures from DEATH, that is like drawing the King card to be turned into a Marquis or drawing the Ace to get dates.
What Skull Card is making those who can vengeance instead of just ...irresurrectable death????
I cannot access the early content despite pre-ordering.
Legendary items are 500,000 GP and the Deck of Many Things is consumable, which halves the price, giving it a cost of 250,000 GP, though this value can of course be changed by the DM!
That is because the early content if for people who preordered the physical + digital bundle
This was really useful for me
This sounds cool
Actually only two cards are consumable ( Fool and Jester). The deck itself is not.
As the article says, it didn't start out like that. The founder of the Grim Harrow got the idea of destroying the deck and now they recruit any powerful undead formed from those slain by the deck to their cause.