Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that…
Armor (ring mail), very rare You have a +2 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Armor (ring mail), legendary You have a +3 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Headless, undying warriors, dullahans arise from decapitated villains and murderously seek to recover their missing heads. In their endless hunts, they terrorize sites relevant to their crimes or near where they died, beheading anyone they believe responsible (or connected to those responsible) for their deaths. Aside from their lethal blades, dullahans terrorize foes with their terrifying wails…
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your…
Armor (leather), rare You have a +1 bonus to AC while wearing this armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
They were pinkish things about five feet long; with crustaceous bodies bearing vast pairs of dorsal fins or membranous wings and several sets of articulate limbs, and with a sort of convoluted ellipsoid, covered with multitudes of very short antenna, where a head would ordinarily be. . . Sometimes they walked on all their legs and sometimes on the hind-most pair only. —H.P. Lovecraft, The…
Medium Humanoid, Any Alignment AC 16 Initiative +2 (12) HP 60 (8d8 + 24) Speed 30 ft.
Medium Humanoid, Any Alignment AC 16 Initiative +3 (13) HP 67 (15d8) Speed 30 ft.
Assassin Heir to a Sinister Legacy After the death of patriarch Fzoul Chembryl, House Chembryl and its descendants were scattered across Faerûn. Some members have dutifully continued the family’s dedication to Bane, while others have sought to free themselves from that god’s malignant shadow. However, none have embraced the Chembryls’ tyrannical legacy more than Karas Chembryl, a ruthless…
Energetic entertainers, wonderbringers use their magic in defense of the wilderness when they must.
Fel imps are mischievous demons that cackle with glee while immolating their foes in fel flames. They are the weakest forces of the Burning Legion, but their small size leads enemies to underestimate the power of their firebolts. Fel imps are the easiest demons for Warlocks to bind and control, making them common familiars for those who make pacts with the Burning Legion.
Medium Monstrosity, Neutral AC 14 Initiative +4 (14) HP 52 (8d8 + 16) Speed 30 ft.
| Investment | Item Rarity |
|---|---|
| 150 GP | Common |
| 600 GP | Uncommon … |
Manifesting as a sinuous form wreathed in sickly green flames, this incorporeal undead forms when a powerful hag or witch dies in agony or rage. The body at the center of the flames usually resembles the witch’s idealized self-image, regardless of their age and appearance at the time of their death. A witchfire often resides in a bog or swamp, which slowly blackens and decays around them. These…
Vulkoori drow warriors coat their weapons with the same deadly scorpion venom they use to tattoo their skin. Thanks to their extensive use of poison, they are resistant to the scorpion venom’s full effects.
Guardians of the woodlands, dryads magically flit from tree to tree and from root to bough, harrying trespassers with tangling vines and thorns. Most of these elusive beings have a special connection with one plant or a natural sanctuary that they protect. Some also share physical similarities with the plants they’re most connected to. Dryads might sicken or die if their plant or sanctuary is…
Indistinguishable from jackals in their natural form, jackalweres shape-shift to deceive others. These shape-shifters can take three forms: a jackal, a human, or a monstrous hybrid of the two. Jackalweres are easily mistaken for werewolves, but jackalweres aren’t supernaturally afflicted—their jackal forms are their natural state. Jackalweres also possess magical gazes capable of putting foes to…
Medium or Small Humanoid, Any Alignment AC 14 Initiative +3 (13) HP 44 (8d8 + 8) Speed 30 ft.
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The Westwind Riders are an elite force stationed at the fortress of Orcbone, charged to protect the Brelish border from all threats and to enforce the Code of Galifar on the Border Road. Anyone in trouble on the Road hopes for a band of Westwind Riders to appear on the horizon. This Stat Block represents a skilled rider, but Westwind Riders can also use the Knight or Veteran Warrior stat blocks.
Nox prefers to speak through their music rather than their voice. One of the grim and silent calignis who ventured up into the Abomination Vault’s middle levels from below, Nox earned a place in Shadow Malice by demonstrating superlative skill with a theorbo. Nox dislikes the brutality of combat and seeks opportunities to end a fight quickly, usually by making unexpected attacks with their…
Small or Medium Monstrosity (Lycanthrope), Neutral AC 15 Initiative +3 (13) HP 133 (14d8 + 70) Speed 30 ft., 40 ft. (hybrid form only), 50 ft. (mammoth form only)
Doomsayer and Fanatic Cultists use extreme measures to spread radical beliefs. They often follow obscure mystical traditions or obsess over interpretations of ancient prophecies. They might worship supernatural patrons—deities, otherworldly creatures, manipulative alien minds, or stranger forces. Some cultists devote themselves to Demogorgon, the self-proclaimed Prince of Demons. These cultists…
On the Elemental Plane of Earth, xorn roam in search of meals they consider delicacies: gems, crystals, and veins of precious metals. For xorn, the Elemental Plane of Earth presents an endless buffet. Those that find their way to the Material Plane discover that most worlds are culinary wastelands. These xorn scour subterranean depths, consuming whatever sparse gems and ores they find. This…
Shadowstalkers are satyrs who wield the subtle magic of the Void, using that power to lurk in the darkness and strike enemies from hiding.
Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils. Scouts Scouts are warriors of the wilderness, trained in hunting and tracking. They might be explorers or trappers, or they could perform more martial roles as archers, bounty hunters, or outriders.
| CR | XP |
|---|---|
| 0 | 0 or 10 |
| 1/8 | 25 … |