C ONDUCTOR OF C ARNAGE
ew fears can hold a candle to that of a
looming war. The Conductor of
Carnage thrives in its shadow, feasting
upon the haunted, restless nights of
soldiers on the eve of battle. As they
sleep, it shows them a battlefield
soaked in red, roaring with the cries of the
wounded and dying, their own voice
screaming the loudest. As they gape for
breath from a punctured lung, the
dreaming soldiers awaken, carrying
the fear with them to real combat.
The Sanguine Fields. The domain
of the Conductor is a field of raging
melee, where every step sinks an inch
deep in viscous blood. Many of the
combatants are unfortunate ghosts of
warriors from across the world; their souls
whisked away by the minions of the Con-
ductor at the moment of their gruesome
death. These ghosts are locked in combat,
experiencing a cycle of fear and death in
this brutal hellscape.
Planar Conquest. The Conductor rarely
leaves its domain, but the turmoil of a brewing
war between nations may stir it to wander. It
watches as the physical realm devolves into
chaos, awaiting an opportunity to claim a region
from the world of men. When armies count in tens
of thousands, and slaughter reigns, there lies its
chance to converge the planes. When it does, no army
claims victory.
T�� N���������
Legends speak of ancient spirits born from the essence of
�tans; en��es that dwell in the darkest reaches of the
Spirit Realm, drawing power from the sleeping minds of
mortals throughout the world. The nightmares embody
the deepest anxie�es and unspoken dreads of
humanoids. Murals in god�forsaken temples portray them
as silent watchers and subtle influencers, shaping dreams
into realms of fear, torment, and twisted fascina�on.
Above all, they are a testament to the complex �and o�en
unse�ling� depths of the humanoid psyche.
Trapped Beyond the Veil. Unlike weaker spirits who
can cross into the Material Plane, the nightmares are for-
ever bound to the Spirit Realm. Courts of spirits serve in
their ethereal domains, emula�ng their masters and car-
rying out their plans. While some of their desires are
beyond mortal comprehension, one is clear in its destruc-
�ve poten�al � to tear the veil barring them from the
Material Plane. When a region aligns with a nightmare’s
essence�through collec�ve fear or mys�cal confluence
of energy�a convergence forms, bringing the spiritual
realm into the physical world. In such places, reality inter-
twines with the horrors of the Nightmares’ domains, and
they manifest in the flesh to rule unimpeded.
1
Design by beyond the screen Art used with permission of Yin Zhe
Conductor of Carnage target becomes cursed. While cursed, a target is frightened
of the Conductor. A cursed creature that ends its turns takes
Large elemental 22 (4d10) psychic damage unless it dealt damage to another
creature this turn.
Armor Class 23 (natural armor)
Hit Points 437 (35d10 + 245)
Speed 50 �.
BONUS ACTIONS
Mark Of Sleep. The Conductor hexes one creature it can see
STR DEX CON INT WIS CHA with a sleeping hex. The target falls unconscious at the start
of its next turn, and experiences terrible nightmares. The
26 (+8) 20 (+5) 24 (+7) 14 (+2) 14 (+2) 22 (+6) creature can try to resist the nightmares to weaken the
Conductor. If it does, it makes a DC 22 Wisdom or Charisma
Saving Throws Str +16, Con +15, Int +10, Wis +11, Cha +13 saving throw (its choice). On a success, the next �me the
Skills Athle�cs +24, Percep�on +19 Conductor regains its spent Legendary Ac�ons, it regains 2
Damage Immuni�es poison; bludgeoning, piercing and ac�ons less.
slashing damage from nonmagical a�acks An unconscious target awakens if it takes damage, or if
Condi�on Immuni�es blinded, charmed, frightened, someone uses an ac�on to wake them. A�er waking up, a
poisoned, stunned creature becomes immune to the Conductor’s Mark of Sleep
Senses blindsight 60 �., darkvision 120 �. passive un�l the end of the Conductor’s next turn.
Percep�on 29
Languages All, telepathy (120 �.) REACTIONS
Challenge 28 (120,000 XP) Retaliate. The Conductor makes one bloody blade a�ack
against a creature within 10 feet of it that deals damage to
Immutable Form. The Conductor is immune to any spell or it. If the a�ack hits, the target takes an addi�onal 5 (1d10)
effect that would alter its form. necro�c damage for each gaping wound it has.
Painful Resistance (3/Day). If the Conductor fails a saving
throw, it can choose to succeed instead. The Conductor LEGENDARY ACTIONS
immediately gains 2 gaping wounds (see Bloody Blade). The The Conductor can take legendary ac�ons, choosing from
Conductor automa�cally fails saving throws to remove these the op�ons below. It has a number of ac�ons equal to the
wounds, which remain un�l it is reduced to 0 hit points. number of creatures figh�ng it + 1. Only one legendary
ac�on can be used at a �me and only at the end of another
Crimson Ascension (Mythic Trait; Recharges A�er Short Or creature's turn. The Conductor regains spent legendary
Long Rest). If the Conductor is reduced to 0 hit points, it ac�ons at the start of its turn.
doesn't die or fall unconscious. Instead, its hit point total
resets to 216, and it immediately recharges its Curse of Devour Nightmare. The Conductor moves up to its speed. If
Carnage. For the next hour, the Conductor can use the it ends its movement within 5 feet of a sleeping creature,
op�ons in the “Mythic Ac�ons” sec�on. Addi�onally, the the sleeping creature takes 33 (5d12) psychic damage and
Conductor’s bloody blade extends and slices through the Conductor regains the same amount of hit points.
creatures it hits. Whenever the Conductor a�acks with its Bloody Blade (Costs 2 Ac�ons). The Conductor makes a
bloody blade, compare the total of the roll to the Armor bloody blade a�ack
Class of each creature in a 15-foot cone from it, resolving
Festering Wounds (Costs 3 Ac�ons). Each creature within
the a�acks separately.
120 feet of the Conductor takes 5 (1d10) necro�c
damage for each gaping wound it has.
ACTIONS
Mul�a�ack. The Conductor makes 4 a�acks with its bloody
blade. It can replace two of its a�acks with Curse of MYTHIC ACTIONS
Carnage if it's available. If the Conductor’s Crimson Ascension trait has ac�vated in
the last hour, it can use the op�ons below as legendary
Bloody Blade. Melee Weapon A�ack: +16 to hit, reach 10 �., ac�ons.
one target. Hit: 17 (2d8 + 8) slashing damage and the target
gets a gaping wound. The target is immune to this effect if it Expunge (Costs 3 Ac�ons). The Conductor chooses one
cannot bleed (e.g., constructs and most undead). At the end creature within 60 feet of it. If the target has 5 or more
of a wounded creature’s turn, it takes 5 (1d10) necro�c gaping wounds, it dies.
damage for each gaping wound it has. It then makes a DC Vengeful Stance (Costs 2 Ac�ons). The Conductor prepares
22 Cons�tu�on saving throw, removing all gaping wounds to strike at the first creature that provokes it. The
on a success. Spells like greater restora�on, regenerate and Conductor enters a stance, which lasts un�l the start of
similar magic close all gaping wounds instantly. its next turn, un�l it is incapacitated, or un�l it uses
another legendary ac�on. Whenever a creature within
Curse of Carnage (Recharge 5-6). Each conscious creature 120 feet of the Conductor deals damage to it, the
within 120 feet of the Conductor must succeed on a DC 22 Conductor teleports to an unoccupied space adjacent to
Wisdom saving throw, taking 44 (8d10) psychic damage on the target, it can then spend its reac�on to use its
a failed save or half as much on a success. On failure, the Retaliate on the target.
2
Design by beyond the screen