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100% found this document useful (6 votes)
4K views13 pages

CometLordMinis CometCodex Preview V1-5

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gu.lessa37
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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CREDITS TABLE OF CONTENTS

Director: Scott Delorme Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5


Designers: Willy Abeel, Leon Barillaro, Carlos Cisco, Dread Actions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Alex Clippinger, Sam Mannell Creatures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Agaros Devil. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Editor: Marcie Wood The Apathetic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
• Dreadmite
Layout & Graphic Design: Cris Viana Comet Lord Emissary, Lesser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Cover Illustration: Marcelo Orsi Blanco • Hedron Protector
Dune Dragon, Adult. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Illustration and Design: Álvaro Jiménez, • A Dune Dragon’s Lair
Marcelo Orsi Blanco, Mark Hretskyi, Saša Đurđević, • Lair Actions
Peter Mohrbacher, Allison Theus, Zuzanna Wuzyk The Faceless. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
The False Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Perpetual Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
©2024 Comet Lord Miniatures. All rights reserved. Rebel Crimson Legionnaire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Revanicus Blood Knight. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
System Reference Document 5.1: This work includes Toon Grinning Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
material taken from the System Reference Document 5.1
(“SRD 5.1”)

by Wizards of the Coast LLC and available at [Link]


[Link]/resources/systems-reference-document

The SRD 5.1 is licensed under the Creative Commons


Attribution 4.0 International License available at

[Link]

[Link]
FOREWORD
I ’ve always wanted my creations to leave a lasting
impression - whether it was one of my miniatures,
a terrifying description or the dread filled encounter
With this in mind, some of these monsters have new
actions to help them take on your party of adventurers
by themselves. You can read how these ‘Dread Actions’
my players have had to face. This grimoire will be a work in the new rules section
collection of creatures and characters from the setting of The setting these characters and creatures are based
Edyn and the surrounding realms of existence including in is full of dread - filled with creatures based in dark
what I’ve sculpted over the years… and more! fantasy, gothic and cosmic horror. They are not suitable
As a fan of the Soulsborne games and classic series for all games, but hopefully it inspires some terrifying
like Zelda, I have a love for impactful boss battles. When encounters in your games! Please be respectful to your
I decided to pursue making a D&D 5e supplement, I players when using some of these monsters as they can be
wanted to make sure the essence of this was captured quite gruesome. Make sure everyone is okay with the type
in the design. I want these creatures to challenge your of contest these horrors provide!
party of adventurers and show they mean business as Ultimately, this is a preview for a much larger
your next villain (Or minion of said villain). collection of characters and creatures that I would like
to get in your hands! If you enjoy this content, please
consider backing the project on Kickstarter and sharing
it with your friends!

DREAD ACTIONS
The rotwolf staggered into the light to yet another audience of young hunters. Clumps of her hair fell in an
endless cascade among her feet and disappeared into the soil. Her sunken eyes met each hunter with a deep
sadness, a regret for the routine that fate had burdened her with. And as the hunters bore into her hide, she
watched as they slumped into piles of flesh and sank into the soil one by one.

T he strongest creatures within this Grimoire earned


their place in legend having wiped out entire armies
and foolish adventurers with unprecedented alacrity.
Signature Dread Actions
A creature’s signature dread actions are their most
potent (and often their deadliest) abilities. These actions
Their methods are collectively known as dread actions,
are used like regular dread actions, but a creature can
named for the unshakable feeling instilled in their
only use one of their signature dread actions per round.
prey before they strike. These are acts that show off the
Signature dread actions have an order that the creature
creatures’ control of their surroundings, providing foes
prefers to take and best sets the flow of the encounter.
warning, resorts in moments of desperation, or a show of
The first two signature dread actions often ensnare their
deadly pride.
opponents and prepare the environment for the Final
Dread actions provide these creatures an
Signature: a devastating dread action that shakes the
opportunity to contend with multiple combatants
foundation of the entire encounter. That said, signature
outside of their turn without being overwhelmed. One
dread actions can be used in any order that best fits the
dread action can be taken at the end of each enemy
creature’s needs in battle.
creature’s turn akin to legendary actions. They range
from additional uses of their attacks, movement, and
ability checks, to entirely new actions and features.
Dread actions may be limited to a certain number
of uses per round or entire encounter, regaining all
uses at the start of the next round or within a future
encounter, respectively.

FOREWORD  5
CREATURES Agaros Devil DREAD ACTIONS
Large fiend (devil), lawful evil The agaros devil can take one dread action at the end of an
Agaros Devil Armor Class 18 (plate armor)
enemy creature’s turn. A dread action may be limited by round
or by encounter.
Hit Points 351 (26d10 + 208) Shove (3/Round). The agaros devil shoves a creature within
The Agaros Devil is one of the most fearsome in the
Speed 45 ft. 5 feet of it. That creature must succeed on a DC 23 Strength
grand hierarchy of Hell. Even the most powerful
saving throw or be pushed 10 feet away.
archdevil would reconsider taking arms against one. STR DEX CON INT WIS CHA Flare-Up (1/Round). The agaros devil causes fire to burst from
An Agaros Devil resembles a centaur: half-humanoid, 28 (+9) 16 (+3) 26 (+8) 18 (+4) 22 (+6) 18 (+4) the ground at a 5-foot square they can see within 60 feet. All
half-wyrm, and wholly fiendish. They employ creatures within 5 feet of that point must make a DC 17 Dexterity
everything they have into their combat prowess, Saving Throws Str +15, Dex +9, Con +14, Wis +12, Cha +10 saving throw. A creature takes 14 (4d6) fire damage on a failure
Skills Athletics +21, Intimidation +16 and half as much on a success. The fire continues to spill from
from their full range of motion to weapons
Damage Resistances cold; bludgeoning, piercing, and slashing this area until the agaros devil dies or leaves this plane.
training to their near-mastery over the very from nonmagical attacks Return (1/Encounter). If the agaros devil does not have a Soul
flames of Hell itself. Damage Immunities fire, poison Seal active, they can return to the Hells.
These devils are the grand enforcers of Hell, Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 16 1st Signature: Soul Seal (1/Encounter). The agaros devil
only deployed when an archdevil needs a truly
Languages Abyssal, Common, Infernal chooses a creature they can see and places an infernal seal upon
fearsome hunter. When a powerful being them, initiating an infernal duel that the target cannot refuse.
Challenge 19 (22,000 XP)
has made off with some grand infernal From that moment on, the agaros devil pursues their opponent
power without holding up their end Burn Off. When the agaros devil fails a saving throw, they can relentlessly. While the devil has a seal placed, they enjoy the
of the bargain, it is this creature instead choose to succeed. When doing so, they permanently following features:
remove one fire damage die from all of their attacks and effects • The agaros devil gains a +2 bonus to AC against attacks from
that comes to collect.
that deal fire damage. enemies who are not their opponent.
For all its combat ability, this Devil’s Sight. Magical darkness doesn’t impede the agaros • The agaros devil’s attacks on the opponent ignore all
devil has one major flaw: a lust devil’s darkvision. damage resistances.
for battle. They do not resort Magic Resistance. The agaros devil has advantage on saving • The agaros devil deals an additional 7 (2d6) fire damage on
to underhanded tactics. They throws against spells and other magical effects. weapon attacks against their opponent.
True Hellfire. The fire damage dealt by the agaros devil ignores • The agaros devil knows the exact location of their opponent,
care not for assassination,
fire resistance. Creatures immune to fire take half damage instead. even if their opponent is on a different plane of existence.
only honorable combat.
ACTIONS • The seal breaks if the agaros devil or their opponent dies.
Even still, the devil can If their opponent loses, the agaros devil receives their soul.
rarely find an opponent that Multiattack. The agaros devil makes three attacks: two weapon
Without a soul, a creature cannot be brought back to life
can defeat them on their own. attacks and one with their tail sweep. If they have half their hit
using magic.
points or fewer, the agaros devil can instead make four weapon
Before they initiate a fight, the 2nd Signature: Overheat (1/Encounter). The agaros devil’s flames
attacks.
devil offers this deal to their burn hot. All creatures within 10 feet of the devil must make a
Hellfire Ranseur. Melee Weapon Attack: +15 to hit, reach 10
DC 18 Constitution saving throw. On a failure, a creature takes 35
target: “Bring anyone you wish ft., one target. Hit: 20 (2d10 + 9) piercing or slashing damage,
(10d6) fire damage and gains a level of exhaustion. On a success, a
to this duel. Win, and keep your plus 21 (6d6) fire damage. The target must succeed on a DC 21
creature takes half as much damage and does not gain exhaustion.
souls. But be warned: lose, and Constitution saving throw or be unable to gain hit points until
Final Signature: You Have My Full Attention (1/Encounter). The
the end of their next turn.
you are destined all for the very agaros devil recognizes their opponent as an equal and attempts
Infernal Whip. Melee Weapon Attack: +15 to hit, reach 10 ft., one
depths of Hell.” to isolate them. While their opponent is within 10 feet of them,
target. Hit: 30 (6d6 + 9) fire damage, and the target is grappled
the devil shoves all other creatures 30 feet away from themself
(escape DC 21). While grappled, a creature is restrained and
with infernal force. Characters can attempt to resist by making a
takes 7 (2d6) fire damage at the start of each of their turns. The
DC 21 Strength saving throw. The devil then surrounds themself
agaros devil can grapple only one target at a time in this way.
and their opponent with a circular wall of fire.
Tail Sweep. Melee Attack: +9 to hit, reach 10 ft., three adjacent
The wall is 20 feet in diameter, 20 feet high, and 1 foot thick. It
targets. Hit: 17 (4d6 + 3) bludgeoning damage, plus 7 (2d6) fire
is opaque and lasts for up to 1 minute. The agaros devil must
damage, and a target must succeed on a DC 17 Dexterity saving
concentrate on it as if on a spell. When the wall appears, each
throw or be knocked prone.
creature within its area must make a DC 17 Dexterity saving
BONUS ACTIONS throw. A creature takes 35 (10d6) fire damage on a failed save,
Momentum. When the agaros devil moves at least 20 feet or half as much on a success. Any creature who passes through
straight, they can channel that momentum into its next the wall or ends their turn adjacent to it takes 35 (10d6) fire
weapon attack as an extra 14 (4d6) fire damage. damage.
Soul Seal. The agaros devil can move their Soul Seal to another
creature they can see.
REACTIONS
Great Rebuke. When the agaros devil’s opponent hits them with
an attack, the agaros devil rolls 3d12 and reduces the damage
of the attack by that amount. If the damage is reduced to 0, the
attack’s original damage is dealt to the attacker instead.

6  Agaros Devil Agaros Devil  7


The Apathetic The Apathetic ACTIONS
Multiattack. The Apathetic makes two weapon attacks.
In the realm of Twilight, there is an entity born of apathy. Dreadmite Large monstrosity (dreadborne), true neutral
Ichorous Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
The Apathetic is one of the numerous entities known as Armor Class 17 (natural armor)
These wretched, grublike monsters spawn from the dark Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage.
The Dreadborne– manifestations of absolute despair. Hit Points 218 (19d10 + 114) Vile Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one
soil of the Twilight. They feed on emotion and often
As its name may suggest, the Apathetic is a creature Speed 20 ft. target. Hit: 18 (2d10 + 7) piercing damage, plus 14 (4d6)
swarm around larger dreadborne, hoping for a chance to
born of apathy. The only purpose of its existence is to necrotic damage if the target is affected by the Apathetic’s
latch onto and feed upon the larger monster’s prey. This STR DEX CON INT WIS CHA Aura of Apathy, or half as much if they aren’t.
reproduce-to elicit more apathy in its prey. It lumbers
is a dangerous gambit on the dreadmites’ part, however; 24 (+7) 13 (+1) 23 (+6) 8 (-1) 10 (+0) 5 (-3)
listlessly through the Twilight on its many arms and BONUS ACTIONS
most dreadborne consume dreadmites, swallowing the
legs. Mortal creatures who get too close may find Saving Throws Wis + 5, Cha + 2 Ichorous Recovery. The Apathetic devours a dreadmite within
ichor that oozes out of them for a boost in sinister power.
themselves overcome with indifference, unable to move Damage Resistances, bludgeoning, piercing, and slashing 5 feet of themself, restoring 20 hit points.
This pitch-black ichor is cold to the touch, and dangerous Ichorous Empowerment. The Apathetic devours a dreadmite
away from the creature as it unhinges its entire jaw and from nonmagical attacks
for any living thing that is not a dreadborne. within 5 feet of themself, allowing the Apathetic to deal an
neck to bite at them. Damage Immunities necrotic, psychic
Condition Immunities charmed, frightened extra 5 (1d10) necrotic damage on all weapon attacks until the
Senses darkvision 60 ft., passive Perception 10 beginning of their next turn.
Languages Common DREAD ACTIONS
Challenge 14 (11,500 XP) The Apathetic can take one dread action at the end of an
Aura of Apathy. The Apathetic passes their namesake to those enemy creature’s turn. A dread action may be limited by round
close to them. When a creature gets within 10 feet of the or by encounter.
Apathetic on a turn or starts their turn there, they must make a Spawn Dreadmite (1/Round). The Apathetic spawns a
dreadmite in an unoccupied space within 30 feet of themself.
DC 18 Charisma saving throw. On a failure, the creature’s speed
Extra Claw (2/Round). The Apathetic makes an ichorous
is halved, they take a -2 penalty to AC and Dexterity saving
claw attack.
throws, and they can’t use reactions. This effect lasts until the
beginning of the creature’s next turn. 1st Signature: Overwhelm (1/Encounter). The Apathetic spawns up
Dread Fellow. The Apathetic is unaffected by auras, ichors, to six dreadmites in unoccupied spaces within 30 feet of themself.
and other effects produced by other dreadborne. 2nd Signature: Regurgitate (1/Encounter). The Apathetic devours
Insidious Indifference. The Apathetic cannot take a reaction, two dreadmites within 5 feet of themself and spews out ichor in
even if compelled to do so. a 20-foot cone originating from themself. All creatures in range
Surrounded by Dread. Whenever the Apathetic begins their must make a DC 18 Constitution saving throw, taking 22 (5d6 + 5)
turn, a dreadmite spawns within 5 feet of them. Additionally, necrotic damage on a failure, or half as much on a success.
whenever another creature the Apathetic can see ends their Final Signature: Erupt (1/Encounter). The Apathetic causes
turn without using movement and taking either an action or a all dreadmites within 30 feet of themself to explode, which
bonus action, a dreadmite spawns within 5 feet of that creature. triggers the dreadmites’ Bursting With Ichor feature. All
Apathetic Resistance. If the Apathetic fails a saving throw, creatures within range besides the Apathetic must succeed on a
DC 15 Constitution saving throw or be poisoned for one minute.
they can devour a dreadmite within 5 feet of themself and
While poisoned in this way, creatures have disadvantage on
choose to succeed instead.
saving throws against the effects of all Dreadborne creatures.

Dreadmite open and spews deadly ichor. All creatures within 5 feet of
the dreadmite must make a DC 13 Constitution saving throw,
Tiny monstrosity (dreadborne), neutral evil
taking 10 (3d6) necrotic damage on a failed save, or half as
Armor Class 12 much on a success. The ichor remains on the ground in the
Hit Points 13 (3d4 + 6) 5-foot space that the dreadmite last occupied. The ichor counts
Speed 30 ft., burrow 20 ft. as difficult terrain. Any creature who ends their turn in the
ichor must succeed on a DC 13 Strength saving throw or be
STR DEX CON INT WIS CHA restrained by dark hands, grasping out from the liquid doom. A
restrained creature can use an action on their turn to repeat the
8 (-1) 15 (+2) 14 (+2) 4 (-3) 12 (+1) 5 (-3)
saving throw and end the effect.
Damage Resistances bludgeoning, piercing, and slashing from
ACTIONS
nonmagical attacks
Condition Immunities charmed, frightened Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Senses darkvision 60 ft., passive Perception 11 Hit: 14 (2d6 + 7) slashing damage plus 7 (2d6) necrotic damage.
Languages understands Common but doesn’t speak Latch On. Melee Weapon Attack: +5 to hit, reach 0 ft., one target.
Challenge 2 (200 XP) Hit: 3 (1d6) slashing damage, and the dreadmite is latched on
to the target. While latched on, the dreadmite has advantage
Vaulting Vermin. The dreadmite can occupy a creature’s space on attacks against the target, and the target’s speed is reduced
and vice versa. Its long jump and high jump are both 10 ft., with by 10 feet.
or without a running start. A creature can use an action to remove the dreadmite by
Bursting With Ichor. When the dreadmite is reduced to 0 succeeding on a DC 8 Strength check. Once removed, the
hit points by a creature that is not a Dreadborne, it bursts dreadmite lands in an unoccupied space adjacent to the target.

8  The Apathetic The Apathetic  9


Comet Lord Emissary, Lesser
The Comet Lord Emissary normally approaches tasks in the guise Comet lord emissary, Lesser DREAD ACTIONS
of another entity that met an unfortunate end by its hand. Its Large aberration (shapechanger), neutral evil The Comet Lord Emissary can take one dread action at the end
true form is somewhat humanoid, having multiple extra limbs of an enemy creature’s turn. A dread action may be limited by
Armor Class 16 (natural armor) round or by encounter.
and numerous writhing tentacles coming from the back of
Hit Points 119 (14d10 + 42)
its head. Its face appears as skin with no features stretched Consular Rebuke (1/Round). A creature within 10 feet of the
Speed 30 ft.
Comet Lord Emissary must succeed on a DC 18 Strength saving
over a humanoid skull.
throw or be pushed 10 feet away from the Emissary.
Disguised, it infiltrates with psionics. It guides STR DEX CON INT WIS CHA
Redraw Lines (1/Round). The Comet Lord Emissary commands
mortals along the path set before them by its master. 18 (+4) 12 (+1) 15 (+2) 22 (+6) 16 (+3) 19 (+4) up to three hedron protectors, moving each one up to 15 feet.
However, not all plans survive contact with souls with Rendition (1/Round). The Comet Lord Emissary moves up to 10
Saving Throws Intelligence +10, Wisdom +7, Charisma +8
free will or at least the illusion of it. If it is discovered, Skills Arcana +10, Deception +12, Insight +7, Persuasion +8 feet without provoking opportunity attacks.
it must call upon its hedron protectors and destroy Damage Resistances force, poison; bludgeoning, piercing, and Resumption of Self (1/Round). The Emissary deals 14 (4d6)
all evidence of its existence. slashing damage from nonmagical weapons psychic damage to a creature affected by their Abrogation of
Damage Immunities psychic Self, ending the effect on that target immediately.

Hedron Protector Condition Immunities blinded, charmed, frightened, petrified,


poisoned
1st Signature: Otherworld Border (1/Encounter). Energy arcs in
These strange stone artifacts come from The a line between hedrons, linking up to three in a group. Creatures
Senses Truesight 120 ft., passive Perception 13
in the path of a line must succeed on a DC 18 Dexterity saving
Comet Lord’s domain. Some adventurers have Languages All, telepathy 120 ft.
Challenge 14 (11,500 XP) throw or take 11 (2d10) force damage.
unknowingly stumbled upon these hedrons. The The hedrons repeat this effect on initiative count 10 of each
veil between planes of existence and realities is Emissary’s Entourage. When the Comet Lord Emissary rolls round, unless the Comet Lord Emissary’s Eldritch Embargo
thin around the hedrons. This leads to all sorts for initiative, they summon 5 hedron protectors within 10 dread action is active.
of aberrations finding their way into the prime feet of themself. Summoned hedrons act immediately after 2nd Signature: Eldritch Embargo (1/Encounter). The Comet
material plane. the Emissary in turn order. When the Comet Lord Emissary Lord Emissary connects sets of hedrons with 15-foot-high
uses an ability marked “(Hedron)”, they must sacrifice a walls of telekinetic force, forming walls or enclosed shapes. A
When they are activated they levitate, glow and
hedron protector of their choice within 60 feet of them to do hedron can’t connect with another hedron more than 20 feet
seem to give off an aura that unsettles those so. The hedron is reduced to 0 hit points and destroyed. away, and up to four hedrons can be connected to each other
hostile to the attuned user. When a minion of Diplomatic Immunity (Hedron). When the Comet Lord Emissary in a group. Hostile creatures must succeed on a DC 16 Strength
The Comet Lord activates it, they unlock new fails a saving throw, they can choose to succeed instead.
(Athletics) check to move through a telekinetic wall, spending
abilities like beams of energy to slow down foes. Sphere of Influence. While the Comet Lord Emissary has
10 feet of movement to do so. Creatures attempting to teleport
at least one hedron within 10 feet of themself, they have
to a point “through” a wall must succeed on a DC 18 check using
advantage on saving throws against spells and other magical
their relevant spellcasting ability. The Emissary can freely
effects.
Devoured Psyche. The Comet Lord Emissary can spend 1 minute allow a creature they push to pass through a wall. The Comet
to subsume the corpse of a slain humanoid. After they do so, the Lord Emissary has advantage on attack rolls against targets
Emissary can use their action to switch between a subsumed inside an area enclosed by the Eldritch Embargo; attacks
humanoid’s form and their own true form. While in a humanoid and other hostile effects against the Emissary or hedrons
form, the Comet Lord Emissary can recall basic information and from within an enclosed area are made with disadvantage. A
surface memories from that creature’s life, but not the creature’s telekinetic wall disappears if one of the connecting hedrons
deepest secrets. While in disguise, the Emissary can project dies or moves more than 20 feet away from the other, or if
false emotions and memories against detect thoughts and similar their movement would leave insufficient space for a creature
effects. already inside the shape.
Hedron Protector Non Euclidean Construct. The hedron doesn’t need air, food,
or water, and is immune to any spell or effect that would alter ACTIONS
On initiative count 10 of each round, the telekinetic walls surge
Small construct, unaligned with power. Each creature hostile to the Emissary within 5 feet
its form. Multiattack. The Comet Lord Emissary makes two attacks with of a telekinetic wall must make a saving throw against the
Armor Class 13 (natural armor) Warping Aura. The hedron protector twists space within 10 its Sanctioning Claw. It may replace one attack with either its Otherworld Border.
Hit Points 44 (8d6+16) feet of it. Creatures must expend 5 extra feet of movement Summon Hedrons or Abrogation of Self ability.
Final Signature: Annexation (1/Encounter). The Comet Lord
Speed 0 ft., fly 40 ft. (hover) while moving through the aura. Sanctioning Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Emissary rips all hedrons and their surroundings out of time and
one target. Hit: 14 (3d6 + 4) slashing damage plus 5 (2d4) force
ACTIONS space, destroying them and affecting each area fully enclosed
STR DEX CON INT WIS CHA damage, and the target must make a DC 18 Strength saving
Aggressive Interlocutor. Ranged Spell Attack: +4 to hit, range by the Eldritch Embargo, along with a 10-foot circle centered
throw. On a failed save, the Emissary can push the target back 10
8 (-1) 16 (+3) 15 (+2) 1 (-5) 14 (+2) 1 (-5) 15/30 ft., one target. Hit: 5 (2d4) psychic damage, and the on each hedron not part of a shape. Creatures in the affected
feet or knock them prone.
target must succeed on a DC 12 Wisdom saving throw or Abrogation of Self (Hedron, Recharge 6). Each creature within area must succeed on a DC 18 Intelligence saving throw or
Damage Resistances force, psychic
have disadvantage on the next saving throw it makes within 60 feet of the Comet Lord Emissary must succeed on a DC 18 take 27 (6d8) force damage, taking half as much damage on a
Damage Immunities poison; bludgeoning, piercing, and
1 minute. Charisma saving throw. On a failed save, an affected creature success. Creatures that fail their saving throw by 5 or more are
slashing damage from nonmagical attacks
Condition Immunities blinded, charmed, deafened, does not add its proficiency bonus to weapon or spell attacks, or momentarily pulled out of time and space, returning at the end
REACTIONS
exhaustion, frightened, petrified, poisoned, prone, stunned, to calculate the DC of saving throws for spells and other magical of their next turn.
Mediation. The hedron makes itself vulnerable to all damage effects. The effect lasts for 1d4 rounds, ending at the start of the
unconscious
when affected by a spell or other effect that deals damage in Emissary’s turn.
Senses darkvision 120 ft., passive Perception 11
an area. The damage dealt to other hedrons in the affected Summon Hedrons (Recharge 5-6). The Comet Lord Emissary
Languages -
area is halved. summons 3 (1d4+1) hedron protectors, which appear in
Challenge 1 (200 XP)
unoccupied spaces of the Emissary’s choice within 90 feet.

10  Comet Lord Emissary, Lesser Comet Lord Emissary, Lesser  11


Dune Dragon, Adult Lair Actions
On initiative count 20 (losing initiative ties), the dragon • A swirling 20-foot radius sandstorm appears centered
The dune dragon is a rare evolutionary off-shoot of the the sand, or avoid fighting on the ground and attack the takes a lair action to cause one of the following effects; the around a point the dragon can see within 120 feet. The
blue dragon, sharing some common traits, but no longer dragon from the air. dragon can’t use the same effect two rounds in a row. area within the storm is heavily obscured and difficult
able to take to the skies. Tales exist of those who have bargained with dune • Two creatures the dragon can see within 120 feet must terrain, and creatures within a storm are blinded.
Atrophied from aeons of disuse the dune dragon’s dragons for safe passage across the desert. If you can succeed on a DC 15 Dexterity saving throw or sink into • A tremor shakes the lair in a 60-foot radius around the
wings have become tough fins, ideal for steering as they convince one to ferry you over the baking sands, you the sand and become restrained. A creature can use all dragon. Each creature other than the dragon on the
glide beneath the golden sand. As they near the surface, can expect them to keep their word, so long as you of their movement to free themselves. ground in that area must succeed on a DC 15 Dexterity
these fins emerge like blades moving at lethal speed. return the respect in kind. saving throw or be knocked prone.
A dune dragon’s long body is coated in segmented
plates that are near impenetrable, but they don’t cover A Dune Dragon’s Lair
the creature’s belly, giving it a weak point that can only
be targeted by flipping the dragon on its back. Easier
Occasionally a dune dragon will move into a cave that Adult Dune Dragon Shrapnel Cannon (Recharge 5–6). The dragon exhales a
thunderous blast of glass shards in a 30-foot cone. Each creature
it has found, but more often than not they simply carve Huge dragon, lawful neutral
said than done. out a lair for themselves. This means dune dragon lairs in that area must make a DC 19 Dexterity saving throw. On a
You’ll also want to watch out for the dragon’s Armor Class 21 (natural armor, 16 while prone) failure, a creature takes 20 (8d4) piercing damage and 28 (5d10)
can be quite unique depending on the preferences of the Hit Points 200 (16d12 + 96) thunder damage and falls prone. On a success, a creature takes
dangerous breath weapons—it can exhale a cone of dragon, or the geography of the area. Speed 30 ft., burrow 60 ft. half as much damage and does not fall prone. Creatures in the
thunderous energy and deadly glass shrapnel, and also The one thing a dune dragon will always have in area must also succeed on a DC 16 Constitution saving throw or
unleash a devastating beam of force. their lair is sand—the softer the better. Dark, sandy STR DEX CON INT WIS CHA become deafened for one minute.
For all its strengths, the dune dragon is a relatively caves inside desert rock outcrops are perfect. A dune 22 (+6) 10 (+0) 22 (+6) 8 (-1) 14 (+2) 12 (+1) DREAD ACTIONS
simple creature. It has a few clever tactics to employ, dragon may even choose to block up any entrances The dragon can take one dread action at the end of an enemy
preferring to keep targets stationary as much as possible Saving Throws Str +11, Con +11, Wis +7, Cha +6
on the surface, excavating under the rock for weeks creature’s turn.
and use its superior speed to charge them down like a Skills Perception +12, Stealth +5
to ensure they can simply glide through the sand and Reposition (1/Round). The dragon moves up to their full movement.
Damage Resistances force; bludgeoning, piercing, and slashing
freight train over and over. But this only works when the emerge into the cave interior from below ground. Static Shockwave (1/Round). Each creature within 60 feet of the
from nonmagical attacks
environment is playing to the dune dragon’s advantage. dragon must succeed on a DC 19 Constitution saving throw or be
A dune dragon encountered in its lair has a challenge Damage Immunities thunder
Clever heroes might try to lure a dune dragon away from pushed 10 feet away from the dragon and take 7 (2d6) lightning
rating of 17 (18,000 XP). Senses darkvision 120 ft., tremorsense 120ft., passive Perception
damage and 9 (2d10) force damage. On a successful save, a
22
creature takes half as much damage and is not pushed.
Languages Common, Draconic
Sandstorm Aura (1/Round). The dragon summons a howling
Challenge 15 (13,000 XP)
storm of sand to surround it. While the aura is active, the area
Fin Strike. If the dragon moves at least 30 feet straight toward within a 30-foot radius of the dragon is heavily obscured and
a target and then makes a melee attack against that target, the difficult terrain, and other creatures within the area are blinded.
melee attack is made with advantage. The aura disperses when the dragon next uses their movement.
Juggernaut. If the dragon moves at least 30 feet straight toward
1st Signature: Earth Breach (1/Encounter). The dragon moves
a creature, they can move through that creature’s space. When
up to their full movement. If the dragon is burrowing when this
the dragon moves through a creature’s space, the creature must
movement ends, they can choose to emerge by bursting from the
succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6)
ground directly upwards. Creatures on the surface within a 30-foot
bludgeoning damage and fall prone.
radius of the point where the dragon emerged must succeed on
Reflective Scales. Any time the dragon is targeted by the
a DC 19 Dexterity saving throw or take 27 (6d6 + 6) bludgeoning
magic missile spell, a line spell, or a spell that requires
damage and be knocked prone, taking half as much damage and
a ranged attack roll, roll a d6. On a 1 to 5, the dragon is
not falling prone on a success. The dragon cannot take another
unaffected. On a 6, the dragon is unaffected, and the effect is
signature dread action until the start of the next round.
reflected back at the caster as though it originated from the
2nd Signature: Thrashing Escape (1/Encounter). If the dragon is
dragon, turning the caster into the target. This trait doesn’t
restrained or grappled, they can immediately make a Strength
function if the dragon is prone.
ability check with advantage to free themself. If they succeed,
Sidewinder. While moving over sand, the dragon uses their
the dragon leaps up to 20 feet in any direction and then moves
burrow speed and doesn’t provoke opportunity attacks when it
up to their full movement. Creatures within 5 feet of the dragon
moves out of an enemy’s reach.
that make an attack of opportunity against them when they leap
Siege Monster. The dragon deals double damage to objects and
must succeed on a DC 19 Dexterity saving throw or take 15 (2d8
structures.
+ 6) bludgeoning damage, taking half as much on a success. The
Tunneler. The dragon can burrow through solid rock at half
dragon cannot take another signature dread action until the
their burrow speed and leaves a 10-foot-diameter tunnel in
start of the next round.
their wake.
Final Signature: Charged-Particle Beam (1/Encounter). The dragon
ACTIONS exhales energy in a 300-foot line that is 5 feet wide. Each creature
Multiattack. The dragon makes two attacks. in that line must make a DC 19 Dexterity saving throw, taking 66
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: (12d10) force damage on a failure, or half as much damage on a
13 (2d6 + 6) piercing damage, and the target is grappled (escape success. Structures and objects in the line take double damage.
DC 16). The dragon can only grapple one creature at a time with The dragon can then choose to end the beam, or move it left
this attack, and they release the target when they use a breath or right. The beam can move up to 90 degrees in one direction
weapon. While grappled by this attack, the target automatically in an arc around the dragon. The normal effects of the beam
fails Dexterity saving throws. are applied to all creatures in its path. The dragon cannot take
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: another signature dread action until the start of the next round.
15 (2d8 + 6) bludgeoning damage.

Dune Dragon, Adult  13


The Faceless
While the Mad Architect happens to feel The Faceless Singularly Minded. The metal pyramid where
is one of his less “elegant” designs, its usefulness far The Faceless’ head should be is not there simply for
outweighs any aesthetic shortcomings and lack of intimidating visuals. It’s an advanced scrying device
subtlety. Created with a singular pursuit in mind… that can track a target if one of their belongings is placed
pursuit. The Faceless was conceived originally as an “asset inside. The Faceless will pursue its quarry in the most
search and recovery” chassis. But things never stay quite straightforward way possible. In that it will move in a
so simple in the maniac brain of the Mad Architect. It straight line toward the target, only changing tacts when
metastasized into a kinetically juiced up juggernaut of it meets with an obstacle it is forced to circumvent. While
destruction with a relentless tenacity for the chase, and a exceedingly dangerous, clever adventurers with a good
frustrating literal interpretation of its orders. head start can use this myopic chase to engineer the
Destructive Dynamo. Forged from the bodies of battlefield in such a way to use its relentless pursuit of a
giants and reinforced with a unique aethertech engine, single target to their advantage.
The Faceless uses its movement to charge up devastating
attacks and abilities. It has zero concern for collateral
damage or self preservation, and will bring an entire
structure down around it if it means felling its target.

Kinetic Stomp. Unarmed Melee Attack: +14 to hit, reach 5 ft., one DREAD ACTIONS
The Faceless Juggernaut. The Faceless ignores difficult terrain, is immune to
damage from its own abilities, deals double damage to objects
target. Hit: 13 (2d4+9) bludgeoning damage. The target is prone The Faceless can take one dread action at the end of an enemy
Huge construct, unaligned and restrained unless it succeeds on a DC 18 Strength saving throw.
and structures, and is immune to fall damage. Additionally, creature’s turn. A dread action may be limited by round or by
The Faceless may spend up to 3 Kinetic Charges, adding 3 (1d4+1) encounter.
Armor Class 18 (natural armor) it’s able to pass through solid stone walls up to 5 feet thick,
force damage to the attack for every charge spent. Detect (1/Round). The Faceless makes a Wisdom (Perception) check.
Hit Points 270 (20d12 + 140) destroying the wall in the process.
Gravitational Slam. One Large or smaller creature grappled by the Charge (1/Round). The Faceless may move up to its speed in a
Speed 40 ft. Relentless Pursuit. When given a command by its creator, the
Faceless is slammed onto the ground in an adjacent unoccupied straight line. Creatures caught in its path must succeed on a DC 16
Faceless will execute it literally, with abandon, and with no
space and is knocked prone, creating a 5-foot crater at the point of Dexterity saving throw or take 6 (2d6) bludgeoning damage.
STR DEX CON INT WIS CHA regard to the collateral damage to itself or anything around it.
impact. The grappled creature takes 21 (6d6) bludgeoning damage Kinetic Stomp (1/Round). The Faceless makes a Kinetic Stomp
If an object belonging to the target is placed within the metal
28 (+9) 9 (-1) 24 (+7) 6 (-2) 11 (+0) 6 (-2) and 13 (3d8) force damage. The Faceless may spend 5 Kinetic attack.
pyramid where its head should be, the Faceless knows the
Charges to empower the slam with a kinetic shockwave. Creatures
Saving Throws Str +14, Con +12 location of the target as long as the two share the same plane
within a 25-foot radius must succeed on a DC 16 Strength saving 1st Signature: Collateral Charge (1/Encounter). If the target of
Skills Athletics +19, Perception +5 of existence.
throw or be knocked prone. Additionally, the center of the crater Relentless Pursuit is in sight, the Faceless may charge up to 50 feet
Damage Resistances bludgeoning, piercing, and slashing from in a straight line. Any creature caught in its path is knocked back 10
is roughly 5 feet deeper than the ground, which will destroy any
nonmagical attacks feet and takes 6 (2d6) damage. Additionally, they must make a DC
ACTIONS wood or stone floors in the impact zone.
Damage Immunities psychic, force 18 Strength saving throw or be knocked prone upon landing.
Condition Immunities charmed, exhaustion, frightened, Multiattack. The Faceless makes two attacks with Kinetic BONUS ACTIONS
Cleaver, but may replace one of them with Static Chokehold if 2ndt Signature: Static Singularity (1/Encounter). The Faceless
paralyzed, petrified, poisoned, unconscious Static Attractor. The Faceless can spend up to 3 Kinetic Charges. expends 3 Kinetic Charges. Creatures within 30 feet must succeed
Senses blindsight 120 ft, passive Perception 15 it’s not already grappling a creature.
Each creature within 30 feet of the Faceless must succeed on a on a DC 16 Strength saving throw or take 12 (3d8) force damage
Languages understands any languages its creator knows, speaks Kinetic Cleaver. Melee Weapon Attack: +14 to hit, reach 10 ft.,
DC 16 Strength saving throw or take 4 (1d8) force damage and be and be pulled 30 feet toward the Faceless. The Faceless may elect
none one target. Hit: 19 (3d6 + 9) slashing damage plus 9 (2d8) force
pulled 5 feet toward the Faceless for each charge spent. to expend up to 3 more charges, increasing the area of effect by 10
Challenge 17 (18,000 XP) damage. Regardless of whether the attack hits or misses, the
Kinetic Discharge. The Faceless may harmlessly discharge its feet per charge.
Faceless may spend up to 5 Kinetic Charges. For each charge
Aethertech Chassis. The Faceless has advantage on saving Kinetic Charges into the ground. The Faceless spends all its Kinetic Final Signature: Aethercleave (1/Encounter). The Faceless wildly
spent it does 5 (1d10) force damage in a 5-foot square centered
throws against spells and other magical effects. Additionally, Charges. Until the end of its next turn, its movement speed is swings its Kinetic Cleaver, charging it up with aetheric magic. The
on the target, unless they succeed on a DC 18 Constitution saving
the Faceless is immune to any spell or effect that would alter its halved, and any creature who hits the Faceless with a melee attack Faceless expends all Kinetic Charges when it slams the cleaver
throw. Additionally, it creates difficult terrain in a 5-foot square
form. takes 6 (2d6) force damage. down. The earth erupts, and for every Kinetic Charge spent,
centred on the target. Each charge spent also increases the area
Kinetic Amplifiers. Every time the Faceless moves 10 feet it of the square of difficult terrain by 5 feet. (Ex: 1 charge = 5 sq. ft., 5 REACTIONS creatures within a 30-foot line originating with the Faceless each
gains a Kinetic Charge. Up to 5 Kinetic Charges can be used at charges = 25 sq. ft.) must make a DC 18 Constitution saving throw. On a failure, a
Static Cling. If a creature attempts to help release an ally from creature takes 30 (6d10) bludgeoning damage and suffers the
a time to amplify or alter attacks. If the Faceless gains an 11th Static Chokehold. Melee Weapon Attack: +14 to hit, reach 5 ft., being grappled by the Static Chokehold, the Faceless may spend
Kinetic Charge, the kinetic energy releases in a 10-foot-radius one target. Hit: 16 (2d6+9) bludgeoning damage and the target following effects, akin to the slow spell: the creature’s speed is
a Kinetic Charge to use its reaction to extend its chokehold. The halved, they cannot use reactions, and they cannot make more
nova. Each creature in that area must make a DC 19 Constitution is grappled (escape DC 18). Until the grapple ends, the target is creature must make a DC 18 Constitution saving throw. On a failure,
saving throw, taking 11d10 force damage on a failure, or half as restrained and takes 5 (1d10) lightning damage at the start of each than one attack on their turn. A creature slowed in this way can
they too fall under the effect of Kinetic Chokehold, unable to take an action or a bonus action on their turn, not both. These
much on a success. For 1d4 rounds after the energy discharges, of their turns. If the Faceless spends at least 1 Kinetic Charge, the loosen their grasp on their ally.
the Faceless’ speed is halved and it cannot use reactions, and on grappled creature has disadvantage to free itself until the end of effects last for up to one minute, but an affected creature can
Static Bulwark. When passing through a wall using its Juggernaut repeat the saving throw at the end of each of their turns, ending
its turn it can use either an action or a bonus action, not both. the Faceless’ next turn. feature, the Faceless may use the leftover debris as armor, the effects on themself on a success. Creatures that succeed on the
spending up to 5 Kinetic Charges to increase its AC by 1 per charge. initial Constitution saving throw take half as much damage and
This effect lasts until the Faceless attacks. suffer no additional effects. For each Kinetic Charge spent, add 3
(1d4+1) damage after the saving throw.
14  The Faceless The Faceless  15
The False Knight False Knight
Large aberration (false entity), neutral evil
REACTIONS
Fear Drinker. When an attack misses the false knight, the knight
The false knight grows in shadow, and while often It’s even said that it can sometimes take the exact regains lost hit points equal to the failed roll to hit without
Armor Class 22 (natural armor) modifiers.
associated with dark pools of water or patches of spilled shape of another creature, not just imitating them, but
Hit Points 294 (28d10 + 140)
blood, obscure accounts suggest this isn’t always necessary becoming them, stuffing itself into a grisly approximation Speed 30 ft. DREAD ACTIONS
for one to appear. of their skin. The false knight’s body is actually ooze- The false knight can take one dread action at the end of an enemy
The creature’s appearance (for which it is named) is like—an amorphous mass that can change shape or size STR DEX CON INT WIS CHA creature’s turn.
actually quite consistently documented. A looming, ten at will, within limits. It hardens its exterior to function as 20 (+5) 15 (+2) 20 (+5) 16 (+3) 12 (+1) 8 (-1) Wind Up (1/Round). The false knight lifts their sword to ready an
foot horror, arranging its flesh in a twisted mockery of armor, but can easily liquefy these chitinous plates when attack, revealing a glowing gap in their armor around the midsection.
Saving Throws Str +11, Con +11 The knight’s speed is reduced to 0, their AC is reduced to 15, and they
a noble warrior, complete with flapping, toothed flesh squeezing under your door at night.
Skills Deception +5, Performance +5, Stealth +8 are unable to take actions until they use another dread action.
resembling a cloak. Sages believe it takes this form to And yet, for its stealth, the false knight wants to Damage Resistances poison, psychic; bludgeoning, piercing, and Devastating Swing (1/Round). The false knight can only use this
kill, imitating us. Imitating our behaviours. Our shapes. be seen. Unlike other false entities which exist in the slashing from nonmagical attacks dread action if their speed is reduced to 0 by Wind Up. The knight
blind spot of the mortal mind, the knight operates Condition Immunities charmed, frightened, poisoned, stunned, swings their sword in a wide arc, automatically hitting all creatures
differently. Its appearance doesn’t just draw attention— unconscious in a 15-foot cone, dealing 19 (2d8 + 10) slashing damage to each and
Senses darkvision 60 ft., passive Perception 11 knocking them prone.
it dominates it, rendering creatures unable to pay
Languages — Eviscerating Pin (1/Round). The false knight can only use this dread
attention to anything else. Like exposed flesh sticking Challenge 17 (18,000 XP) action if their speed is reduced to 0 by Wind Up. The knight brings
to a hot stove, the false knight sears itself into the base their sword down to pin a creature they can see within 10 feet to the
levels of your brain, forcing you to look. Gaining Ambusher. The false knight has advantage on attack rolls against ground. The targeted creature must succeed on a DC 19 Dexterity
any creature they have surprised. saving throw, taking 19 (2d8 + 10) piercing damage on a failure, or
strength from your fear.
Amorphous. The false knight can move through a space as narrow half as much on a success.
as 1 inch wide without squeezing. On a failure, the creature is also knocked prone and restrained by
Fixating Presence. Each creature of the false knight’s choice that the sword, which remains in their body. The knight grows a new
is within 120 feet of the knight and aware of them must succeed sword to wield immediately. Any creature can remove the sword as
on a DC 17 Wisdom saving throw or become fixated for 1 minute. an action, but the restrained creature takes an additional 19 (2d8 +
(See details on the fixated condition below.) A creature can repeat 10) piercing damage when the sword is removed. The sword turns
the saving throw at the end of each of their turns, ending the effect into useless slime when removed.
on themself on a success. If a creature’s saving throw is successful Flesh Cloak (1/Round). The false knight leaps forward and envelops
or the effect ends for them, the creature is immune to the knight’s one creature within 10 feet inside their fleshy cape, dealing 8 (1d6 +
Fixating Presence for the next 24 hours. 5) piercing damage and 6 (2d6) acid damage. The cloak takes on a
Gore Fever. When the false knight is reduced to 147 hit points or twisted likeness of the enveloped creature before releasing them,
less, their speed is doubled and their base AC is increased by 2. mimicking their physical features as though it was their flayed skin.
Stolen Shape. The false knight can use their action to polymorph
into the last Small, Medium, or Large humanoid they have used 1st Signature: Ooze-shift (1/Encounter). The false knight melts into
Flesh Cloak on, or back into their true form. The knight’s statistics, a pile of ooze and reforms in an unoccupied spot within 30 feet that
other than their size, are the same in each form. Any equipment the they can see, and then makes one attack. The knight cannot take
knight is wearing or carrying isn’t transformed. The knight reverts another signature dread action until the start of the next round.
to their true form if they die. 2nd Signature: Accursed Tendrils (1/Encounter). A mass of bloody
Surprise Attack. If the false knight surprises a creature and hits tentacles bursts from the false knight’s body, reaching out toward
them with an attack during the first round of combat, the target all other creatures the knight can see within 120 feet. Creatures in
takes an extra 21 (6d6) damage from the attack. this area must make a DC 19 Strength saving throw. They are pulled
up to 120 feet straight toward the knight on a failure, or half as far
ACTIONS
on a success. The knight cannot take another signature dread action
Multiattack. The false knight makes two attacks and uses Memory until the start of the next round.
Leech. Final Signature: Void Horizon (1/Encounter). The false knight
Spinesword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. emanates a wave of psionic energy that warps the temporal
Hit: 14 (2d8 + 5) slashing damage. perception of creatures close to them. Creatures that the false
Cruel Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. knight can see within 30 feet must succeed on a DC 19 Wisdom
Hit: 8 (1d6 + 5) piercing damage, and the target is grappled (escape saving throw, taking 36 (8d8) psychic damage on a failure, or half as
DC 19). While grappling the target in this way, the false knight much on a success. Creatures that are fixated on the knight fail this
cannot grapple another creature. saving throw automatically.
Memory Leech. One creature grappled by the false knight must Additionally, creatures that fail the saving throw must roll a d4.
succeed on a DC 17 Wisdom saving throw or suffer one of the For a number of rounds equal to the result, the creature’s speed is
following effects, chosen by the knight: halved, they take a −2 penalty to AC and Dexterity saving throws,
• The target creature loses a language proficiency and the knight and they can’t use reactions. On their turn, affected creatures can
gains it. use either an action or a bonus action, but not both.
• The target creature loses a weapon or tool proficiency and the
knight gains it. NEW CONDITION: FIXATED
• The target creature loses a prepared spell of the knight’s choice. A fixated creature cannot focus on anything except for the object
Lost spells cannot be cast or prepared again later. or creature it is fixated on. A creature with the fixated condition
• Proficiencies and spells stolen by Memory Leech are returned suffers the following effects:
immediately when the false knight dies. A fixated creature cannot target creatures or objects other than the
source of their fixation.
BONUS ACTIONS
The creature can’t willingly move further away from the source of
Lunging Strike. The false knight lunges 10 feet and makes one attack. their fixation.

16  The False Knight The False Knight  17


Rebel Crimson Legionnaire
Medium humanoid, neutral good

Armor Class 18 (half plate)


Hit Points 90 (12d8+36)
Speed 35 ft.

Perpetual Knight STR


17 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
11 (+0)
CHA
12 (+1)
In the lost golden city of Absentia, chosen undead
Saving Throws Con +6, Cha +4
are worshiped and treated as royalty. The undead Skills Athletics +7, Stealth +6, Survival +3
populace are commanded by His Holiness, Saint Senses passive Perception 10
Maximilliano - The Grand Pontiff of Absentia, The Languages Common
Anointed One and The Last Saint of Margo. Challenge 7 (2,900 XP)
Knighthood in Absentia is to join the upper ranks Alchemical Armaments. Between packs, pouches, and
of his military, The Perpetual Order. An undead pockets, the Rebel Crimson Legionnaire always has what
legion of devout soldiers clad in ornate armour and they need to get the job done. They can hold up to 6
infused with the magic of their Saint. Alchemical Charges per day and can mix a new batch over
a long rest.
Each knight has the emblem of Saint
Suited for The Hunt. The Rebel Crimson Legionnaire can
Maximilliano as the front opening of their helms, make one additional bonus action and reaction per round.
but still ultimately masks their true nature beneath. Additionally, their specialized training grants them their
Similar to death knights that directly serve Saint full dexterity bonus in medium armor and allows them to
Maximilliano, their armour depicts angelic hands ignore disadvantage on Dexterity (Stealth) checks.
and faces. ACTIONS
Unlike the death knights, The Perpetual Order Multiattack. The Rebel Crimson Legionnaire makes two
knights have not given up abilities or senses to join attacks.
the order. Instead, they are simply watched over Blast Hammer. Melee Weapon Attack: +7 to hit, reach 5 ft.,
and guided by their divine Saint while channeling one target. Hit: 11 (2d6+4) bludgeoning damage. If under
the effect of Armed Weapon, the next attack that hits does
fragments of his will. an additional 10 (3d6) fire damage.
Dragoon Pistol. Ranged Weapon Attack: +5 to hit, range

Rebel Crimson
60/120 ft., one target. Hit: 6 (1d8+2) piercing damage. If
under the effect of Armed Weapon, the next attack ignores
Perpetual Knight
Legionnaire
Cursed Cleave. The Perpetual Knight swings their halberd in a
close-range disadvantage. Additionally, if the attack hits
Medium undead, lawful evil 10-foot cone in front of them, making a single melee attack roll
a creature adjacent to the Rebel Crimson Legionnaire, it
for all creatures caught in the cone. Each creature struck takes 10
With their homeland of Itheria gripped and ruled automatically criticals, and the Legionnaire disengages and
Armor Class 18 (plate) (1d10+5) slashing damage plus 6 (2d6) necrotic damage and must
moves 15 feet in the opposite direction.
Hit Points 119 (14d8 + 56) make a DC 16 Constitution saving throw. On a failure, they are by powerful vampire lords, the Crimson Hunters is
Satchel Bomb. In a desperate last move, the Legionnaire
Speed 30 ft. unable to heal, and their movement is halved until the start of the a vaunted order of monster hunters whose express consumes all of their Alchemical Charges and tosses their bag
Perpetual Knight’s next turn.
purpose is to cleanse the dark of the feral, chaotic, and to an unoccupied square within 30 feet. The Satchel Bomb
STR DEX CON INT WIS CHA Malefic Bolt. Ranged Spell Attack: +8 to hit, reach 120 ft., one
dangerous creatures outside the vampire lord’s control. has 1 hp and 10 AC. If shot with the dragoon pistol or hit with
target. Hit: 12(4d6) necrotic damage. On a hit, the next attack roll
20 (+5) 9 (-1) 18 (+4) 10 (+0) 14 (+2) 18 (+4) The greater evil, as it were. a source of fire, it explodes. Creatures caught in the 30-foot
made against this target before the end of the Knight’s next turn
sphere must make a DC 15 Dexterity saving throw, taking 5
Saving Throws Con +8, Wis +6 has advantage on the attack. But there are those among the ranks that refuse to
(1d10) fire damage for each Alchemical Charge consumed on a
Skills Athletics +9, Perception +6 Sainted Spirits (1/Day). The Perpetual Knight calls forth bow in service to a master that is, in many ways, worse failed save, or half as much on a successful one.
Damage Resistances necrotic, radiant, bludgeoning, piercing, seemingly angelic spirits to protect themself. They flit around the than the monsters they hunt. These hunters joined
and slashing from nonmagical attacks Knight at a distance of 15 feet for one minute. Upon casting, the BONUS ACTIONS
a rebel legion bent on freeing Itheria from not just
Damage Immunities poison Knight can designate any number of creatures they can see to be Arm Weapon. The Rebel Crimson Legionnaire may use
Senses passive Perception 10 unaffected by the spirits. When an affected creature enters the the creatures that go bump in the night but also the
one of the Alchemical Charges generated by Alchemical
Languages Common area for the first time on a turn or starts its turn there, they must sanguine grip of their vampiric lords. Armaments to load one of their weapons. The next attack
Challenge 9 (2,900 XP) make a DC 15 Wisdom saving throw. On a failed save, the creature Well Suited. Hunters traditionally preferred light with that weapon gains the effect of Armed Weapon.
takes 3d8 necrotic damage. and mobile garb, but those that joined the legion quickly Weapons can only be loaded once per turn.
Malefic Radiance. The armor and weapons of the Perpetual
BONUS ACTIONS gained an appreciation for the heavier stuff. Their
Knight are seemingly imbued with radiant light, and they shed REACTIONS
bright light in a 20-foot circle. Perpetual Knights add 2d6 necrotic Shield of Maximiliano (1/Day). When the Perpetual Knight specialised techniques allow them to move quietly in
Crimson Riposte. When a creature makes an attack within
damage to their melee attacks, and any necrotic damage done to activates this ability, they must concentrate on it as if it were a spell. heavier armor. range of the Rebel Crimson Legionnaire, the Legionnaire
them heals them instead. A radiant aura surrounds the Knight, granting it a +1 bonus to AC.
Itherian Weapons. Itheria is known for its versatile can make an attack against the attacking creature before
Additionally, while under this effect, any creature who makes a
ACTIONS and complex weapons, and the Crimson Rebels wield they resolve their attack. If the Legionnaire’s attack hits, the
melee attack against the Knight takes 2 (1d4) necrotic damage.
them to great effect. The Blast Hammer is a mechanical target must roll disadvantage on their attack.
Multiattack. The Perpetual Knight makes two perpetual halberd REACTIONS Hunter’s Dodge. When an attacker that the Rebel
attacks. maul that can be loaded with alchemist fire and melts
Parry. The Perpetual Knight adds 3 to its AC against one melee Crimson Legionnaire can see hits them with an attack, the
Perpetual Halberd. Melee Weapon Attack: +9 to hit, reach 10 ft., faces as well as it crushes skulls. The dragoon pistol can
attack that would hit it. To do so, the Perpetual Knight must see Legionnaire can use their reaction to halve the attack’s
one target. Hit: 10 (1d10+5) slashing damage. be overstuffed with black powder for an explosive point
the attacker and be wielding a melee weapon. damage against them. Additionally, the Legionnaire may
blank shot. disengage and move 5 feet in any direction.

18  Perpetual Knight Rebel Crimson Legionnaire  19


Revanicus Blood Knight
The Blood Knights from House Revanicus are a Vampires of Edyn
prominent vampiric order in Itheria, often tasked with
Most vampires across the realm of Edyn share a set of
protecting blood tax reserves and suppressing aggression
vampiric traits and abilities. Even the most pure soul can
from the lower mortal classes.
be corrupted by vampirism. Their worst personality traits
They are usually seen wearing House Revanicus’
are amplified - sometimes beyond recognition.
distinctive blood red armor with a razor sharp longsword
If you need to quickly customize a creature to be
known as a bloodletter always on hand.
vampiric, you can simply add these traits to them.
They have proven their might through blood magic, a
terrible sorcery that pushes their bodies to the limit or
uses the blood of their victims. Their blood magic ensures VAMPIRE TRAITS
House Revanicus remains unopposed, so long as they Bite. Melee Weapon Attack: uses CON to hit, reach 5 ft., one
command the collection of blood taxes across the vast target. Hit: 3 (1d4) + CON piercing damage plus 7 (2d6)
necrotic damage. The vampire’s speed is doubled and they
regions of Itheria. make their attacks with advantage until the end of their next
In the Itherian capital city of Richten, these knights turn.
ruthlessly pursue rebels who attempt to sabotage blood Sunlight Hypersensitivity. The vampire takes 20 radiant
tax sites, usually painting them across the streets in damage when they start their turn in sunlight. While in
viscous trails of blood. sunlight, they have disadvantage on attack rolls and ability
checks.
Vampirism. Whenever the vampire deals necrotic damage
to a creature, the creature’s hit point maximum is reduced
by the necrotic damage dealt, and the vampire regains hit
points equal to half that amount. The reduction lasts until the
creature finishes a long rest.

Revanicus Blood Knight Bloodletter Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 9 (1d8 + 4) slashing damage, and the target’s speed is
Medium undead (vampire), neutral evil
reduced by 10 feet until the end of their next turn.
Armor Class 18 (plate) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 +
Hit Points 127 (15d8 + 60) 4) piercing damage plus 7 (2d6) necrotic damage. The Blood Knight’s
Speed 40 ft., fly 20 ft. (hover) speed is doubled and they make their attacks with advantage until
the end of their next turn.
STR DEX CON INT WIS CHA Bloodletter Crescent Sweep (Blood Magic). Melee Weapon Attack:
+8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage. The
18 (+4) 16 (+3) 18 (+4) 15 (+2) 16 (+3) 18 (+4) target and each creature within 5 feet of them takes an additional 10
(4d4) necrotic damage from the blood-coated swing.
Saving Throws Con +8, Wis +7
Red Lariat (Blood Magic). Ranged Weapon Attack: +8 to hit, range
Skills Athletics +8, Insight +7, Perception +7 15/30 ft., one target. Hit: 7 (1d6 + 4) necrotic damage. The target is
Damage Resistances necrotic from sources other than themself; knocked prone and is dragged up to 15 feet towards the Blood Knight.
bludgeoning, piercing, and slashing from nonmagical attacks Skinripper (Blood Magic). The Revaniucs Blood Knight rushes forward
Condition Immunities frightened in a line up to their speed without provoking attacks of opportunity,
Senses darkvision 120 ft., passive Perception 17 dragging their longsword along the ground. Each creature in the Blood
Languages Common, any languages they knew in life Knight’s path must make a DC 17 Dexterity saving throw, taking 18
Challenge 9 (5000 XP) (4d8) necrotic damage and falling prone on a failure. On a success, the
target takes half as much damage and does not fall prone. The path
Blood Magic. The Revanicus Blood Knight takes 10 necrotic damage
along the ground becomes thick with blood and is considered difficult
and their speed is halved until the end of their next turn after
terrain until the end of the Blood Knight’s next turn.
performing an action using blood magic. These effects are negated if
the Blood Knight bites or uses its blood siphon on a living creature to BONUS ACTIONS
fuel the action. Blood Siphon. The Revanicus Blood Knight reaches out their hand
Sunlight Hypersensitivity. The Revanicus Blood Knight takes 20 and attempts to draw the blood out of a creature up to 15 feet away.
radiant damage when they start their turn in sunlight. While in The target must make a DC 17 Constitution saving throw . On a
sunlight, they have disadvantage on attack rolls and ability checks failure, the target takes 6 (1d10) necrotic damage, and their speed is
and cannot use any blood magic. halved until the end of their next turn. The DC increases to 20 if the
Vampirism. Whenever the Revanicus Blood Knight deals necrotic target is grappled, prone, or restrained.
damage to a creature other than themself, the creature’s hit point
maximum is reduced by the necrotic damage dealt, and the Blood REACTIONS
Knight regains hit points equal to half that amount. The reduction Knight Tactics. When the Revanicus Blood Knight or an adjacent
lasts until the creature finishes a long rest. vampire would be hit by a melee attack they can see, the Blood
Knight adds a +3 bonus to the target’s AC for the attack. If the attack
ACTIONS
misses, the Blood Knight can use blood magic to make a longsword
Multiattack. The Revanicus Blood Knight makes two attacks, only attack against the attacking creature.
one of which can be a bite attack. Crossrip. The Revanicus Blood Knight can use their Skinripper action
immediately after seeing another Blood Knight use their Skinripper
action.

20  Revanicus Blood Knight Revanicus Blood Knight  21


Toon Grinning Man
The realms of Dusk hold tales of a mysterious tome that Toon Creatures Toon Grinning Man
breathes life into fantasy. It’s said to distort the greatest Large construct(toon), chaotic evil
The Grinning Man is not the only horror dwelling in ACTIONS
nightmares of Edyn into grotesque beings of whimsy,
The Tome of Toons. Many nightmarish creatures have Armor Class 16 (natural armor) Multiattack. The Toon Grinning Man makes two attacks, each
giving them form in reality but free of the chains of its of which can be a slap or a clasp.
had their likeness inscribed upon its pages. Creatures Hit Points 172 (23d10 + 46)
rules. Speed 40 ft. Slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
from the tome are a menace- terrorizing their prey
Among its pages waits the Grinning Man, a twisted Hit: 12 (2d6 + 5) bludgeoning damage. This attack is made with
through violent, wacky and whimsy ways.
caricature of a dreadful noble that still haunts the STR DEX CON INT WIS CHA advantage against creatures the Toon Grinning Man has grappled.
If you want to quickly customize a different creature Clasp. Ranged Weapon Attack: +8 to hit, range 10/30 ft., one
minds of Itheria. He was hanged by the many hands of 15 (+2) 12 (+1) 15 (+1) 10 (+0) 12 (+1) 20 (+5)
to be summoned by the Tome of Toons, you can simply target. Hit: 9 (1d6 + 5) bludgeoning damage, the target is
the commonfolk, but now his toon bears many hands
add the Toon Traits below to them. Saving Throws Dex +4, Cha +8 grappled (escape DC 15), and they are dragged within 10 feet of
ready to strangle The Cursewood amid the echoes of the Toon Grinning Man. The Toon Grinning Man can grapple up
Skills Athletics +5, Perception +4, Stealth +4
his terrible laughter. Should the book be opened he’ll Damage Resistances poison to four creatures at the same time.
emerge in a cloud of dust marbled with ink and fire, TOON TRAITS Battle Cloud. The Toon Grinning Man sweeps up each
Damage Immunities damage from nonmagical attacks
leading the way for even worse horrors to follow. Animatereal. The toon is immune to damage from Condition Immunities blinded, charmed, deafened, creature within 10 feet of it into a violent dust cloud as it
nonmagical attacks. It also has advantage on saving throws frightened, petrified, prone, restrained unleashes a flurry of indescribable strikes. Affected creatures
against spells and other magical effects. Additionally, Senses darkvision 120 ft., passive Perception 14 must succeed on a DC 18 Constitution saving throw, taking
damage dealt by the toon’s attacks ignore resistance. Languages understands all languages, but cannot speak 11 (2d10) bludgeoning damage on a failed save, or half as
Out of Frame. While not in the line of sight of any creature, Challenge 7 (2900 XP) much damage on a successful one. The battle cloud deals an
the toon can magically appear in an open space behind additional 6 (1d10) bludgeoning damage for each creature the
any creature within 120 feet of it at any time. Animatereal. The Toon Grinning Man has advantage on Toon Grinning Man has grappled. Any grappled creatures are
Timeless Silhouette. The toon can move through a space saving throws against spells and other magical effects. then released.
as narrow as 1 inch wide without squeezing. It is immune Additionally, damage dealt by the Toon Grinning Man’s Inkwell (Recharge 5-6). The Toon Grinning Man sinks into the
to any spell or effect that would alter its form or reduce its attacks ignores resistance. ground and erupts into a 20-foot-radius inky haze of magical
speed. Out of Frame. While not in the line of sight of any creature, darkness. The Toon Grinning Man then remanifests itself in any
the Toon Grinning Man can magically appear in an open space open space within the cloud. The cloud lingers for 30 seconds,
behind any creature within 120 feet of it at any time. and the area is considered difficult terrain.
Timeless Silhouette. The Toon Grinning Man can move
REACTIONS (2/ROUND)
through a space as narrow as 1 inch wide without squeezing.
It is immune to any spell or effect that would alter its form or Whoops! The Toon Grinning Man stretches a leg out and trips
reduce its speed. a creature in place of an opportunity attack. That creature
must succeed on a DC 18 Dexterity saving throw or be
knocked prone.
Pointed Laughter. The Toon Grinning Man points at a creature
making an ability check, attack roll, or saving throw that it can
see within 60 feet of it and laughs. The creature must subtract
5 from the roll. The Toon Grinning Man cannot use this reaction
on a roll triggered by one of its own actions.

22  Toon Grinning Man Toon Grinning Man  23


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