CometLordMinis CometCodex Preview V1-5
CometLordMinis CometCodex Preview V1-5
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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.
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.
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.
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.
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.
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.