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Introduction

Inns and taverns are full of bards singing the stories of good heroes and their glorious battles against evil.
In these stories, heroes fight against villains who have massacred entire towns or a long-forgotten evil
awakening. Yet, none of them says how the evil cultists sacrificed the villagers, what their motivation was
or which dark gifts they were granted in return. The same stories only tell the battles won against evil, but
they do not mention the once-great heroes fell into corruption; the ones killed by their blades and how
hope died. Well, this book does…

Corpus Malicious is the ultimate codex of evil. It is an unholy book that contains a vast amount of evil, vile,
dark, gory and sometimes disgusting materials. Although evil races, feats, monsters, spells, and items can
be found in other sources, Corpus Malicious is the ultimate collection that focuses solely on content about
evil.

It also presents a lot of new archetypes and other player character options. However, these are not the
only things you will find. While wandering through the pages of this book, unholy, profane, dark, gore,
brutal, wicked, loathsome and despicable motivations and the very philosophy of evil will be revealed to
you.

This book can be used by both Dungeon Masters and players for both good or evil campaigns. Do not forget
that the greatest heroes are the ones defeating the most evil villains and the darkest evil is the one casting
purest light away.

This is the demo booklet of Corpus Malicious, it contains 50 pages of the 400 pages of content the book will
have. Corpus Malicious will be available for our backers on Kickstarter this October. You can use this book-
let in your adventures and campaigns in any way you like. Have a taste of this ultimate sourcebook, and if
you like it, you can support us on Kickstarter when the campaign starts.

Warning

This booklet is for mature readers. If you find the contents of the booklet dis-
turbing, please do not proceed. We are creating this book to have a better depth
of evil characters, parties, and villains. We do not support evil. We think there
is a greater, more fulfilling reward for vanquishing an evil darker than what is
presented in Dungeons and Dragons.

You can visit our website and subscribe to our newsletter to learn more about
Corpus Malicious.
www.dreamrealmstorytellers.com
www.corpusmalicious.com
Table of Contents
Race Options ..........................................................1 Sword of Infernal Wounds............................................23
Fallen Angel........................................................................1 Tooth Whip....................................................................23
Remnant......................................................................................2 Wings of Bone................................................................23
Wrath of Bones..............................................................23
Player Character Options............................5
Blasphemous Incantator..................................................5 Evil Cults...........................................................24
Dark Templar....................................................................8 Librarians of the Mad Court.........................................24
Grave Blooded.................................................................10 Spears of Vengeance.....................................................25
Shade.................................................................................11
Tentacle Blade.................................................................13 Monsters...........................................................26
Bartur the Swallower....................................................26
Evil Backgrounds...........................................14 Blood Elemental.............................................................27
Murderer.........................................................................14 Gravekeeper...................................................................28
Cultist...............................................................................16 Mind Consumer.............................................................29
Night's Grim...................................................................30
Rules of Degeneration.................................18 Tlaxtil...............................................................................31
Rotten Essence................................................................18 Tryzgus...........................................................................32
Unwanted.......................................................................33
Magic Items.......................................................21 Zadulus...........................................................................34
Book of Tainted Mind....................................................21 Zuqnaux..........................................................................35
Censer of Cavaders.........................................................21
Charlice of Deprivation.................................................21 Villains...............................................................36
Deck of Delivery..............................................................21 Morbash the Slaughterer..............................................36
Lantern of Ethereal Sight.............................................22 Nanny Ishmilda..............................................................38
Lich's Eye.......................................................................22 Radd the Rat..................................................................40
Second Skin Armor.......................................................22 Vretiel the Fallen Angel of Vengeance.......................42
Spear of Vengeance.......................................................23 Xaltoran the Head Librarian........................................44
Staff of the Forbidden Light.........................................23

Designers: Alican Develioğlu, Ekin Topanoğlu, İzel İrem Aydın, Bartu Ağca, Barkın Tokalak, and
Umut Çomak

Editor: Aysegül Gürzumar


Lead Artists: Özge Güngör, Muhammet Feyyaz
Interior Arts and Fonts: by Batuhan Titiz p.3, by Evren İnce p.16, by Tithi Luadthong, by Murat Gül p.15, p.24,
, Carles Garrigues
Thank you very much for your help!
Art Director: Umut Çomak

Layout and Graphic Design: Umut Çomak

© 2019 Dream Realm Storytellers


Corpus Malicious Demo Booklet is published by Dream Realm Storytellers, under the Open Game License version 1.0a Copyright 2000 Wizards
of the Coast, Inc. Dream Realm Storytellers logo, Corpus Malicious and 5e logos are trademarks of Dream Realm Storytellers. All characters
and the distinctive likenesses thereof are property of Dream Realm Storytellers.

Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, and are not Open
Content: All trademarks, proper names, dialogues, plots, storylines, locations, characters, artworks, and trade dress.
Race Options
wo of the four races of Corpus Malicious are provided

T
in this demo booklet. Although races, they follow a
rather interesting approach. They are not like com-
mon races such as human or dwarf, but rather are
races of condition that can be used as a race as well
as applied as a templates to existing characters.
Fallen Angel is a race which fell from grace and lost most
of its powers. Still, it has some unique powers because of its
blood and descendancy. Remnant is the remains of a charac-
ter who passed away, but somehow remained on earth, not
breathing but walking the day. Remnants lose their previous
races’ traits but gain new ones. According to their subrace,
they may look more or less like dead.

Fallen Angel

Sofiel emerged from her dusky study room, to the


common hall of the library. Every time I see her, I
remember the day she had come to this library of
vast knowledge two years ago. When she showed
up at the gates, I understood that I was not look-
ing at a normal creature. She was divine in the
truest sense of the word, and she looked unholy,
with her wings shrouded with black smoke all
the time and the smell of the innocent burnt under
them. She walked with determination and asked
for the sword she was looking for directly. Not
many visitors come to this library which is in the
middle of nowhere and under crimson skies. Not
many visitors can bear staying here, talking only
to librarians and searching in the books patiently
to find what they are looking for. It has been 20
years since her arrival and since that day, every
day, she has been studying the books to find takes a sip from the cup of evil,
the place of the sword. She is the most valuable it wants to embrace it completely. Also, their fall may happen
treasure this unholy library has ever seen. instantly, or the angel may go through an interval of suspicion
- LIBRARIAN CANTOR and denial before it happens.

Angelic Ancestry

Angels were created in the heavens by the pure powers of the


law and the good, and even the ones who do not worship them
Falling From Grace can’t fully escape their influence. Although they can cease to
be creatures of good, most of them can’t abandon their lawful
An angel experiences an extremely traumatic event to fall nature. They tend to be calm; they act wisely and most of them
from grace. They cannot be born with evil within them, and become zealous protectors of their new ways.
this is also the reason why they become fanatics of their new Beyond their alignments, their origins and their past do not
cause. They do not know how to feel evil naturally; they learn, leave them alone. They are constantly sought by other angels,
and get a taste for it in inordinate amounts. Once an angel either for atonement or for hunting purposes.

1
A Lonely Life REMNANT
Fallen angels generally live lonely lives. They may try to win
the battle they have started against their pasts, or pursue
their goals. On the path of their quest, they can be a part of
unholy adventurer groups or they can form their own cults or I am nothing but bones and rotting flesh. My dear life
organizations. has passed me by, without even taking my soul up to
the heavens or hell with it. Now I reside here; unable
Fallen Angel Names to die of age, hunger, or disease. With the twist of
fate or a sick prank of gods, I simply exist... without
Male Names: Amael, Rhamiel, Samuel, Sarakiel, Turiel the pleasures of a mortal life.
Female Names: Esther, Gatriel, Lailah, Sofiel, Usiel
- Avon the remnant, his words years after his known
Fallen Angel Traits death
Your fallen angel character has certain traits left, as a legacy,
from your Angelic ancestry.
Ability Score Increase. Your Charisma score increases by 2, and
Remnants are the remains of a mortal race who died but
two other ability scores of your choice increases by 1.
somehow did not perish. Their body has died, but their soul
Age. You were formed fully as adults and you do not age.
remains intact within their flesh, able to animate their body
Alignment. Fallen Angels are mostly lawful evil, but neutral,
just as they did when they lived. The origins of remnants are
even chaotic evil fallen angels are not unheard of. Size. Your
unclear. Some scholars say they are cousins of revenants, who
size is medium.
deny death and become undead for the sake of an ultimate
Speed. Your base walking speed is 30 feet. When you fell, you
goal, before they finally pass. Others say they are the result
lost your angelic wings. However, when you reach level 9, you
of necromancy. Even remnants themselves do not know the
grow wings suitable for your new evil deity and you gain 30 ft.
source of their condition, and they seem to sprout from any
fly speed.
race.
Darkvision. Thanks to your celestial blood, darkness cannot
impede your vision. You have Darkvision out to 60 ft.
Angelic Ancestry. You have advantage on your saving throws A Life Without Breath
against being charmed and frightened, and the weapons you
hold are counted as magical weapons. Remnants do not require food, sleep or anything a mortal
Fallen Ancestry. You have resistance to fire and necrotic dam- requires to exist. They do not become exhausted, nor hungry,
age, and vulnerability to radiant damage. and they don’t have to breathe. However, they carry with
Words of The Fallen. Once, you recited the most peaceful words them an ever-existing dread of restlessness. Their dreams are
of creation, your voice put crying babies to sleep. Now, your abstract visions accompanied by an existential dread, as they
existence brings pain, and your words make everyone feel it have their dreams with full consciousness. They have to focus
in their bones. Once per long rest , you can use these words on something that can draw their attention from the dread
on someone. The target creature must make a DC 13 Wisdom within, in order to rest.
saving throw or it is frightened for 1 minute. Their body resembles what they were, before they became
Angelic Arsenal. Thanks to your creation, you are proficient this abomination. There can be remnants who were previ-
with shortsword, longsword, warhammer and greatsword. ously human, dwarf, elf or another race. They carry the traits
Angelic Enemies. Although you have lost some of your Angelic and appearance of the remnant’s previous race, but a rotten
powers you had before, you know that you still have the pow- version of it. Because of the status, their soul provides to their
ers bestowed upon you, when you were created. This is also body; they do not decompose. However, they smell foul and
known by your former allies. They do not want you to become their skin is extremely cold to the touch, just like a corpse. Ad-
a servant of an archdevil or to lead undead armies. They want ditionally, their eyes look blurry gray, as if they have cataracts
to hunt you down. They may want to capture you or try to disease.
consecrate you or directly put an end to your existence.
DM TIP: This feature must cause great trouble to the play- A Life Taken Away
er of the Fallen Angel race. If the player does not try to stay
hidden or tells its name openly, it can be found easily by its Although some may think they will not be gone after they died
Angelic enemies. Also, angels or clerics and paladins tracking as a present, or a favor from gods or goddesses, or simply due
down the Fallen have advantage on any rolls they make about to luck; a remnant often realizes that his or her former life will
magical tracking, if they know the Fallen’s name. inevitably escape from his/her grasp. Their foul nature starts
Languages. You can speak, read, and write Common and Celes- to irritate their former friends or family, and if they stick
tial. Also, you can choose one more language which is proper around; their condition eventually results in all the others
for your new goals or deity, at your DM’s discretion. passing away because of old age. In the end, a remnant knows
that there will only be silence in their twisted grave.

2
Even if there are friends or family who insist on remaining tence does not do them any good. Their dreadful sleep and
together, the unknown dread haunts the remnant. Life around restlessness make them lose track of time. After a year, or de-
the remnant may still seem like the same, but the dread cade of their existence as a remnant, they start to forget what
clawing from within make it seem like an apocalypse will take the date is and how much time has passed between the events
place, one day or another. of their (un)life.
In this sense, some of them try to seek the aid of those who
Lost in Time tend to live long, such as elves. If a remnant was an elf before
his or her death, it can adapt to its eternal life more easily
Remnants can remain just that, simply forever. As their body than a human remnant. Still, the passage of time is not quite a
is preserved and animated by their soul, they can bear the gift for them, but rather a curse.
wear and tear of time indefinitely. Yet, their eternal exis-
A Life Unseen

Many realms and kingdoms are not too fond of the undead. In
fact, common folks outright fear walking corpses, as necro-
mancy is a well-known part of the world. Seeing an undead is
never a good sign. It can mean anything from a curse, to an
invasion of undead hordes controlled by a lich. Consequently,
people rarely hold the remnant in high regard.
Because they are very rare, remnants are often misjudged
because of their nature. Many people do not even try to listen
to them, as they are undead, who can talk and still aim to eat
someone’s flesh eventually. Even (and perhaps especially)
the reaction of the temples to the remnant, usually involves
trying to turn or destroy them.
As a result, remnants tend to hide their true nature. They
try to blend in with society and be seen as normal, living peo-
ple. They can wear perfumes to hide their smell and excessive
clothing to hide their distorted flesh.

Rejected by Society
Remnants try to maintain what is left of their lives
without drawing attention to their nature. Their ideas
about races vary according to what race they were
before they became remnants. Still, they can also ac-
quire new views and stereotypes about other factions.
Clergy. “They are hypocrites! They preach the word
of their deity, perhaps my deity as well. Yet they
think of us as a curse or an abomination that is to be
pitied or saved.”
Commoners. “I understand their fear of us. I would
freeze-up in dread if I would have seen a zombie in
my previous life. We have to misdirect them from our
true nature. That is the safest for both sides.”
Undead. “We may look alike, but I have no
sympathy for these hideous creatures. Still, this
may be just me. I have heard of other remnants
who accepted themselves as undead, and do
the same atrocities as they do.”

3
you belonged to your former race. Choose a race. You know
the languages listed in its languages section.
Subrace. There are two kinds of remnants, who become what
YOUR FORMER RACE they are as the result of different things, and thus who have
different traits. Choose one of these subraces that suit you and
Although your character’s story involves you
your background story.
dying and becoming a remnant(which is your
race), you choose the remnant race, while
making your character. Thus, it is likely that Risen Corpse
you died when you were a commoner (not
having any classes or levels). On the other You were long dead, but somehow, something pulled your soul
hand, you can be a remnant who lost its abil- back from the afterlife and raised you from your grave. You do
ities (and perhaps its memory) of its former not remember what your soul saw in the afterlife, but perhaps
life. the dread you feel will haunt you forever, as a trace of all you
Additionally, you can become a remnant in cannot recall.
the middle of an adventure or a campaign. If Outright Rotten. They look even less like a person and more
this is the case, simply substitute all the traits like a zombie. It is very difficult for risen corpses to hide their
of your former race with the remnant traits true nature from people. On the other hand, they are even less
listed here. prone to effects that would overwhelm living creatures.
Undead Resilience. You have advantage on your Constitution
saving throws.
Flesh for Mending. You can eat the meat of a fresh corpse to
mend your body. If you spend your entire turn eating from a
fresh corpse, you regain 1d4 hit points.
Dead cannot be Slain. You automatically succeed on your death
saving throws when you are required to make one. Yet, any
attacks on you still results in a failed death save.
Remnant Traits Unholy Rejuvenation. You cannot be healed by healing spells
or features such as lay on hands. However, you become im-
Your remnant character has a number of traits that are in mune to necrotic damage, and in fact, it even heals you by half
common with all other remnants. of the damage dealt.
Racial Traits. Remnants lose all racial traits belonging to their Walking Corpse. It is nearly impossible to hide your true
former race. nature from others. You have disadvantage on your Charisma
Age. Remnants can be of any age; they always look the age at (Deception) and Charisma (Persuasion) checks to hide what
which they passed away. you are from others.
Alignment. Remnants can be of any alignment, but more rem-
nants are neutral or evil rather than good. It is hard to remain Undying
good when you are an abomination rejected by society. Evil
remnants accept their nature as monsters and act accordingly, Your soul somehow did not abandon your body when you died,
thinking it is better to be feared than pitied or denied. and thus you are somehow not dead. Your body is still a fresh
Size. Remnants are the same size as their former race. corpse, cold and stiff, but human in general. You think it is the
Speed. Remnants have the speed of their former race. will of your soul that holds your body, and your (un)life intact.
Undead Nature. You are immune to poison damage and dis- You don’t know what this dread that you feel is; perhaps it is a
ease, and you cannot be poisoned. Additionally, you cannot side effect of what you become.
fall asleep. You are immune to falling unconscious, except by Undying remnants look very much like living creatures, as
dropping to 0 hit points. their corpse did not decompose, and were preserved by the
Unbreathing. You do not have to breathe and thus do not have power of their soul when they died. It is relatively easier for
to hold your breath underwater. Additionally, you do not them to hide their true nature from others, but still, they have
require food or water to survive. to hide it.
Unburdened. You do not suffer from exhaustion, unless it is Animated Corpse. You can choose from one of your physical
brought about by magical means. abilities, Strength, Dexterity, or Constitution, to become a
Skillful in Hiding. You have proficiency in the Deception and reflection of your will. Choose one of these abilities, it shares
Stealth skills. the same score with your Charisma.
Resting by Distraction. You rest by distracting yourself enough Determination. As your soul is stubborn enough to keep living,
so you don’t feel the dread. You do not sleep, and distract you are very determined by nature. Once per day, when you
yourself with anything such as the sound of the campfire. fail any kind of roll, you can choose to roll again. You have
While you are resting this way, you are very focused and the advantage on this chosen roll.
same rules apply to you, as a sleeping creature. Willful Soul. The strength of your soul also reflects itself in
Turn Vulnerability. You can be affected by turn undead, but your mental resilience. You have advantage on saving throws
cannot be destroyed by it. against being charmed or frightened magically.
Languages. You know the languages you would know when

4
Latent Animation. Once each day, you can choose to slightly Disrupted Animation. The animation of your body gets dis-
loosen the grip that your soul has on your body, resulting in rupted when your soul and mind is harmed. When you take
your soul being illuminated as a silhouette acting a little faster psychic damage, you have disadvantage on your ability checks,
than your body. Such a sight confuses foes who are in hand to attack rolls and saving throws until the end of your next turn.
hand combat with you, and you have advantage on your attack
rolls against creatures who are within 5 feet of you until the
beginning of your next turn.

Player Character Options

E
vil has its own ways. It must infuse into every part of
4th dominate beast, wall of fire
a creature to hold it within its grasps and not let it
break free. Evil, generally, offers much. What it does
not say is that it also takes much in return. 5th dominate person, planar binding
This power, infusion, does not only affect your body and
soul but it also transform your art, technique and way of life.
Sometimes, these effects create a unique tradition to be used
by many others. These traditions are evil archetypes.
In this section, you will find many powers granted by evil
and what must be sacrificed to use them in return.

- warlock-
BLASPHEMOUS INCANTATOR

By the blasphemous words I speak, I invoke thee. By the forty


curses I cry, I summon thee. By the doomed incantations I spit,
I command thee. Be chained on my body. Fill this vessel and
with your unlimited power, let me burn this city.

- First profane incantation of an elf warlock just before burning down a city
she was expelled from.

Blasphemous incantators are warlocks who have mastered


summoning fiends and binding them onto their own bodies. By
using those fiends’ profane powers, blasphemous incantators
can gain a high variety of abilities and show great versatility.
However, power comes at a price. Souls of these warlocks are
damned forever. Constantly calling and binding fiends with
blasphemous words, leaves a trail behind on their souls. No
atonement or retribution can save them.

Expanded Spell List

Blasphemous Incantator lets you choose from an Expanded list


of spells when you learn a new warlock spell. The following
spells are added to the warlock spell list for you.

BLASPHEMOUS INCANTATOR EXPANDED SPELLS

Spell Level Spells


1st detect evil and good, detect magic

2nd silence, arcanist’s magic aura

3rd fireball, glyph of warding

5
Blasphemous Incantation and it cannot take reactions.
Quasit (2 points). When you chain a quasit, your skin
Starting at 1st level, you can use blasphemous incantations as becomes oily and slippery. You gain resistance to one of the
an action to call fiends and chain them onto your soul, which following damage types: bludgeoning, piercing or slashing;
grants you additional abilities. coming from nonmagical attacks. Also, you can use your ac-
A mortal body or a mortal soul has its limits, when carrying tion to polymorph into a beast which resembles a bat, a centi-
a creature belonging to the outer worlds inside. This is one of pede or a toad. All your statistics stay the same except for your
the most evil and drastic acts possible. Not only do you chain speed. Any equipment you wear or carry is also transformed.
a fiend onto your soul, and carry it inside your body, but you You revert to your true form if you die.
also try to command it. This pushes the boundaries of the If your level is 3 or higher, you can also cast Invisibility with-
flesh, and restricted borders of the spirit to the edge. There- out expending a spell slot. You can do the same thing again
fore, there is a limit to how many times you can bind fiends after you finish a long rest.
onto yourself without causing yourself any harm, so that you Vrock (6 points). While chaining a vrock, your neck
won’t be possessed by an angry fiend or your body won’t be stretches, you grow feathered wings with rotten spores on
ripped from the inside-out. When you reach this limit, if you it, and your voice starts to sound like a demonic bird-like
choose to keep the fiends that you had already bound inside, creature. You gain resistance to one of the following damage
or you want to bind a new one, your body and mind shatters, types: bludgeoning, piercing or slashing; coming from non-
and ceases to be intact. magical attacks and you gain a flying speed of 30 ft. When you
The limit mentioned above, is determined by how many cast eldritch blast, you can make this an empowered spell with
Blasphemous Points you have. Binding different fiends cost a rotten power by exploding some of the spores on your wings.
different amounts of Blasphemous Points. Your Blasphemous You can use this feature for a number of times equal to your
Points are equal to your proficiency bonus + your warlock class Charisma modifier. Your target must make a Constitution sav-
level. You regain your Blasphemous Points when you take a ing throw against your spell save DC or it takes 5 (1d10) more
long rest. necrotic damage and becomes poisoned for 1 minute.
When a fiend is bound to your soul, you can keep it inside You also gain the Stunning Screech ability of a vrock, with
for 1 minute. At the end of 1 minute, it is banished back to a DC is equal to your spell save DC. Once you use this feature,
the place it came from, or you can choose to keep it inside by you need to take a long rest to use it again.
spending Blasphemous Points, at the same cost spent to bind Hezrou (7 points). When you chain a hezrou onto yourself,
it before. When you spend all your Blasphemous Points, you your skin becomes crimson-purple and you grow rock like
lose 8 hit points and 1 proficiency bonus for every minute you spikes. You gain 20 temporary hit points, and resistance to one
kept a fiend chained to you. This damage cannot be reduced or of the following damage types: bludgeoning, piercing or slash-
prevented by any kind of spells, features or effects. When your ing, coming from nonmagical attacks, as well as a constant
hit points or proficiency bonus drop to 0, you die immediately, foul smell granting you the Stench ability of a hezrou whose
and your soul is claimed by the profane creatures you kept DC is equal to your spell save DC.
inside. Glabrezu (8 points). When you chain a glabrezu, your skin
Once you choose to become a Blasphemous Incantator, you becomes red-brown, and you grow horns. You gain resistance
have to decide whether you will chain demons or devils. Once to one of the following damage types: bludgeoning, piercing or
you make this decision, you cannot change it. Here is the list slashing; coming from nonmagical attacks. You also grow two
of demons and devils you can chain with this feature; more arms which resemble pincers. You can attack the same
target with both of the pincers every turn, as a bonus action.
List of Demons You Can Chain They are counted as finesse weapons and deal 1d10 bludgeon-
ing damage.
When you use this feature to chain any of the demons listed
Nalfeshnee (12 points). When you chain a nalfeshnee to
below, you gain the following abilities in addition to the ones
yourself, you grow black fur and your face resembles a human-
special to the demon you have chained:
oid pig. You gain resistance to one of the following damage
• You gain immunity to poison damage and poisoned
types: bludgeoning, piercing or slashing ; coming from non-
condition
magical attacks. Your Strength score increases to 21 and you
• You gain resistance to one of the following damage
gain Horror Nimbus ability. Its DC is equal to your spell save DC.
types: cold, fire, or lightning.
Marilith (13 points). When you chain a marilith onto your-
• You gain the ability to understand and speak Abyssal.
self, your lower body turns into a snake’s body and your speed
• You gain 30 ft. telepathy and 60 ft. darkvision
increases by 10 ft. You gain resistance to one of the following
damage types: bludgeoning, piercing or slashing; coming from
Dretch (1 point). As you utter the words of your incan-
nonmagical attacks. Your Strength score increases to 18. You
tation, and chain a dretch to yourself, you start to emanate a
grow 4 more arms and all of your arms instantly grow sharp
foul stench. When you cast eldritch blast, you can infuse your
claws, each of which claws deal 1d4 slashing damage. All of
spell with this demonic stench for a number of times equal to
these arms can hold weapons. You can attack the same target
your Charisma modifier. Your target must make a Constitution
with five of these arms as a bonus action in one round. Addi-
saving throw against your spell save DC. On a failed save it
tionally, you have advantage on Strength (Athletics) checks.
becomes poisoned until the start of your next turn. While poi-
Balor (20 points). When you chain a mighty balor onto
soned, the target can either take an action or a bonus action
your mortal body, you grow horns, bat like wings, and your

6
body becomes more muscular. You also start to emanate heat check against your spell save DC, or it becomes grappled for 3
of high temperatures. You gain one Extra Attack, a flying rounds.
speed of 80 ft., Truesight 60 ft. and resistance to one of the You can use this feature for a number of times equal to
following damage types: bludgeoning, piercing or slashing; your Charisma modifier.
coming from nonmagical attacks. Your Strength score increas- Bone Devil (8 points). When you chain a bone devil onto
es to 26. Also, you start to use Death Throes ability, with a DC is yourself, you grow a scorpion tail made of bones and bone
equal to your spell save DC. pieces cover your body. Your AC increases by 2 and you gain
Additionally, you can infuse your eldritch blast with the heat resistance to one of the following damage types: bludgeoning,
inside you, dealing an additional 3d6 fire damage. piercing or slashing; coming from nonmagical attacks, made
with weapons that aren’t silvered.
List of Devils You Can Chain Additionally, you can use the tail to make a melee weap-
on attack. The tail deals 4(1d8) piercing damage plus 10(3d6)
When you use this feature to chain any of the devil listed
poison damage. The target must make a Constitution saving
below, you gain the following abilities in addition to the ones
throw, and on a failed save, becomes poisoned for 1 minute.
special to the demon you have chained:
Horned Devil (12 points). When you chain a horned devil
• You gain immunity to poison damage and poisoned
onto yourself, you grow huge horns and massive bat like
condition
wings, your skin color turns to dark red and brown, grant-
• You gain resistance to one of the following damage
ing you resistance to one of the following damage types:
types: cold, fire, or lightning.
bludgeoning, piercing or slashing; coming from nonmagical
• You gain the ability to understand and speak Infernal.
attacks, made with weapons that aren’t silvered. You also gain
• You gain 30 ft. telepathy and 60 ft. darkvision
a flying speed of 40 ft.
While you have a hold of this, one of the most feared dev-
Lemure (1 point). When you chain a lemure to yourself, no
ils of hell, you can empower your eldritch blast with its power.
significant change takes place, and you gain no special powers.
The target hit by your eldritch blast must make a Constitution
However, if you die while a lemure is chained onto you, you
saving throw against your spell save DC. On a failed save, an
will return to life in your own body, d4 days later.
infernal wound is opened on the target, and it loses 7(2d6) hit
Imp (2 points). When you chain an imp, your skin becomes
points at the at the start of each of its turns, for 1 minute. Sev-
dry and turns red. You gain resistance to one of the following
eral wounds can be opened on the target and their damages
damage types: bludgeoning, piercing or slashing; coming from
stack. One wound can be healed completely by a Cure Wounds
nonmagical attacks, made with weapons that aren’t silvered.
spell regardless of its heal amount, as well as with a DC 16
Also, you can use your action to polymorph into a beast re-
Medicine check. You can use this feature, a number of times
sembling a rat, a raven or a spider. All your statistics stay the
equal to your Charisma modifier.
same, except for your speed. Any equipment you wear or carry
Ice Devil (13 points). When you chain an ice devil, who
is also transformed. You revert to your true form if you die.
is one of the master strategists of Hells, onto yourself, some
If you are a level 3 character or higher, you can also cast
parts of your body get covered with ice and your skin turns to
Invisibility spell without expending a spell slot. You can do this
ice blue. You gain resistance to one of the following damage
again after a long rest.
types: bludgeoning, piercing or slashing; coming from non-
Barbed Devil (6 points). A barbed devil causes your skin to
magical attacks made with weapons that aren’t silvered. Also,
become hardened and grow spikes. You gain resistance to one
you gain the Wall of Ice ability, with a DC is equal to your spell
of the following damage types: bludgeoning, piercing or slash-
save DC.
ing; coming from nonmagical attacks, made with weapons that
aren’t silvered. Any creature trying to grapple you takes 1d10
piercing damage, from your spikes.
Additionally, you can infuse your eldritch blast with the fire
of Hell, dealing extra 2d6 fire damage.
Chain Devil (7 points). When you hold a chain devil within
your body, no obvious physical changes occur. You gain resis-
tance to one of the following damage types: bludgeoning,
piercing or slashing; coming from nonmagical attacks,
made with weapons that aren’t silvered.
Also, you can infuse your eldritch blast with
the power of the chain devil over chains: Your
eldritch blast looks like a hooked chain which
sprouts out from your body and which
attaches itself to your target. The target
takes the normal amount of damage
from the spell and must make
an Athletics or Acrobatics
Pit Fiend (20 points). When you chain the most feared - paladin-
devil of the hells, a pit fiend, onto your mortal shell, you take DARK TEMPLAR
on a dreadful appearance. You grow crimson bat like wings,
crimson horns, black claws and your skin turns crimson.
You gain resistance to one of the following damage types:
bludgeoning, piercing or slashing ; coming from nonmagical Dark Templars are evil champions of dark forces. They can
attacks, made with weapons that aren’t silvered. You also gain serve fiendish lords, kings and queens of the undead, or
25 temporary hit points, a flying speed of 40 , and true sight eldritch powers beyond the stars. Whoever they serve, their
of 60ft. Any hostile creature who are within 10 ft. of you must presence strikes fear into the hearts of the innocent. Their
make a Wisdom saving throw against; 8 + your proficiency foul minds and unholy powers bring corruption, pain and
bonus + your Charisma modifier. On a failed save, it becomes agony.
frightened until the end of its next turn.
Additionally, the presence of a pit fiend within you causes Tenets of Dark Templar
a fire which cannot be vanquished. All damage dealing spells
you cast, and all weapons you hold deal an extra 10(3d6) fire Tenets of dark templar can vary by paladin, but all the tenets
damage. revolve around crushing enemies of their deity and spread-
ing its true path. Paladins living by these tenets are ready to
Permanent Property sacrifice even the ones they love the most to this path. They
can be lawful evil, neutral evil and chaotic evil. The tenets are
Starting at 6th level, the constant chaining of fiends leaves a brutally evil.
trace, and you gain a permanent property. You gain resistance
to one of the following damage types: bludgeoning, piercing
or slashing; coming from nonmagical attacks (for those who
chain demons) made with weapons that aren’t silvered (for
those who chain devil).

Fiend Feeding

Starting at 10th level, you have figured out a way of feeding


the fiend inside you with the souls of the puny creatures you
kill. If a creature is killed by you, you can use its soul to feed
the fiend chained within you, as a reaction. In this way you
destroy a portion of the soul which causes the creature to be
turned back to life only by True Resurrection, and the fiend
stays with you 3 more rounds.

The Summoning

Starting at 14th level, your control over the fiend you have
chained to yourself, increases. By spending double the
blasphemous points, you can summon a fiend completely
instead of using only a portion of its power. This act pushes
the limits of your mortal mind and body too much, leav-
ing you too tired. To summon a fiend in this way, you gain
3 levels of exhaustion and your maximum hit points are
decreased by 25.
Summoned fiends stay with you for 1 minute and stay
under your control for that duration. The fiend rolls its own
initiative to engage in combat. You can give order to it free-
ly. This duration can be increased by the Fiend Feeding fea-
ture. When the duration ends, the fiends disappear, however,
if you fall unconscious before the end of the duration, the
fiends get out of your control and becomes hostile against
you and your allies, because of the pain it has suffered
during chaining.

8
Exemplar of Evil. Whoever you worship, be an example to oth- ing the aura must succeed on a Wisdom saving throw or they
er worshippers and show your examples by committing evil. have disadvantage on their death saving throws. They also
Fanatic Resolution. Do not fear your enemies, as the power become vulnerable to one of the following damage types: cold,
upon you is the greatest one. But be cautious so as to not look fire or necrotic; on a failed save. If there are any creatures
stupid before your deity. with resistance to the chosen damage type, they take normal
Dark Compassion. Never lose your compassion to spread evil damage from it instead.
and the words of your deity or another dark templar will make Vampiric Aura. You take life so that you may live longer.
an example out of punishing you. You regain 3d6 hit points every time you critically hit a crea-
ture within the aura.
Lay on Hands Aura of Power. Your aura crushes the enemies within it
and makes them feel overwhelmed by the powers you have.
You can use your Lay On Hands feature to heal or deal necrotic When you make a melee weapon attack against a creature
damage. However, you can heal creatures with evil alignment within the aura, you can choose to hit critically instead. You
only. You can also use a portion of Lay On Hands to deal dam- can use this feature for every attack you make for the duration
age and the rest to heal. of the aura, however, you can hit a creature critically with this
feature only once.
CHANNEL DIVINITY: EVIL BLAST Sickening Aura. A noxious aura emanates from you with
a sickening smell, and it gives disease to life around you. Any
Starting at 3rd level, you can focus your dark powers into an creature entering the aura must succeed on a Constitution
evil blast. You choose one of the following damages; cold, fire saving throw or take 6d6 poison damage, become poisoned
or necrotic. As an action, you designate a point within 30 feet and vulnerable to poison damage. If it has resistance to poison
of you. An energy fueled with your unholy powers explodes at damage, it takes normal damage from it instead. A creature
that point. Creatures within 10 feet of the chosen point must that succeeds its saving throw becomes immune to this effect
succeed on a Dexterity saving throw or take 4d6 damage of the for 24 hours.
chosen type. Creatures of the Good alignment take an addi- Aura of Fear. Your very existence frightens your ene-
tional 1d6 damage of the same type. mies by showing them their deepest fears. Creatures in the
The damage dealt increases to 7d6 at 7th, 10d6 at 15th and aura must succeed on a Wisdom saving throw or they are
13d6 at 20th level. frightened for the duration of the aura. They can repeat their
Also, creatures who are affected by Evil Blast must make saving throws at the end of their turns. On a successful save,
a Wisdom saving throw. On a failed save, the creature feels the frightened condition ends. If a creature fails three saving
overwhelmed by the dark powers and becomes frightened for throws consecutively with more than 5 in the difference of the
a number of rounds equal to your Charisma modifier. Once score, it has a heart attack because of the unbearable fear and
you use this feature, you need to take a short or long rest to dies immediately.
use it again. Clouding Aura. Your evil aura extends and clouds the
senses of others around you. Creatures within the aura must
succeed on a Constitution saving throw or they are blinded or
Unholy Embodiment deafened for the duration of the aura. They can repeat their
saving throws at the end of their turns. On a successful save,
As you grow in power, the evil and hatred also grow within the condition ends. If a creature fails three saving throws
you. Starting at 7th level, you start to emanate an aura of foul- consecutively with more than 5 difference in score, it becomes
ness, as an action. This aura affects an area of 30 feet radius blinded or deafened permanently.
and stays active for 1 minute. Saving throws must be made Aura of Temptation. Your evil aura hides your true in-
against your spell save DC. You can use this feature a number tentions and plays with the minds of others, which see you as
of times equal to your proficiency bonus. You need to take a their friend. Creatures within the aura must succeed on a Wis-
long rest to regain any uses you expend. dom saving throw or they become charmed for the duration
You can use three of the following auras, which are relevant of the aura. They can repeat their saving throws at the end of
to your deity. their turns. On a successful save, the condition ends. If a crea-
Sacrificial Aura. Your existence takes the form of a soul ture fails three saving throws consecutively with 5 or more, it
collector for your deity and the offerings you give become becomes charmed permanently.
more valuable than the mere worshippers. Any who dies
within the area of the aura must succeed on a Wisdom saving
throw or they are sacrificed to the dark gods, their souls are
damned, and you are immediately gifted in return. For each Node of Evil
creature killed this way, a servant whose CR is 1 or lower is
sent to aid you. You must play a part in the deaths and the Your evil deeds and the corruption in your soul make you a
servants must be related to the power you are worshipping. node of evil energies. In all of the planes and cosmology, you
These servants stay around until the aura ends, or they are are now one of the gathering points of evil forces. Starting
killed. at 15th level, you start to leave an evil trace behind you. This
Aura of Death. You carry the call of death with you, mak- trace can be seen by the detect evil and good spell and can be
ing the bridge between life and death closer. Creatures enter- sensed by the creatures following your deity. The trace stays
for 1 week.

9
Some of those creatures follow the path you passed. You Reaper’s Scythe
gain one follower whose challenge rating is equal to or lower
than 1/2 once a week. These followers are neither charmed Starting at 1st level, you can create a bone scythe from the
nor dominated by you. They show great respect to you or are bones of a dead body. Creating a bone scythe takes 2 hours and
afraid of you. So, they can be negotiated with, or intimidat- needs a dead body of a creature that is at least medium in size.
ed. You can form a little cult block with these followers and You can create one two-handed or two one-handed scythes
become a cult leader by yourself. with this feature. The scythe is counted as magical for the
purpose of overcoming resistance and immunity. Stat blocks
Evil Incarnation for the scythes are as given below;
• Bone Scythe 2d6 Two-Handed, Reach, Slashing
You are evil incarnate. You are one of the most evil and foul • Hand Scythe 1d8 Versatile (1d10), Finesse, Slashing
creatures who live. You are the shadow of your dark deity. You
tell its words, carry its powers and execute its will. Starting at As you grow in power, the scythes you create also become
20th level, you gain a special power granted by your deity. You more powerful. They gain +1 at 6th, +2 at 14th and +3 at 18th
can call upon your dark deity as an action and undergo a dark levels. They also deal 1d6 necrotic damage at 10th and 2d6 at
transformation with its presence within you, for 1 minute. 14th level.
This transformation makes your body experience a profane You can have more than
metamorphosis, changing it in a way so that it looks like a one scythe created by this
shadow of your deity. feature. However, the
During the transformation, you gain the following features: scythe needs attune-
• You can use your Evil Blast feature every round without ment (being attuned
expending its uses. to 2 one-handed
• You can open two of the auras listed in Unholy Embodi- scythes is counted
ment feature, at the same time. as 1). A creature
• You gain resistance against one of the following dam- other than
ages; bludgeoning, piercing or slashing coming from you cannot
nonmagical attacks. be attuned to
• You gain resistance against one of the following damag- these weap-
es; cold, fire or necrotic. ons. When
• Your weapon attacks open vital wounds, lowering the it tries to
maximum hit points of your target by the amount of do so,
damage it deals. This reduction cannot be healed
before a long rest.
Once you use this feature, you need to take a
long rest before using it again.

- sorcerer-
Grave Blooded

Grave Blooded sorcerers are individuals who are close to


death. Their bloodlines can be cursed or have members who
mastered necromancy and the powers of death. Most of the
mortals see death only once at the end of their lives, howev-
er, the grave blooded are born with its rotting touch. They use
the power in their blood to delve into the deep oceans of the
inevitable end. Profane rites and sigils, unwholesome ritual
sites and shredding the fleshy shell of a mortal are mere tools
for the Grave Blooded, not the things he/she seeks. The grave
blooded seek powers over death and undeath.
These sorcerers show a great affinity to death. They see
places that have a connection to death such as graveyards, as
their home.
Unlike a necromancer trying to pull life from living
creatures, the grave blooded concentrate on summoning,
creating and controlling undead.

10
the weapons turn into dust. If they are used without the crea- attuned to it, it grants 2 AC less than it normally does.
ture being attuned to them, they grant disadvantage on attack You can rip a bone from the armor you are attuned to, and
rolls made with them and they deal 2 damage less than they use it as a source of sorcery point as a bonus action. When you
normally do. do so, the AC granted by the armor decreases by 1 and you
gain 2 sorcery points.
Graven Minions
Family Share
You build a special bond with humanoid creatures you kill.
You think that they were lucky to be killed by you, and their You have created a small family for yourself with your Graven
bodies deserve a special ritual upon their death… Or they Minions. Starting at 14th level, the resistance, immunities,
should share the curse you have. So, you raise them as your actions, reactions or other special features are not only trans-
minions. ferable between your minions, but from them to you, as well.
Starting at 1st level, you can raise humanoid creatures It requires a ritual which takes 1 hour. The transferred feature
you have killed, as your minions with skeletal bodies. You can stays on you for 24 hours and you can have only one such
have only one graven minion at a time and you cannot raise feature at a time.
creatures whose hit dice is higher than yours. This number
increases to 2 at 6th, 3 at 14th and 4 at 18th level. A spellcaster The Reaper Itself
can be raised as a Graven Magi, and a non spellcaster can be
raised as a Graven Warrior. You can apply Graven Magi and Death comes in an instant. Most people cannot see it coming,
Graven Warrior templates to the creature you have raised. and are not ready to embrace it. But you are. At 18th level, you
die. However, your blood and connection to death transform
Graven Warrior and Graven Magi you into a skeletal undead, into the reaper itself. You gain the
When a creature is raised as a Graven Magi or a Graven War- following benefits:
rior, it has the following statistics; • You gain immunity against necrotic and poison damage
• It retains the same ability scores, class features, hit and the poisoned condition.
points, immunities, proficiencies, proficiency bonus, • You start to feel the presence of death. You can see if
resistances, reactions, special actions, spells and vulner- any creatures within 60 ft. of you has a deadly disease,
abilities that it had before death. sickness, health condition etc. which would kill it within
• Clerics, paladins and warlocks, generally, lose their a week.
ability to cast spells and lose other class features when • Once per week, you can take the life of a creature with
they are raised in this way. This is because those powers your scythe, reaping its soul apart from its body. You
are bestowed by greater forces and can be taken back choose a target and make a melee spell attack against
at their will. However, if the greater force is related to it. On a successful hit, the target must succeed on a
necromancy and/or of evil alignment, it may let these Constitution saving throw or it dies. On a successful
powers stay, at GM’s discretion. save, it takes 10d10 necrotic damage. If the creature dies
• It has - 4 on its ability checks, attack rolls, saving throws either way, its soul is stored in the scythe and the scythe
and skill checks. becomes a prison. While the soul is stored, the creature
cannot be resurrected by any means except by a wish
spell.
Graven Share
- Rogue-
Your innate powers over death let you transfer powers
between your Graven Minions. You try to create the perfect
Shade
minions for yourself. Starting at 6th level, once per week, as
a 1-hour ritual, you can take a resistance, immunity, action,
reaction or another special feature from one of your Graven
Shadow is a Shade’s friend. As Shade moves in it, lives in it
Minions and transfer it to another one.
and uses it, it feels closer to it. Day by day, its bond strength-
ens. One day, the rogue understands that it is alive and feels
Reapers’ Armor it within as well. At that moment, the path of the rogue is set
within the cold and dark path of shadow.
Starting at 14th level, your ability to craft weapons out of
bones, extends to crafting armor. You can craft a bone breast-
plate out of a dead body of a creature whose size is at least Shadow Powers
medium. It takes 2 hours to complete the armor. You can cast Some of the features below require creatures to make saving
spells freely in this breastplate and it does not give you any throws against your spell save DC. Your spell save DC for these
disadvantage. features are as follows:
You can have more than one breastplate created by this Spell Save DC = 8 + your proficiency bonus + your Intelligence
feature. However, the armor needs attunement. A creature modifier
other than you cannot be attuned to the armor. When it tries Also, if you remain in the shadows for 1 minute, you gain
to do so, the armor turns into dust. If it is used without being proficiency bonus (double proficiency bonus if you are already

11
proficient) on your Stealth checks as long as you are still in the Obscuring Shadows. When you are in the shadows, even
shadows. if there is nothing that you can hide behind, you can hide.
You can also hide an additional creature or an object of your
Shadow's Embrace size or smaller . You gain +5 on your Stealth and Sleight of
Hand checks in shadowy areas. You can also use your Cunning
Everything on this dark path starts with the shadow’s cold Action to play with shadows around the creature or object,
embrace. Starting at 3rd level, you are granted darkvision granting proficiency bonus (double proficiency bonus if the
out to 90 ft. Additionally, in dim light or darkness, your speed target is already proficient with Stealth) on your target’s
Stealth checks. This bonus remains as long as you or the addi-
increases by 10 ft. tional creature or object remain in the shadows.
Also, if you remain in the shadows for 1 minute, you gain Shadow Leap. You can use your Cunning Action to tele-
proficiency bonus (double proficiency bonus if you are already port from one shadow to another within 30 ft.
proficient) on your Stealth checks as long as you are still in the Shadow Reach. You can use shadows as pathways leading
shadows. your blade to the enemy. You can sink your hand into a shad-
ow within reach and have it exit from another shadow within
Stretching Shadows 30 ft. of you. If your target is aware of your presence, it must
make a DC 15 Perception check to see your hand reaching it
As you become more powerful, your control over shadows through shadows. If your target is unaware of your presence,
grows. Starting at 9th level, you are able to cast See Invisibility you can use your Sneak Attack feature.
and Black Tentacles spells without their material components. You can use these features a number of times equal to your
Once you use See Invisibility three times and Black Tentacles Charisma modifier (minimum once). You gain any expended
once, you have to take a short or long rest to use them again. uses once you finish a long rest.

One with the Shadows SHADOW STEALER

Starting at 13th level, you become more attuned to the shad- Starting at 17th level, you can steal your target’s shadow,
ows and start to bend it as you wish. You can use the following or you can bring your shadow to life by bestowing your own
features: blood on it.
To steal another creature’s shadow, you must concentrate on
its shadow as an action. The creature must be within 30 ft. of
you. When you try to steal the shadow, the target must make
a Charisma saving throw. On a failed save, you successfully
steal it. To bring your own shadow to life, you have to
spill your blood as an action, dealing 20 damage to
yourself that cannot be reduced by any means.

Once you start to command a shadow in either way,


its Initiative score is equal to yours minus 10. The
shadow stays under your command for 1 minute and
has the following properties:
• It has 60 hit points, and 15 AC (Natural Ar-
mor).
• It has resistance to bludgeoning, slashing and
piercing damage, coming from nonmagical attacks.
• Its saving throws are Strength +3, Dexterity
+6, Constitution +5, Intelligence +4, Wisdom +5,
Charisma +5.
• It can make two melee weapon attacks or two
ranged weapon attacks on its turn. It uses weapons
conjured from the shadows and these weapons are
magical. You can choose which weapon it will use.
Its weapon attack modifier is +6.
• It also has no Strength score, so it cannot
execute Strength related tasks.
• It has a flying (hover) speed of 30 ft.
• It can use its bonus action to teleport to another shad-
ow within 60 ft. of it.
Tentacle Blade has following qualities;
• The one who gifted you with this blade can hear, see or
feel through the blade.
• You can hide the blade within your body. Once you
choose to do that, the blade feels it and burrows through
your flesh, dealing you 5 damage. You can take it out or
put it in anytime you want, as an action. While taking it
out, the blade does not damage you again.
• Thanks to its living and moving nature, Tentacle Blade
deals 1d6 bonus damage on sneak attacks. Additionally,
when a target takes damage by this blade with a sneak
attack, it must make a DC 10 Constitution saving throw.
On a failed save, the target loses its reaction on that
round, because of the disturbing feeling caused by the
blade. Bonus damage on sneak attacks increases to 2d6
at 9th and 3d6 at 13th levels.

Tentacle Arm

Starting at 9th level, you grow a second Tentacle Blade. You


can also let one of the blades grow and try to grapple an op-
ponent as an action. The blade makes its Strength (Athletics)
check for grappling, with +8 bonus. If a target is grappled for 3
rounds, it becomes restrained by the growing tentacle slowly
embracing its entire body. The target takes 1d12 blud-
geoning damage for every turn it stays restrained.

Paralyzing Tentacle

Starting at 13th level, you can use a Tentacle Blade to


paralyze others. When you deal damage to an opponent
with it, you can choose to let the blade burrow through
- Rogue- the target’s body. At this moment, the creature must make
a DC 8 + your Intelligence modifier + your proficiency bonus
Tentacle blade Constitution saving throw. On a failed save, the blade deals 5
more damage of its type, and the target becomes paralyzed as
long as the blade stays inside it, however the target can repeat
its saving throws at the end of each of its turns to reverse the
Most rogues live a life filled with action and danger. Their effects.
lives end with a trap, at the hands of a guardian of a treasure, Once you use this feature with one of the blades, you need to
or by collapsing a building after taking a shiny jewel from its take a long rest to use it with that blade again.
place. But this time, it does not. Tentacle Blade’s path cross
with a cult, worshipping entities beyond the stars, or a mind Slippery Mind
flayer hiding in a dungeon, or a sentient artifact of the far
realm. Whatever they worship, it has to have been corrupt- At 17th level, you gain the ability to block the knowledge your
ed by the touch of far realm. When their mind accepts the opponents have. When you make an attack against a crea-
corruption and embraces the madness, the rogue is gifted a ture and hit, you can order your blade to leave your arm and
special blade, called a tentacle blade. Then, Tentacle Blade attach itself to the creature. The creature must succeed on an
works for the lords of the far realm. Intelligence saving throw (DC 8 + your Intelligence modifier
+ your proficiency bonus) or the blade is attached. While dug
Tentacle Blade into its flesh, one of the features of the creature is disabled
for a number of rounds equal to your Intelligence modifier
Starting at 3rd level, you gain the ability to use your Tentacle (minimum one).
Blade. Tentacle Blade is a living blade made of a living ten- The DM can make a roll to randomly determine the feature
tacle, which stretches out from a tattoo-like mark on your or special attack or special action that is disabled. For exam-
inner forearm. It moves all the time and is wet, just as if it was ple, if the creature’s number of features, special attacks, and
just taken out of water. It can count as any melee slashing or special actions are 4 in total, the DM rolls 1d4 to determine the
piercing weapon with finesse quality. It can change forms and one that is disabled. If the total is 3, the DM can roll 1d6 and
turned into a different weapon as an action. divide the result into half to imitate a 1d3.

13
If the feature that is to be disabled is about spellcasting, it Intelligence modifier. You regain any expended uses once you
cannot be disabled . Instead, the creature must make a saving finish a long rest.
throw with its spellcasting ability, every time it tries to cast a Additionally, you can attach the blade on a sentient, uncon-
spell. Additionally, it cannot maintain concentration for any scious enemy. When you do so, you spend 1 minute to steal
spell that requires concentration to persist. the knowledge and information the creature has. When you
If the creature does not possess any features or special retrieve the blade, you learn the information the creature
attacks, an ability is disabled, making relevant ability checks; had, by making a successful Wisdom (Insight) check. The DM
saving throws fail automatically. Roll 1d6 to determine the determines the DC, nature, and depth of the information. You
ability that is disabled. can use this feature any time you want.
You can use this feature a number of times equal to your

Evil Backgrounds
L
isted below are the new backgrounds in Corpus Mali- of someone, you can make a Wisdom (Insight) check with
cious. While some of these backgrounds can fit to any advantage to remove evidence that would lead to you or to
alignment, some of them are more preferable for evil hide the body for enough time that you would be gone when it
characters. is discovered. Your DM has the final say in the difficulty rating
of the check you make, it may be high or low according to who
Murderer you kill: While you can get away easily from killing a common-
er, assassinating an important person is harder to hide.

Because of who you are, or through the coercion or manipu- Suggested Characteristics
lation of someone else, you became a murderer. You murder
people for various reasons. Killing others is an important part Murderers are defined by their personality and reasons behind
of your occupation or daily life. You may be a serial killer or their motives. Sometimes they tend to have character flaws
may be carrying the marks of one or a couple of occasions of that lead to their destructive tendencies. Also, there may be
slaughter from your past. You may or may not like the fact other reasons that pushed them to their unsavory way of life.
that you are a murderer, but you are or were good at commit-
ting it. d8 Personality Trait
Skill Proficiencies: Deception, Intimidation
I am very distant and cold blooded, I show my cold
Tool Proficiencies: Poisoner’s Kit or Torturer’s Tools 1 ness in my killings.
Equipment: Tools and equipment of torture or murder.
Equipment for hiding your marks on a murder or making a
I look or act like I am a very friendly person, my
clean kill. A set of common clothes and perhaps your murder- 2 victims never see my dark side.
ing outfil. A belt pouch containing 5 gp.
I prefer destruction over social cunning, let my
Method of Murder 3 weapon do the talking.

A murderer can have a signature way of slaughtering his or I am a scholar and like to talk about my point of
her victims. Choose a favorite type of your murders or roll on 4 view, perhaps recruiting others to the same views.
the table below.
d6 Murder I am sad and remorseful about what I became and
5 what I am doing.
1 Hideous slaughter
I must lead, I must gain. People should obey me or
2 Seem like natural causes or accident 6 be removed.
3 Clean death without blood I am not satisfied with only murder, I also put my
7 victims to shame or disgrace.
4 Death with wounds and blood

5 Death with elemental effects 8 I like destroying something beautiful or innocent.

6 Beating or choking to death


d6 Ideal
Feature: No Evidence Revenge. I was wronged and now I seek revenge
1 over those who wronged me. (Any)
You know how to cut out loose ends and erase any traces that
Bind. I am forced to murder my victims by some-
would lead a murder to you. When you make a planned killing 2 one or something else. (Lawful)

14
Indifference. I am doing many deeds throughout d6 Flaw
3
my path, killing is merely one of them. (Evil) I can’t help leaving a signature of my work in my
1 murders.
Sadism. I enjoy taking lives of others, more so if
4 they suffer. (Evil)
Philosophy. I have a greater understanding that Deep down I fear I am murdering in order to get
5 2
leads me to murder. (Lawful) attention.

Instinct. There is a part of me that slaughters oth- I want to die but am too afraid of it, thus I am kill-
6 ers and I cannot help it. (Chaotic) 3 ing others instead.

d6 Bond I am too obsessed with the feeling of domination


4 over my victims.
In one of my murders, I accidentally left out clues
1 that may lead to me. I actually am feeding my narcissism and I snap if
5
someone insults me.
2 I killed someone from a powerful organization.
6 I actually feel sick when I kill someone.
3 I am racing with time in my murders.

A person I murdered is one of my party member’s


4 relative.

5 A group has power over me and my actions.

I devote my murders to something else, perhaps a


6 deity.

13
Cultist • Traces of your deeds can be removed, investigations
against you may be dropped
• You can gain access to or obtain a spell, magic item, or a
Willingly, or through the manipulation or coercion of someone spell component that is normally quite hard to find
else, you became a cultist. You are a member of this organiza- • You can access to forbidden tomes and books
tion that is secret, or open in its deeds. You and your brethren The types of benefits may not be limited to these and are
believe in a common cause, such as spreading the influence of within Dungeon Master’s discretion. You can also ask for sev-
your deity. Because you are a cult rather than clergy, either eral of these benefits if there are many members in town that
your deity is evil among a neutral or good civilization, or it is are spread into the ranks of society. Still, you should ask for
neutral or good but unaccepted among the society. favors wisely as your cult can decide that you are a liability if
In any case, you and other members of the cult maintain you abuse the help you get from your brethren.
methods of secrecy and intrigue. You may know all the mem-
bers, realize each other through unique signs and symbols, or Suggested Characteristics
you may be consisted of cells that do not know each other but
only those among your cult which they serve under. Cultists are people who share strong bonds with their breth-
Skill Proficiencies: Choose two among; Arcana, Insight, and ren, sometimes at the expense of relationships from the out-
Religion side. Their reality is also different than others because of how
Languages: Two of your choice they live or what they do among their cult. Unlike clergies,
Equipment: A holy symbol (a gift to you when you were their commitment can be blind as they are manipulated by
accepted to your cult), a prayer book or a similar tome con-
taining the commandments of your deity, incense or similar
objects of religiously important, vestments, a set of common
clothes, and a belt pouch containing 15 gp.

Cult Agenda

Every cult has an agenda its brethren share and follow,


some also have a secret agenda that most of its members are
unaware of. Choose an agenda or secret agenda for the cult
you're in or roll on the table below.
d6 Cult Agenda
1 Spread the faith for our deity

2 Summon an ancient master

3 Summon a manifestation of our deity

4 Gain political power

5 Destroy the followers of an opposing deity

6 Evoke a powerful spell or ritual

Feature: Brethren's Favor

You may have members of the cult spread and hidden


among the many ranks of society. It is taught to you to
take care of your brethren as a means of survival and
privilege.
According to where a fellow cult member is located
at, you can ask for a favor from the member to have
one of the following benefits:
• You and maybe your friends can be freed from
prison without a trial
• You can have a large discount in a store
• You and your friends can be invited to an
event in nobility that you normally are not a
part of

16
their superiors into submission. On the other hand, they may d6 Bond
seem to be undogmatic or even enlightened throughout their
uncommon experiences and journey into the mysterious. 1 Everything I do is for my cult or deity

d8 Personality Trait
I haven’t known any other life than being a mem-
I went over the boundaries of society in order to 2 ber of my cult
1 become awakened
3 I owe my life to my brethren or faith
I always try to manipulate others into believing in
2 my faith or using them for my cause

I am intolerant of other faiths or clergies as an


4 I seek to fulfill my cult’s agenda no matter what
3 answer to my cult’s illegitimacy

When I devote a deed to my deity, nothing can


5 I will have my revenge againts the opposing clergy
4 change my decision
I have been uncovered and branded a heretic by
I lack the memory of being anyone else than a 6 the faith in authority
5 member of my cult

I do harsh actions and come onto decisive conclu- d6 Flaw


6 sions to oppose society Even when I commit a simple sin against my deity, I
1 must hurt myself to have atonement
I do not question much and obey my superiors
7 perfectly, I am the hand of my deity
I have little patience for anyone’s beliefs in another
2 deity
Others see me as an eccentric, I see myself as en-
8 lightened, because of the things I witnessed in my
cult I can act fanatically and recklessly for my cause
3
and conviction

d6 Ideal 4 I do not trust anyone but my brethren


Redemption. I will save the people from the op-
1 pressor faith’s grasp (Good)
5 I trust blindly to my brethren
Retribution. I will have revenge upon the oppress-
2
ing false religion and save the people (Neutral) I became obsessed or deranged as a result of being
6 in the cult
Domination. My cult and deity will come victori-
3 ous and force everyone into submission (Evil)

Esoterism. I maintain my scholarly attitude in the


4 cult to gain the knowledge my faith offers (Any)

Necessity. I fulfill my cult’s deeds no matter the


5
cost or morality (Evil)

Fanaticism. I can know no boundaries for my faith


6 (Chaotic)

17
Rules of Degeneration

D
egeneration is a system explaining the corruption of In such cases, there is a chance your soul will become rotten
the soul and showing its reflections occur both on itself, and reflect this onto your body by causing you to feel
the body and the mind. It can be thought of as the cold to the touch or rotting your flesh.
damage the soul takes. Just as that different damage
types have different effects, since the corruption can come Ultimate. Becoming an intelligent undead
from different sources, their effects are also different. Evil has Major. Creating intelligent undead
many faces and they all introduce evil as a different thing.
Some actions leave a trace behind, they come to your mind Minor. Creating undead
when you put your head on the pillow. Such actions, if they Minor. Casting an evil necromantic ritual or spell of level 6
are evil acts, makes you gain different essences whose type or lower
is based on the action. Murdering innocents for no reason, Major. Casting an evil necromantic ritual or spell of level 7
working for a devil to gain more power or animating the dead or higher
on holy ground are all different aspects of evil and grant you
different essences. Major. Casting necromancy spells on holy ground
When you commit specific acts, they create a wave between Minor. Defiling a grave
the forces of the universe, marking your place and attracting
Major. Defiling a resting place of a cleric or paladin
the attention of evil forces. According to the act's power and
type, they grant you some gifts and curses alike. Everything Ultimate. Defiling a resting place of a good cleric or paladin
has a price.
Everytime you commit such acts, you make a Wisdom saving You can always create new acts and identity them as Minor,
throw whose DC is equal to 10, 15 or 20 (for minor, major or Major or Ultimate sins. This table is just a short example and is
ultimate evil acts). On fail, your soul becomes tainted and you created to be a guideline for both GMs and players.
gain 1, 2 or 3 points of appropriate degenerating essence. If
you commit several acts at the same time, you roll for the Gifts of Rotten Essence
most intense one. Everytime you gain 5 essences of the same
type, you gain a gift, and a curse. Having rotten essence provides you many gifts. Following is
the table and the descriptions of what you can gain.
d20 Gift
1. Animal Form
-DM TIP-
Alignment Changes 2. Draining Curse
You can shift the alignment of a character 3. Food Corruption
one step when it gains 5 points of degenera-
4. Frightening Aura
tion. According to the act, you can shift the
alignment to evil, to lawful, to chaotic etc. 5. Health of Unlife
However, if the act is ultimately evil, you 6. Ignored By Undead
may choose to shift it more than one step.
7. Necromancy Enmity
8. Painful Touch
9. Perceive The Living
Rotten Essence 10. Power Over Dead
11. Profane Recovery
12. Rotten Vision
Death is the final verdict. Whether you were a king or slave,
rich or poor, wizard or fighter, it claims everyone. Since an- 13. Shadow Form
cient times, there have been people showing their respect to 14. Skull Scry
death, accepting it as a religion, trying to understand it. For
some, death became an obsession. Some wanted to use its pow- 15. Slowing Gaze
ers, some feared it, some wanted to become death itself and 16. Tar Blood
some others wanted to defeat it… Or for some others lifespan
17. Unseen Friend
was not just enough.
Those ones delve into the depths of necromancy. They enter 18. Visions From Beyond
the cold halls of death just to return back in most profane 19. Walk of Decay
ways and use its unholy powers. Although using the powers of
necromancy is not evil all the time, there are surely evil ones. 20. Yearning of The Dead

18
1- Animal Form. You gain the ability to shape change into saving throws.
one of the following animals as an action; rat, raven or snake. 16- Tar Blood. Your blood thickens and becomes a boil-
All your statistics stay the same except for the speed. Any ing tar-like black liquid. When a creature within 5 ft. of you
equipment you wear or carry is also transformed. You revert damages you with a melee attack, it must succeed on a DC 13
to your true form if you die. Dexterity saving throw or it takes 1d4 acid damage from the
2- Draining Curse. You gain the ability to curse a creature spilled blood.
you can see within 30 ft. as an action. The target must suc- 17. Unseen Friend. A spirit of a deceased creature con-
ceed on a DC 13 Constitution saving throw or its maximum hit tacts with you. You can talk with it and it can aid you with the
points start to decrease by 5 every midnight. The curse can information it knew before is death. Only you can see or hear
be removed by a Greater Restoration spell. Once you use this it. The creature's true identity is determined by the DM. But,
feature, you need to take a short or long rest to use it again. be careful, talking with creatures others cannot see can look
3- Food Corruption. You can poison up to 45 pounds of weird.
food or 30 gallons of water within 30 ft. of you as an action. 18- Visions From Beyond. You gain an insight about the
The consumers of this food or water must succeed on a DC 13 deaths of sentient creatures. You feel the graves 10 ft. around
Constitution saving throw or they start to sleep for 1 hour. you and see visions about the moments in which life were tak-
4- Frightening Aura. Your very existence frightens the en from the owners of these graves if it was murdered.
mere enemies of yours by showing them their deepest fears. 19- Walk of Decay. You gain the ability to spread the
You can create an aura as an action. Creatures within 10 ft. rotting corruption you have collected. Once per long rest, you
of you must succeed on a Wisdom saving throw or they are can cause all insentient vegetation in a 20 ft. radius of you to
frightened until the end of their next turn. Once you use this decay, making the area desecrated. This takes a 1 minute walk
feature, you need to take a short or long rest to use it again. in the area.
5- Health of Unlife. Your hit point increases by 1 for every 20- Yearning of The Dead. You make living creatures
hit dice you have. This increase is also valid for every hit dice realize how painful it is to wish being alive again and how
you have gained so far. much pain lost souls feel. You choose a creature within 30 ft.
6- Ignored By Undead. Your face, aura, smell, your total of you as an action that can hear you. It must succeed on a DC
existence create a likeness to undead creatures. An undead 13 Wisdom saving throw Wisdom saving throw or it becomes
creature must succeed on a DC 10 Wisdom saving throw or it frightened because of the immense emotional pain until the
cannot attack you. end of its next turn. Once you use this feature, you need to
7- Necromancy Enmity. You gain advantage on saving take a long rest to use it again.
throws you make against necromancy spells and effects.
8- Painful Touch. You make a melee spell attack against a
creature. The creature must succeed on a DC 13 Constitution
saving throw. On fail, its flesh decays and the creature has
disadvantage on Charisma checks and vulnerability to necrotic
damage for 1 minute.
9- Perceive The Living. You can perceive the smell of fresh
blood, meat and skin, you can hear the heartbeats of a living
creature within 60 ft. of you.
10- Power Over Dead. You gain the ability to use Animate
Dead spell once per long rest.
11- Profane Recovery. You can regain 1d10 hit points by
destroying an undead you have created as an action.
12- Rotten Vision. One of your eyes decays, becomes rot-
ten and leaves an empty hole behind. With the magical residue
left behind, you can use Detect Evil & Good and Detect Magic
spells thrice per long rest, however you gain disadvantage on
your Perception checks.
13- Shadow Form. You can cover yourself with cold and
dead shadows as an action. You gain resistance against blud-
geoning, piercing and slashing damage for 1 minute.
14- Skull Scry. You can see from the eyes of an intact
animal or humanoid skull you have prepared before if it is
within 100 ft. of you. Preparing requires 1 hour of work which
consists of covering the skull with dirt and connecting a bond
between. Although you can have more than 1 skulls prepared,
you can see from one of them at a time.
15- Slowing Gaze. When you gain this gift, your eyes turn
to cold blue. You can focus your gaze on a creature. The crea-
ture must make a DC 13 Constitution saving throw or its speed
decreases by 10 ft., it takes a −1 penalty to AC and Dexterity

19
Curses of Rotten Essence 9- Bone Finger. You grow one more finger on one of your
hands. This finger is a rotten, skeletal finger.
On the other hand, having rotten essence causes some changes 10- Cold's Reflection. Your skin reflects the cold and emo-
and penalties on your psyche and flesh. Following is the table tionless magic you use. It turns to cold blue.
and the descriptions of what you can be cursed with. 11- Cold Touched. Your skin is cold all the time and you
emanate a cold aura.
d20 Curses 12- Voice of The Dead. Your voice sounds inhuman and
1. Colorless Curtain whispery.
13- Refused By Graves. You grow a forked, serpentine
2. Decayed Before Death tongue which causes your words to end with ''sss'' voice. Actu-
3. Crippled Gravedigger ally, this is a mark. As long as you carry this mark, no grave or
soil won't accept your dead body. It will be ejected.
4. Messenger of Death
14- Creature of The Night. Your eyes become too sensitive
5. Touched By Death to bright light, granting disadvantage on Perception checks
6. Weight of The Life under daylight or bright light.
15- Best Source of Nutrition. You feel an urgency to drink
7. Carrion Stench a cup of fresh blood once per day or you gain a level of exhaus-
8. Unnatural Aging tion.
16- Proper Diet. Whether you need to eat food or not, you
9. Bone Finger must consume fresh meat once per day or you gain a level of
10. Cold's Reflection exhaustion.
17- New Friends. You feel like an alien between living
11. Cold Touched
creatures and want to surround yourself with dead and
12. Voice of The Dead undead. You gain disadvantage on your Deception, Insight,
13. Refused By Graves Intimidation and Persuasion rolls you make against living
creatures.
14. Creature of The Night 18- Excess Blood. You just like the pouring of your own
15. Best Source of Nutrition blood out of your veins. Every day, you cut yourself and deal 4
damage.
16. Proper Diet 19- Salt Is Unhealthy. You cannot eat, touch or carry salt.
17. New Friends You dislike it and fear that it will disturb your spell compo-
nents, body or something else. If you do, you gain disadvan-
18. Excess Blood
tage on your attack rolls and skill checks until the end of your
19. Salt Is Unhealthy next round.
20. Water Is Unnecessary 20- Water Is Unnecessary. You lost your need to drink
water or clean yourself with fresh water. If you drink a glass of
water or are exposed to water for more than 1 turn, you gain
1- Colorless Curtain. All the color of life dies for you disadvantage on your attack rolls and skill checks until the
slowly. Your hair becomes white and your vision loses colors, end of your next round.
turning to the mix of black, white and grey.
2- Decayed Before Death. One of your hands becomes rot-
ten. You leave a part of your flesh on everything you touch.
3- Crippled Gravedigger. You start to experience a leg
lameness. Your speed decreases by 5 ft.
4- Messenger of Death. One of your eyes starts to look
like a raven eye. When you make a conversation with someone
for more than half an hour, their bodies start to die and decay
in your eyes, granting you disadvantage on your Deception,
Insight, Intimidation and Persuasion skill checks.
5- Touched By Death. A part of your skin's color, an arm
for example, turns to rotten pale or blood red.
6- Weight of The Life. You grow a hunchback and it is
filled with a liquid attracting the bugs. You need to clean it by
spending 1 hour everyday, or you have disadvantage on your
attack rolls and skill checks because of the disturbing feeling
bugs cause.
7- Carrion Stench. You smell like a decaying body all the
time.
8- Unnatural Aging. You age for 1-20 (you can roll a d20)
years instantly.

20
Magic Items
M
agical items are extremely useful and powerful tools a premature shadow, with none of its damage resistances. The
of evil. Although some of them are inherently evil, creature obeys your commands for 24 hours and is destroyed
non-evil items can be used to cause ungodliness. after this time.
They are the evidence of the powers of evil and what Once you use the censer, its power is drained and the foul
wonder dark forces can create. Either sent by these forces or smell from the inside fades away. Its power comes back at
created to honor them, they may bring agony, collect souls, midnight.
whisper madness in ears, and can create many other effects
shaped in the minds of evil. Here in this section, you will find Chalice of Deprivation
some examples.
Wondrous item, rare (see description for attunement)
Book of Tainted Mind This chalice is made of a dark metal, and is adorned with vari-
Wondrous Item, rare (requires attunement) ous gems and ornaments. It has a liquid that looks pitch black
while within it. The liquid looks like water when it is spilled.
These books are normal-looking spell books. Their condi- The chalice has an ornamented cap on top of it, to prevent it
tion varies, depending on how old the book is. However, you from spilling.
understand that it is not a normal spell book once you are Rumors say that it was first made by a lich or a necromancer
attuned to it. who longed for more power over death magic. The creation
While writing something into this book, which you do by worked, and its methods were stolen and spread among other
spilling your blood on it, you can make the writings visible to necromancers. However, in time, lesser necromancers realized
only you, forever. When you spill your blood on the book, you that the chalice makes them addicted, and takes away their
deal 5 damage to yourself and leave a part of your mind in the life force as a dire cost.
book. This makes you have disadvantage on your Intelligence If you take a sip from the chalice, you are tempted to drink it
checks and saving throws for one day. all, and on a failed DC 15 Wisdom saving throw, you do.
Curse. The moment you become attuned, you must make a As an action, you can drink the liquid within the chalice.
DC 17 Wisdom saving throw. On a successful save, you under- Once you do so, you have advantage on your spell attack rolls
stand that the book has a mystical backstory, which can lead for necromancy spells, and your targets have disadvantage on
you to unlock more of its powers. You start to wonder… You their saving throws against these spells.
start to wonder and you start to do research about it. A DC 19 When you drink all of the liquid, you become intoxicated
Arcana, History or Religion check will lead you to the Library with the magic it holds. You must succeed on a DC 15 Constitu-
of The Mad Court, where books of this sort, as well as others tion saving throw or have disadvantage on your Wisdom and
are written. Constitution checks for an hour. if you have rotting essence
On a failed save, you become obsessed with the book. You of 2 or higher, you do not suffer from intoxication, nor do you
do not want others to see it or take it from you. You start to have to make a Constitution saving throw.
protect it with your life. If you are separated with the book, The chalice refills every night at midnight.
you find yourself maddened more and more. For every day Curse. This chalice is cursed, a fact that is revealed only
you stay separated from the book, you must succeed on a DC when an identify spell is cast on it. Unlike all other items to
17 Wisdom saving throw or your Wisdom score decreases by 1. which you have to be attuned, the chalice becomes automat-
A Greater Restoration spell can heal the decreased score by 1. ically attuned to you, breaking another item’s attunement at
When your Wisdom score decreases to 1, you are transformed random if all your attunement slots are full. Each day, you
into a Mind Consumer. must drink from it until midnight at the latest, or you become
overwhelmed by your yearning for it and take 2 levels of ex-
Censer of Cadavers haustion.
You can lift the curse with the remove curse spell or similar
Wondrous item, uncommon magic, although your attunement is cancelled if you do so.
The spell must target you for this to happen. If it targets the
This censer is made of polished bones, possibly a skull for a chalice, the chalice stops functioning and becomes a mundane
bowl. It has yellow and red marks on its surface. The insides of item.
the censer do not open, but it smells of rotting flesh and bodily
fluids.
Using your entire turn, you can smash the censer onto the Deck of Devilry
ground and evoke its power. The ground tremors slightly with Wondrous item, very rare (requires attunement)
the necromantic energy spreading from the censer, with a
faint smoke. This deck looks like an ordinary deck of cards. Their backs
You can target a corpse within 120 feet of you and raise it as look like the backs of any other as well. However, their front
an undead creature as if you have cast the animate dead spell. is marked with strange depictions of vice. There is also a small
You raise a skeleton or zombie, depending on what sort of passage written.
corpse you target. If there are no corpses around, you summon Rumor has it that there once was a rogue so deceiving,

21
there was nobody left in the small city who he hadn’t cheated. do so, the eye is drained and you cannot use this feature again
During his travels, he came across a devil. The devil prom- until after the next midnight. The eye reveals the types of
ised to make one of his wishes come true and he accepted. undead creatures discreetly; such as shadows or zombies.
Although the devil was supposed to have something in return,
he somehow managed to cheat the devil and therefore did not Second Skin Armor
fall into its trap. Whether as a result of his wish or as a reward
for being someone who even managed to cheat a devil; he was Armor (Full Plate), Legendary (requires attunement)
given this deck, called the Deck of Devilry. Then, it is believed
that this deck was magically copied by a wizard. This armor was created by a powerful wizard whose identity
If you are not attuned to the deck, a card you pick insults is unknown. Legend has it that the armor was forged from the
you in various ways. If you get attuned to it, however, you blood, bones and skins of the wizard's enemies. The wizard
learn its secret. was serving no-one and it forged the armor with purely evil
Once per day, you can focus on a creature and pick a card intentions, and as a result the armor became one with the
as an action. Once you use the deck, you can use it again after wizard more and more, day by day, until it was like real skin.
dawn. The card reveals a weakness of the creature, as shown Through this transformation, the armor became intelligent,
below granting unique abilities to the armor and leading the fate of
the wizard to the unknown.
The armor is very heavy, painted with blood and composed
d4 Weakness Shown of bones and skin, taken from different bodies. There is an
Vulnerability to a certain damage type, or vulnera- eye in the middle of the armor which is closed while no one
1 bility caused by a feature, whichever is present is attuned to the armor. This eye opens, only when a worthy
person approaches.
Its weakest property: hit points, armor class, or
2 something else according to CR
My enemies will not just taste death. Wrath and
Combat habits: you do not find out about a weakness,
3 but you gain 1d4 on your attack rolls against the wisdom awaits them.
creature -Anonymous
Social habits: you have advantage on your Charis-
4 ma (Persuasion) and Charisma (Deception) checks You must be able to cast 5th level spells to become attuned
against the creature for 10 minutes to this armor. If you are not, the eye will not open and it acts
*Roll again if the result is not available like a +2 armor.
If you are attuned to this armor, but your alignment is not
Neutral Evil, it deals 1d10 necrotic damage to you, every round
Lantern of Ethereal Sight you wear it. If your alignment is good, this damage increases
Wondrous item, rare to 2d10. The armor has no tolerance for law, and if you do not
grant it the chaos it wants, it runs your blood dry. If you die
This lantern looks like a mundane bullseye lantern, with a because of this damage, you cannot be resurrected except with
brass or iron frame and a brass burning chamber. When you a Wish or True Resurrection spell.
light it, however, it emits an unnatural, blue light. Although it is a full plate, when you are attuned to it, the
While lit, it casts bright light in a 60-foot cone, and creates armor acts as if it is your own skin. It does not require any
dim light for an additional 60 feet. It makes the ethereal plane proficiency to wear and imposes no disadvantage.
visible and makes invisible creatures visible within the 60-foot When you are attuned, the eye in the armor opens and
cone. grants you advantage on your Perception checks, and Dark vi-
A creature’s invisibility is not dispelled when it is within the sion out to 120 ft. This eye can also be used to learn a secret or
cone, meaning it continues to be invisible when moves out of a fact about a creature. The eye focuses on one creature it can
the cone. see within 30 feet of it. The target must succeed on a Wisdom
It can burn for up to 1 hour, after that, it becomes drained. It saving throw or the eye learns the knowledge it seeks through
renews itself at dawn. magic.
Thanks to the intelligence of Second Skin Armor, you
Lich's Eye can make it remember one more cantrip from your spell
list, which you can use freely. Also, you can channel energy
Wondrous item, very rare through the armor to increase your 1st level spell slots by 3,
2nd level spell slots by 2 and 3rd level spell slots by 1.
When you hold the eye in your hand like a lantern, as an Curse. When you wear Second Skin Armor, it tries to gain
action, it allows you sense the undead creatures within 300 control over your actions. It demands you commit a specific
feet of you. By focusing on the eye as an action, you can also murder once a month, just for the sake of evil. This murder
discern the number of undead creatures that are around. comes as a whisper from the armor and the time of this whis-
Once per day, you can choose to discern the type or subtype per is decided by the DM. If you refuse to commit it, the armor
of the undead creatures you sense through your focus. If you

22
drains your blood instead, lowering your maximum hit points Tooth Whip
by 10.
Weapon (Whip), rare

Spear of Vengeance These weapons were made by a warlord famous for his ruth-
Spear, very rare (requires attunement) lessness, imposing fear as a method of war and oppression. His
spellcasters crafted them from the teeth of his fallen enemies.
While using this spear, you gain +1 bonus on your attack rolls You gain +1 bonus on your attack and damage rolls made
and damage rolls. with this magic weapon.
Attunement. This spear was created for the organization When you make a successful hit, you can trigger the whip
called Spears of Vengeance, and this is what gave it its name. to animate the teeth on it, piercing the flesh of the target
Spear of Vengeance is one of the best items to use to capture creature. The creature must succeed on a DC 15 Constitution
and carry a creature since it can imprison the soul, to be ex- saving throw, or it takes 2d10 necrotic damage. You regain
tracted and used later. If a creature is killed by this spear, the an amount of hit points equal to half of the necrotic damage
target's soul is captured and stored in the spear. It also leaves inflicted. Undead and construct creatures are unaffected by
the mark of the organization on the body of the creature, indi- this power.
cating that the soul is now their property. The meaning of the
mark can be understood by a DC 17 Religion check. Wings of Bone
Wondrous item, rare (see description for attunement)
Staff of the Forbidden Light
Staff, uncommon Not all wizards or other spellcasters excel in magic schools
such as the school of transmutation. A group of necroman-
These staves are black shafted and they have a grey-green cers, famous for their extensive research they did on using
sphere on top of them. They are said to carry the otherworldly functions of the flesh on the creatures they construct, created
light of the far realm in these spheres. these wings to fly.
The staff can be activated as an action. When activated, the Wings of bone are magical wings made of bones and stitched
staff sheds greenish bright light on a 20 feet radius and dim leather, resembling that of a bat. When they stretch out from
light on an additional radius of 20 ft. Any creature who is your back, it is a frightening sight, making you seem like a
within the light, or looking directly at the staff within 20 feet feral vampire or a bat-like creature.
of it, must make a DC 13 Wisdom saving throw or it becomes In order to become attuned to it, you must slice cuts in your
mesmerized because of the fascinating visions of the universe back near your scapulas. Then you stick the bones into your
and the far realm that the staff shows it, for 1 minute. flesh. The process deals you 6d4 slashing damage that cannot
be resisted, and the pain gives you 1 level of exhaustion. After
it is done, it leaves gray-skinned remains of two wide scars on
your back.
When you are attuned, you can spread your wings as an
Condition: Mesmerized action. Spreading the wings reopen the scars and cause 2d4
slashing damage to you that you cannot resist. When they are
If a creature is mesmerized, it has disadvantage spread, you gain 60 ft. fly speed.
on its Wisdom (Perception) checks and it auto- The magic of the wings animates them for 1 hour, after
matically fails its concentration on spells that which you must wait until midnight for them to recharge.
require concentration to continue.
Wrath of Bones
Weapon (any sword), rare (requires attunement)

There is a tribe who hunts dragons, no matter what type they


are. They are famous for making these blades. They forge the
Sword of Infernal Wounds blade with a special metal, and imbue the breath, as well as a
Any sword, uncommon (requires attunement) part of the spirit of the hatchling dragons, whom they sacrifice
in the making.
It is rumored that this sword was forged in Hells from the foul The hilt of such a blade is made from the sacrificed dragon’s
blood of horned devils. bones, and its scabbard from the dragon’s hide. These materi-
When a creature is hit by this sword, it must make a DC 11 als are not placed for fashion purposes, but rather to carry the
Constitution saving throw or an infernal wound is opened on message that this tribe is defiant enough to slay such sacred
its body, dealing 1d6 damage at the end of each of its turns. and powerful creatures.
Several wounds can be opened by this sword and their dam- When you obtain this blade, wrath of bones, you can exhale
ages stack. One wound can be healed completely by the Cure the breath of the dragon who was sacrificed for making the
Wounds spell regardless of the heal amount. It can also be weapon. You can use the breath two times per day. The blade
healed with a DC 14 Medicine check. regains any expended uses at dawn.

23
The blade, although looks like steel, faintly shines in the col- Black Dragon Wyrmling: You exhale acid in a 15-­
or of the dragon. Roll 1d4 to determine the dragon of origin, foot line that is 5 feet wide. Each creature in that line
and the power it possesses. 3 must make a DC 11 Dexterity saving throw, taking
5d8 acid damage on a failed save, or half as much
d4 Type Of Dragons damage on a successful one.
White Dragon Wyrmling: You exhale an icy blast
Green Dragon Wyrmling: You exhale a poisonous
of hail in a 15-foot cone. Each creature in that area
gas in a 15-foot cone. Each creature in that area must
1 must make a DC 12 Constitution saving throw, taking
5d8 cold damage on a failed save, or half as much 4 make a DC 11 Constitution saving throw, taking 6d6
poison damage on a failed save, or half as much dam-
damage on a successful one.
age on a successful one.
Blue Dragon Wyrmling: You exhale lightning in a
30-­foot line that is 5 feet wide. Each creature in that
In order to use it, you must be attuned to the blade. To be-
2 line must make a DC 12 Dexterity saving throw, tak-
come attuned, you must thrust the blade into yourself, which
ing 4d10 lightning damage on a failed save, or half as
reduces your maximum hit points by 1d10. This reduction is
much damage on a successful one.
permanent unless you lose the attunement with this blade.

Evil Cults
T
here are surely evil places in the universe, however perimented with spells. After they worked with teleportation,
in some places it must be nurtured to survive. The plane shifting, shadow walking etc., they mistakenly surpassed
seeds of evil must be planted and they should be their own limits, reached beyond the stars and got in contact
protected for years. These seeds; cults and organi- with the far realm. This caused a portal to be opened which
zations, are the presence of evil powers in mortal led the kingdom to be transported into far realm with the peo-
realms, which are there so that they can sprout the tales of ple in it, making it vanish instantly. Only Library of The Mad
their existence and might. In this section, new cults will be Court remained, as well as the maddened court of the masters
explained in detail, along with the reasons behind their foun- in it. This was library in which one can find even the most se-
dation, leaders, initiation rites and processes along with goals cret knowledge but, unfortunately, none can bear the madness
and activities. they will be exposed to, upon entering.
Ever since then, they have been expanding their library and
Librarians of the Mad Court have been writing new books with the new maddening under-
standing of the universe, which they had gained by the touch
of the far realm.
Legend has it that there was The Masters have full control over the library. They can
once a king who did not think shape it freely according to their will. Because of this, the true
about anything but conquest. form of the Library looks like it challenges the rules of phys-
He had a court of 11 mages ics. A person who is not invited, cannot see the library. The
who helped the king's armies Library does not have a certain place since it has been displac-
on their path to conquest, ing through realms constantly. An invited person can find the
with their mysticism and library when The Masters see fit.
magic. Then, one day, the king
demanded that the mages find Leaders
a faster and easier way to move
his armies. Their leader is Xaltoran The Head Librarian, The Master Con-
Thus, the mages of the court jurer. Others are the masters of other spell schools and beings
started to build a library and ex- who are clerics from the far realms. These masters try to

24
distort widely known spells in their own ways, creating unique whole universe, however, it is also unknown which arch devil
forms of them with a touch of the far realm. To experiment she favors most. Vretiel carries two longswords and a spear
more, they find creatures seeking forbidden and unlimited with angelic engravings on it. To this day, none saw Vretiel
knowledge, and take them as apprentices and scholars. using the spear in combat and rumor has it that she has used
the spear only once which was for her personal vengeance.
Initation Vretiel is known as The Vengeance. The highest ranking
members are known as The Hands and all others are The
To become an apprentice of the masters of the Library, being Spears. Vretiel commands The Spears through The Hands.
a spellcaster is a must. One should also be ready to leave their She doesn't like talking too much, orders are delivered by The
sanity behind to explore more about the universe, and the Hands. If Vretiel speaks to someone other than The Hands
powers and beyond the gods. directly, then it is certain that there is an important matter,
The masters do not leave the library. They search and find most probably about the vengeance of this person.
the right people through divination spells and make their Although Vretiel's standing among arch devils is not known
offerings through distorted dreams or by sending away their by others, she sides with Asmodeus, her corruptor and the
apprentices. true founder of the cult. Asmodeus also finds out about all the
information gained through contacts and taken as payments
Goals and Activities
INITIATION
The Library is beyond time and space. So, time does not pass
inside. The Librarians have been collecting knowledge and The organization has little restrictions over class or race but
preparing the minds of mortals with the books they have there is one thing that is very important, all members must
been writing for the day of the apocalypse, on which the true have someone to take vengeance from, or something they
masters of the universe will come to the world. They also use wish to avenge. Demons, worshippers of demons, and follow-
apprentices on quests for things such as recovering a relic or ers of deities who are strictly forbidden to consort with fiends,
freeing a long forgotten far realm creature from its prison. cannot be members.
Once a member is accepted into the organization, they
are given a special spear forged in the hells, called Spear of
SPEARS OF VENGEANCE Vengeance. When a life is taken by this spear, the soul of the
creature is captured by it.
Vretiel is a natural leader and she chooses all the members
The Spears of Vengeance is by herself, learning the details of its personal tale of ven-
an organization who works geance. Vretiel does so because she thinks that every ven-
for devils. They hunt the geance must be taken, and she keeps her word. In return, she
targets designated by their is respected by the spears. Later, when the spears see that
customers, whether the tar- they are cared for, even by the leader of the organization after
get is a mortal, demon, angel some time, they start to follow her zealously. In the spears'
or even another devil. They eyes, Vretiel is the true angel of vengeance.
only accept jobs offered by
archdukes. The organization GOALS AND ACTIVITIES
is not so unprofessional as
to be a part of lesser devils' They murder their targets and capture their souls by impris-
games or desires. oning them in spears to be delivered to the customer. Upon a
The headquarters of the job's completion, the customer makes two types of payments,
organization lies in the hells, one to the member that completed the job and one to Vretiel,
but smaller cells can also be as a soul or a piece of knowledge regarding the vengeance of
found on the material plane. the members who worked in the quest. It is not unheard of for
Even if they look like an assassins' guild for devils, they are the souls received as payment, to be the target of vengeance
not that simple. for some of the members of the cult (as a coincidence). If this
happens, Vretiel resurrects and delivers them to the mem-
LEADERS bers concerned, so that they can fulfill their vengeance. The
amount of gold, knowledge and soul received, is determined
The group is led by Vretiel, a fallen angel. She rules the group by either Vretiel or The Hands before the job, and a contract is
with an iron fist, and there are none to question her author- made in blood.
ity. This is not only because Vretiel is a fearsome foe but also The cult has some strict rules. Vretiel's orders are the law
due to the fact that she leads the group with both wisdom and and must be followed to the letter. All contracts’ requirements
determination. must be fulfilled. If there are two members trying to take ven-
Vretiel wants to take vengeance from angels because of a geance againts each other, they are not offered a job until they
reason unknown to the other members of the organization. solve the situation, probably by the death of one.
She also thinks that devils should be the force governing the

25
Monsters

C
orpus Malicious has dozens of monsters. Each
one of them is evil, tainted, or twisted in its own
way. Here are some of them that you can try in
your adventures or campaigns. There are mon- Bartur the Swallower
sters present for various Challenge Ratings. Medium fiend (devil), lawful evil

Bartur the Swallower Armor Class 15 (Armor Scraps)


Hit Points 110 (13d8 + 52)
Bartur is a devil who is found at crossroads, striking foul Speed 30 ft.
deals with mortals. Itresides at those crossroads at night,
STR DEX CON INT WIS CHA
waiting for a commoner to pass. When it meets a com-
16 (+3) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 16 (+3)
moner, it proposes to make a wish come true, the only
tiny catch in the deal is that it will eat a loved one or loved Saving Throws Constitution +7, Wisdom +5, Charisma +6
possession of its victim. Bartur is a good talker, it tells the Skills Arcana +6, Athletics +6, Deception +6, Perception +5,
downside of the deal in such a way that it may be too late Persuasion +6, Stealth +4
when the victim realizes a loved relative is about to be Damage Resistances Cold; Bludgeoning, Piercing and
eaten. As the creature looks like a normal humanoid when Slashing from Nonmagical attacks that aren’t cold iron
it wants to, it is hard to see its true fiendish nature. Damage Immunities Fire, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., passive Perception 17
Languages Infernal, Common, Telepathy 120 ft.
Challenge 7 (2,900)

Crossroads Deal (1/13 days). The bartur makes a wish of a


creature with whom it made a deal, come true; as if it had
cast a wish spell. Then it eats the victim’s most beloved
relative, friend or possession right after it makes this wish
come true. If it is prevented from eating the person or ob-
ject for 7 days after the wish, the wish is dispelled. As the
bartur is very deceptive, it is often quite hard to realize
what it is about to do after it grants the wish.

ACTIONS
Multiattack. The bartur makes two quarterstaff attacks.

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Lick. Melee Weapon Attack: +6 to hit, reach 10 ft., one tar-


get. Hit: 8 (2d4 + 3) piercing damage, and the target must
succeed on a DC 15 Constitution saving throw or take 21
(6d6) poison damage and become poisoned for 1 minute. It
can repeat its saving throw at the end of each of its turns
to break free from the effect.

Swallow (Recharge 5-6). The bartur’s mouth enlarges and


its tongue shoots out, grappling a creature of Large size
or smaller within 10 feet on a successful Strength (Ath-
letics) or Dexterity (Acrobatics) check. It then swallows
the creature it grappled. While swallowed, the target is
blinded and restrained, it has total cover against attacks
and other effects outside the bartur, and it takes 21 (6d6)
acid damage at the start of each of the bartur's turns. The
bartur can have only one creature swallowed at a time.

26
Blood Elemental
Blood Elemental The origin of the blood elemental is unknown. Some say that
they were born as a result of blood magic, while others they
Large elemental, neutral
are natives of a plane that is unknown to people, others say
Armor Class 14 (Armor Scraps) they are so rare that they haven’t been spotted in a known
Hit Points 114 (12d10 + 48) plane. In any case, a blood elemental is a terrifying creature.
Speed 30 ft. It feeds from the very vitality, and blood of mortal races and
creatures, leaving empty husks completely drained of blood.
STR DEX CON INT WIS CHA However, not everyone is afraid of these creatures, some
18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 6 (-2) even chase and hunt them. It is said that their body of blood
is a huge source of food for vampires. Additionally, some
Damage Resistances Acid; Bludgeoning, Piercing and
blood cults and blood mages also search for these creatures
Slashing from Nonmagical Attacks
to use them as spell material, or perhaps to gain control of
Damage Immunities Poison
them.
Condition Immunities Exhaustion, Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained, Unconscious
Senses Darkvision 60 ft., passive Perception 10
Languages understands Common but cannot speak it
Challenge 5 (1,800 XP)

Blood Form. The elemental can enter a hostile creature’s


space and stop there. It can move through a space as nar-
row as 1 inch, without squeezing.

ACTIONS
Multiattack. The elemental makes two slam
attacks.

Slam. Melee Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 14 (2d8 + 4)
necrotic damage

Blood Drain (Recharge 4-6). Each crea-


ture in the elemental’s space must
make a DC 15 Strength saving throw.
On a failed save, the target takes 11
(2d10) necrotic damage. TThe elemen-
tal tears the target's blood from its
body and gains half of the damage done
as temporary hit points.

The elemental can also drain the blood of a


creature that is freshly dead (whose blood is not
dried). If it does so, it gains a number of d4s equal
to the HD of the creature, as temporary hit points.

27
Gravekeeper
The gravekeeper is a towering figure, who is often seen Gravekeeper
wearing long brown or black robes that hide its features. If
Large undead, unaligned
one can look carefully at the creature, its partially rotten,
gray flesh can be seen. Its body is made of parts that are Armor Class 16 (Armor Scraps)
sewn together in a creation ritual. It carries a huge shovel Hit Points 172 (15d10 + 90)
with one side sharpened like an axe. The shovel is extremely Speed 30 ft.
dirty and contains enough refuse to make a victim severely
sickened with poison. STR DEX CON INT WIS CHA
Gravekeepers are undead constructs that are created to 20 (+5) 9 (-1) 22 (+6) 3 (-4) 10 (+0) 1 (-5)
guard certain sights of interest. Liches, necromancers and
Damage Immunities Poison, Psychic; Bludgeoning,
other practitioners of death magic use them often. It is a
Piercing and Slashing from Nonmagical Attacks that aren’t
deadly opponent to face and can sense the area it is assigned
Silvered
to warden perfectly
Condition Immunities Charmed, Exhausted, Frightened,
Paralyzed, Poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages understands the language of its maker, but
Gravekeeper's Sight cannot speak it
A gravekeeper is bound to wher- Challenge 9 (5,000 XP)
ever it was created to protect.
Grave Bound. The gravekeeper cannot move 500 feet away
The creature is constructed
from the area it is ordered to protect. While within the
within the place it will
area, it cannot be targeted by any teleportation or banish-
protect, through a special
ment spell.
ritual of necromancy. The
area can be as large as a
Grave Sense. The gravekeeper can sense everything within
1000 feet square, hor-
the area it is ordered to protect. It knows how many crea-
izontally. Once cre-
tures are present within an area of 500 feet. Additionally,
ated, a gravekeeper
it can perceive the creatures that are sneaking or invisible
remains in this area
within 120 feet of it perfectly, if it is in the designated
indefinitely, until it
area. Thus, Dexterity (Stealth) checks and everything
is destroyed.
related to stealth fails against the gravekeeper.
Immutable Form. The gravekeeper is immune to any spell
or effect that would alter its form.

Turn Resistance. The gravekeeper has advantage on saving


throws against any effect that turns undead.

ACTIONS
Multiattack. The gravekeeper makes two axe shovel at-
tacks.

Axe Shovel. Melee Weapon Attack: +9 to hit, reach 10 ft.,


one target. Hit: 18 (2d12 + 5) slashing damage plus 11
(2d10) poison damage.

Wide Swing. Melee Weapon Attack: +9 to hit, 10-foot cone,


two targets. Hit: 18 (2d12 + 5) slashing damage plus 11
(2d10) poison damage.

28
Mind Consumer
Mind Consumers are aberrations who are always hungry for the minds of intelligent creatures. Their skin is green-gray and very
slippery. They have white small tentacles instead of their feet, hands, teeth, and wings; by which they can devour the target's
mind, causing great pain. Though they are not strong or intelligent, they are very tough.
These creatures can be found near places full of magical items, spellcasters or nodes of magic. Some philosophers even claim
that there are stronger types of Mind Consumers that can suck the magical energies from items and leaving them as empty
husks.
Mind consumers are very effective in numbers especially against spellcasters. Without a leader and a proper instruction, they
roam and hunt for minds that they can consume easily. When a foe is proves too powerful, they do not hesitate to run away. If
they act according to a plan or they do not fear in such situations, this means they are under the control of another creature or
they really fear from their master so much that they can risk their lives.

Mind Consumer
Small aberration, chaotic evil

Armor Class 15 (Natural Armor)


Hit Points 52 (7d8+21)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 16 (+3) 6 (-2) 6 (-2) 7 (-2)

Condition Immunities Grappled


Senses Darkvision 60 ft., Passive Perception 8
Languages --
Challenge 2 (450 XP)

ACTIONS
Multiattack. The mind consumer makes one bite attack
and uses its Mind Consuming, if able.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-


get. Hit: 7 (2d6) psychic damage.

Mind Consuming (Recharge 5-6). The mind consumer can


push its tentacles deeper, on a successful bite attack. The
target must make an Intelligence saving throw or it loses
a spell slot of 2nd level or lower. If the target has no spell
slots available, it becomes paralyzed until the end of its
next turn, instead.

29
Night's Grim Night's Grim
Medium fey, chaotic evil The night’s grim looks like a silver-gray creature who
does not possess any facial features. It is completely
Armor Class 15 naked and does not have genitals. Its eyes are wide
Hit Points 71 (11d8 + 22) and pitch black. Its claws are overgrown and look
Speed 50 ft. deadly sharp, like steel even; because of their color. Its
STR DEX CON INT WIS CHA mouth full of distorted teeth is on its belly, adding to
14 (+2) 20 (+5) 14 (+2) 10 (+0) 16 (+3) 16 (+3) the creature’s otherworldly image.
The night’s grim is a dark fey, one of the darkest
Skills Athletics + 6, Perception +6, Intimidation +6, Stealth among them, even. Its nature is unknown to most, as
+8, Survival +6 it does not care about fey politics, magic, or means for
Condition Immunities Frightened power. The only thing certain about it is its bloodlust
Languages understands Common but does not speak and dreadfully aggressive behavior. It aims to attack
Challenge 4 (1,100) anyone who is on its way, especially if the victim is
sleeping.
Optional Invisibility. When invisible, the night’s grim can Rumors say that they are a result of far realm
choose to be seen by a creature of its choice. somehow touching the realm of fey, but any fey who
are communicative with races of the material realm
Sight of Terror. If the night’s grim sneaks near a sleeping refuse to talk about the matter.
creature, the creature instinctively awakens. When awak-
ened, the creature sees the night’s grim, it must succeed
on a DC 15 Dexterity saving throw to avoid eye contact. If
it looks at the night’s grim’s eyes, it gazes into the depths
of the night grim’s nature. Such a sight makes the creature
terrified, making its mouth stutter, becoming frightened
for 1 minute, suffering from a short term derangement,
and taking 21 (6d6) psychic damage. A creature can repeat
the saving throw at the end of each of its turns, with dis-
advantage if the night’s grim is within line of sight, ending
the effects on a success.

Innate Spellcasting. The night’s grim's innate spellcasting


ability is Charisma (spell save DC 14). The night’s grim can
innately cast the following spells, requiring no material
components:
At will: invisibility
3/day: sleep

ACTIONS
Multiattack. The night’s grim makes three attacks, one
with its bite and two with its claws.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-


get. Hit: 7 (2d4 + 2) slashing damage

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one


target. Hit: 7 (1d10 + 2) slashing damage plus 3 (1d6) acid
damage

Devour. If the night’s grim grapples a creature, it can


make a bite attack with its mouth on its belly with advan-
tage.

Terror and Gore. If the night’s grim grapples a creature, it


can still make its multiattack against the creature, making
it fall prone on a failed DC 14 Strength saving throw. If
the creature is frightened of the night’s grim, it takes an
additional 5 (1d10) psychic damage from the otherworldly
terror that the night’s grim spreads.
30
Tlaxtil
The tlaxtil are a cousins of mind flayers, who come
Tlaxtil
from the Far Realm. Although their skin looks like
their cousins’, they don’t have tentacles on their faces, Medium Aberration, chaotic evil
and they do not drain the minds of their victims. In-
Armor Class 14 (Natural Armor)
stead, they bestow the vast and chaotic reality of their
Hit Points 97 (13d8 + 39)
origin upon their foes, knowing that their weak minds
Speed 30 ft.
will not be able to handle it and they will go mad.
Why the tlaxtil visit the material plane is a mystery, STR DEX CON INT WIS CHA
but some scholars say they travel to fulfill special 18 (+4) 10 (+0) 16 (+3) 18 (+4) 15 (+2) 13 (+1)
goals of their own or their society. A tlaxtil in the
material plane can be seen abeing very focused on its Saving Throws Constitution +5, Strength +7, Intelligence
target. Yet, of course, they do not hesitate to amuse +7, Wisdom +5
themselves by slaughtering or maddening those who Skills Athletics +7, Arcana +7, Insight +4
get in their way. Damage Resistances Psychic; Bludgeoning, Piercing, and
They speak common only to ridicule, and show their Slashing from Nonmagical Attacks
superiority against the lesser races of the material Condition Immunities Charmed, Frightened
realm. It is not common that a tlaxtil and a mind flay- Senses Dark Vision 60 ft.
er are seen together, but those who know mind flayers Languages Deep Speech, Common
say that they become extremely nervous and angry Challenge 8 (3,900 XP)
when they realize there is a tlaxtil nearby.
Magic Resistance. The tlaxtil has advantage on saving
throws against spells and other magical effects.

Manifest Sword. The tlaxtil can bring its hands together in


a two-handed grip, and a greatsword with weird edges and
symbols will form within its hands. This happens so fast
that the tlaxtil can do so when it decides to attack with its
sword.

Spellcasting. The tlaxtil is a 10th-level spellcaster. Its


spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks), and it needs only verbal compo-
nents to cast its spells. It has the following wizard spells
prepared:
Cantrips (at will): minor illusion, fire bolt, ray of frost
1st level (4 slots): false life, illusory script
2nd level (3 slots): spider climb, ray of enfeeblement, mirror
image
3rd level (3 slots): bestow curse, hypnotic pattern, counter
spell
4th level (3 slots): phantasmal killer, hallucinatory terrain
5th level (2 slots): modify memory, cloudkill

ACTIONS
Multiattack. The tlaxtil makes two far-woven greatsword
attacks.

Far-Woven Greatsword (+1). Melee Weapon Attack: +8 to


hit, reach 5 ft., one target. Hit: 13 (2d6 + 5) slashing dam-
age plus 10 (3d6) psychic damage

Maddening Gaze. The tlaxtil looks at a creature within 30


feet of it, filling its mind with the unbearable vastness
of the far realms. The target must make a DC 16 Wisdom
saving throw or it takes 45 (10d8) psychic damage, and
becomes stunned until the end of its next turn, suffering
from a short-term madness.

31
Tryzgus
A tryzgus looks like a giant, demonic toad. It is said that a monarch of the Abyss tainted the waters in a lake in the material
plane, and caused the toads there to mutate into these creatures. The creatures became extremely violent demons. They try to
destroy or devour anything on their way. Aside from their aggressiveness, they are very territorial, and they do not travel long
distances unless they get too hungry. Still, they breed very fast, and this results in their territory expanding rapidly, consuming
whole forests.
The tryzgus were created as a means of invasion. They are not necessarily controlled by their monarch nor its demon serv-
ants. They only exist for mindless aggression. Although they do not attack their master’s demons, the demons feel nervous or
perhaps jealous in these monsters’ presence, because they themselves were created out of something quite ordinary. Because of
this, demons tend, not to intercept invading tryzgus hordes, and attack other locations instead.

Tryzgus
Medium Fiend, Chaotic Evil

Armor Class 15 (Natural Armor)


Hit Points 95 (10d8 + 50)
Speed 25 ft.

STR DEX CON INT WIS CHA


18 (+4) 8 (-1) 20 (+5) 4 (-3) 13 (+1) 6 (-2)

Saving Throws Constitution +8, Strength +7


Skills Athletics +7
Damage Resistances Cold, Fire; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned, Frightened
Senses Dark Vision 60 ft., passive Perception 11
Languages Abyssal and Common
Challenge 5 (1,800 XP)

Leap (Recharge 4-6). For its movement, the tryzgus can


leap 40 ft.

Magic Resistance. The tryzgus has advantage on saving


throws against spells and other magical effects.

Poisonous Body. A creature making a melee


attack against tryzgus or trying to grapple it
must succeed on a DC 14 Constitution saving
throw, or it takes 7 (2d6) poison damage and
becomes poisoned until the end of its next turn.
ACTIONS
Multiattack. The tryzgus makes two attacks:
one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 9 (1d10 + 4) piercing damage
plus 9 (2d8) poison damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5


ft., one target. Hit: 9 (2d4 + 4) slashing damage
plus 4 (1d8) poison damage.

Body Slam. If the tryzgus charges 10 ft. towards


a creature, it can slam into the creature with its
body. The creature must succeed on a DC 14 Dex-
terity saving throw or it takes 13 (2d8 + 4) bludgeoning
damage and is knocked prone.

32
Unwanted
Unwanted
The unwanted is a revenant of an unwanted child. If
Small undead, neutral evil
a baby is miscarried or left to die in the wilderness,
its soul remains in its body after it dies. It becomes Armor Class 12
twisted with the sense of abandonment and the Hit Points 21 (6d6)
influence of dark or death magic. Thus, it becomes Speed 30ft
an undead, haunting commoners who pass through
its territory. The creature jumps on the shoulders STR DEX CON INT WIS CHA
of adults, beginning to choke them and becoming to 8 (-1) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 10 (+0)
feel heavier and heavier until the victim is knocked
prone and cannot get up. Skills Athletics +4, Perception +3, Stealth +4
Folklore says the reason for the unwanted to Damage Immunities Poison
jump on the shoulders of its victims is to make them Condition Immunities Exhaustion, Poisoned
carry it to a proper grave and give it a burial. Such Senses Darkvision 60 ft., passive Perception 13
a ritual is believed to bring peace to the creature’s Languages understands Common but cannot speak
soul, and make it pass over to the other world, for Challenge 1/2 (100 XP)
good this time.
Dexterous Grapple. The unwanted can make its Athletics
In some societies, the unwanted are seen as a very
check with Dexterity, and with advantage for the purpose
bad omen. They believe these creatures to be abso-
of grappling a target (the Athletics score is shown with
lutely evil. They say that the reason they haunt after
Dexterity).
their death is not because of their early passing, but
because they had evil souls that were too stubborn
ACTIONS
to die in the beginning. Such a viewpoint is left to be
proven. Many aggressively ridicule and deny these Burden of Guilt. Unwanted jumps on top of a Medium or
beliefs, because for many people, children cannot Small creature, making a Dexterity (Athletics) check with
have evil souls from birth. advantage, to grapple it. If it succeeds, it sits on top of
its shoulders, sharing the same space, and starts choking
the creature. At the start of each of the unwanted’s turns,
the grappled creature must succeed on a DC 13 Strength
saving throw or fall prone. The DC of the Strength saving
throw increases by 1 for each saving throw the target has
failed. As long as it remains in its grappling state, the un-
wanted also continues choking, dealing 4 (2d4 - 1) bludg-
eoning damage as an action.

-Bad Omens-
Many societies are quite superstitious. They believe in
various omens, good or bad, to be hidden messages
from their deities. This sometimes creates norms or
practices that are not quite right in nature. Even a
society living under the faith of a good god, perhaps
a god of light, may have some superstitions that are
destructive or inherently evil. One of such supersti-
tions is about infants that are born. Some societies
believe an infant to be the offspring of a demon, if the
baby has a deformation, or even a strange birthmark.
In such cases, the mother may be hanged or burnt at
stake, and/or the baby may be left in the wilderness
to be consumed by beasts, away from the eyes of the
society.
33
Zadulus
It is a creature that can be passed as a humanoid if it did not have its large mouth with sharp teeth and vicious
claws stained with blood. The zadulus often wear outfits that resemble that of priests, with robes and a hood. They
do not open their hood unless they are preparing to attack. When they do, a burnt brand on their forehead can
clearly be seen, carrying the mark of their creator’s deity.
Zadulus are created by necromancers and clergy of an evil deity to serve as an insult against the deity’s enemies.
They carry special sacred magic given by their dark deity for them to have an edge against opponent clerics and
paladins. They serve their masters faithfully and without any hesitation. They are clothed in clergy robes ironically,
against good deities and their temples. Evil deities let their devotees create the zadulus in order to show their domi-
nation over others in their pantheon.

Zadulus
Medium Undead, lawful evil

Armor Class 12 (Natural Armor)


Hit Points 39 (6d8 + 12)
Speed 25 ft.

STR DEX CON INT WIS CHA


14 (+2) 8 (-1) 14 (+2) 9 (-1) 12 (+1) 9 (-1)

Saving Throws Wisdom +3


Damage Vulnerabilities Bludgeoning
Damage Immunities Poison
Condition Immunities Poisoned, Exhaustion
Senses Dark Vision 60 ft., passive Perception 13
Languages understands all languages it knew in life but
can't speak
Challenge 1 (200 XP)

Turn Resistance. The zadulus has advantage on saving


throws against any effect that turns undead.

Divine Hatred. The zadulus has advantage on any check or


saving throw made against a paladin or cleric devoted to a
deity that the zadulus does not serve.

ACTIONS
Multiattack: The zadulus makes two attacks, one with its
bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-


get. Hit: 5 (1d6 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one tar-


get. Hit: 4 (1d4 + 2) slashing damage.

34
Zuqnaux

Zuqnaux Zuqnaux are abominations made from the bones and


souls of murderers and vicious warriors taken from the
Large Fiend, Chaotic Evil material realm. Their eyes are pulled out with hooks
Armor Class 19 (Natural Armor) and replaced with obsidian, dark wood, or raw iron
Hit Points 231 (18d10 + 132) spikes. Their skin is made of layers sewn together from
Speed 40 ft. the former bodies of killers. Their bodies are crafted
exquisitely to allow them to work wonders in combat.
STR DEX CON INT WIS CHA They use a two-ended chain expertly as a weapon. One
22 (+6) 12 (+1) 20 (+5) 15 (+2) 10 (+0) 18 (+4) end of the chain holds a dark steel flanged maul and the
other a sharp meat hook.
Saving Throws Constitution +11, Strength +12 Charisma They are created as manhunters of the Abyss. They
+10 Intelligence +8 find and collect those who wrong the monarchs of the
Skills Athletics +12, Intimidation +10, Perception +6 Abyss and bring them back. Because they are created
Damage Resistances Cold, Lightning; Bludgeoning, Pierc- to hunt renegade demons, their tongues are ripped out
ing, and Slashing from Nonmagical Attacks by their masters and their minds are filled with abys-
Damage Immunities Fire, Poison sal magic providing an iron will. They can understand
Condition Immunities Poisoned, Charmed, Restrained, commands and what their prey are saying, but cannot
Frightened speak, as they are the tools of the monarchs.
Senses Blindsight 120 ft., Passive Perception 16
Languages understands Abyssal and Common but cannot
speak
Challenge 17 (18,000 XP)

Magic Resistance. The zuqnaux has advantage on saving


throws against spells and other magical effects.

Magic Weapons. The zuqnaux’s weapon attacks are magi-


cal.

ACTIONS
Multiattack. The zuqnaux makes three attacks with its
maul chain. It can also make a hooked chain attack ac-
cording to two weapon fighting rules.

Maul Chain. Melee Weapon Attack: +12 to hit, reach 10 ft.,


one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 13
(4d6) necrotic damage, and the zuqnaux regains hit points
equal to half the amount of necrotic damage dealt.

Hooked Chain. Melee Weapon Attack: +12 to hit, reach 10


ft., one target. Hit: 13 (2d6 + 6) piercing damage. The tar-
get is grappled (escape DC 13) if the zuqnaux isn't already
grappling a creature. Until this grapple ends, the target is
restrained and takes 7 (2d6) piercing damage at the start
of each of its turns.

Abyssal Teleportation (2/Day). The zuqnaux teleports itself


and another creature grappled by its hooked chain, to a
predetermined place in the Abyss. The target must suc-
ceed on a DC 18 Charisma saving throw in order to resist
the teleportation.

35
Villains
V
illains that are carefully fleshed out are important for any game. In Corpus Malicious, there are many villains you
can use in your adventures or campaigns. Each one of the villains has its own description, backstory, goals, roleplay-
ing tips, and stat blocks. As a Dungeon Master, you can put them in front of your players directly, or tailor them as
you wish to better suit your story.

Among the crowd of growling dying slowly and painfully.


orcs, stands one that resembles He is actually planning to
a tower. A tower with a hideous rid the land from the adven-
looking face, lips partially split turers who engineered his
or torn apart, showing teeth people’s downfall. He raids
sharpened like daggers. On the and retreats, leaving only
creature’s armored shoulder suffering behind, and he also
is a gigantic sword, bulky in leaves signs that taunt the
craft, and stained with blood adventurers, which indicate
and pieces of meaty bones. The that he did what he did be-
creature looks into the eyes cause of them.
of its opponents, showing no He will eventually confront
signs of fear; only a terrorizing adventurers, but not before
promise of carnage. he takes away all their hope,
and leaves them battling with
Morbash's Story their guilt.

Morbash became chieftain of his tribe in a time of despair.


With the repeated attacks of the kingdom and the help of Roleplaying Morbash
the adventurers, orc tribes were forced to retreat and nearly
destroyed in the process. He realized that the races of civili- Morbash is full of hatred because of the suffering his peo-
zation thrived on hope: Since before their determined revolt ple endured. He also tolerates no weakness, making sure to
against the orc tribes as their last resort, orcs were doing bloodily kill weak or clumsy orcs, in his ranks. Unlike most
well in their raids. As an orc more resourceful and clever other orcs he is very clever, and careful with his words and
than others, he quickly became the leader of his tribe. He actions. He does not shout or make a scene unless forthe
then strategized to take his enemies most important asset purpose of inspiring his fellows or causing a feeling of dread
from them; their hope and determination. To do so, he came in his victims. In a normal conversation or encounter, he is
up with plans to raid in secret, and planned sudden attacks. frighteningly silent and calm. He does not have tolerance for
He made sure everyone in the villages suffered, from grandfa- smug comments or insults, he makes sure that an adventurer
thers to children. acting foolish in front of him, pays for this dearly.
He takes no prisoners, and if he does, he makes sure they
Morbash's Goal suffer before they die. If he imprisons the adventurer party,
at least one of them will surely suffer a painful death. He
Morbash moves in secret, carefully planned ways, which are makes no deals unless he has something big to gain from
methods that are not expected from orcs. He raids villages it, such as spreading fear across the kingdom through the
that are the least defended, suddenly and gruesomely, and adventurers.
slaughters innocent commoners slowly and barbarically. The
villages his army leaves behind are full of half-eaten victims

36
Morbash the Slaughterer
Medium humanoid (orc), chaotic evil

Armor Class 16 (Chain Mail)


Hit Points 136 (16d8 + 64)
Speed 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 12 (+1) 18 (+4) 14 (+2) 12 (+1) 16 (+3)

Saving Throws Strength +8, Constitution +7, Wisdom +4


Skills Athletics +8, Deception +6, Intimidation +6, Insight
+4, Persuasion +6, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Orc
Challenge 6 (2,300 XP)

Brave. Morbash has advantage on saving throws against


being frightened.

Brute. A melee weapon deals one extra die of its damage,


when Morbash hits with it.

ACTIONS
Multiattack. Morbash makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one


target. Hit: 19 (4d6 + 5) slashing damage.

Cry for War (2/day). Morbash lets out a loud and inspir-
ing call to arms, promising his brethren that they will be
victorious. Allies within 30 feet of Morbash, add 2 (1d4)
to any attack roll, check or saving throw they make until
the start of Morbash’s next turn. Additionally, an ally
can make a Wisdom saving throw with advantage against
being frightened, when it hears this cry.

Cry for Slaughter (2/day). Morbash lets out a loud call


for slaughter, promising his enemies they will suffer for
a long time, before they die. Creatures within 30 feet of
Morbash must succeed on a DC 15 Wisdom saving throw or
they become frightened from him for 1 minute. A creature
can repeat its saving throw at the end of each of its turns.

37
An old mother in common clothing, Ishmilda looks like an found out after a while, but she was never captured. Now she
elderly woman you could meet every day. She has a pleasant is a part of the tales that are told to scare children.
smile and a wise, motherly attitude that is common among
grandmothers. When she gets into an encounter, however, her Ishmilda's Goal
skin becomes rougher and gray, her pupils become slit like a
snake’s, and she grows sharp, hideous-looking claws that can Ishmilda’s deity demands her to bring the most innocent
easily tear flesh apart. form of life, in order to sacrifice it to the wrath of nature. She
kidnaps children by trickery or coercion, and boils them in her
Ishmilda's Story cauldron with special components. She then feeds the result to
the trees and animals in the forest, making them vengeful and
Nanny Ishmilda was once a protector druid of the land, devot- bloodthirsty. She also spends a lot of time skulking in the city,
ed to the god or goddess of nature. She was a kind woman who gathering together masses of rat spawns, that carry around a
was fond of children. In her travels to the city, children from disease.
different neighborhoods would gather around to hear her
tales about the fey folk.
However, as progress spread in the land, people have lost Roleplaying Ishmilda
their respect for nature. They started destroying the woods
and killing the animals in dozens, usually just for their fur. On Ishmilda believes herself to be a necessary evil. She does not
top of all this, temples of the god or goddess of nature didn’t enjoy what she does, nor does she feel regret. To her, a certain
stop the country from destroying the land in the name of de- group of species became so arrogant that they broke the bal-
velopment. She became deranged witnessing this. ance of nature for their greed and pleasure. There is no place
Thus, she turned her back to her god or goddess, and started for such species in nature, and she is just acting to bring the
praying to the god or goddess of the fury of nature. Her deity balance back.
accepted her devotion and gave her gifts to serve the fury bet- She is calm and has a hearty voice. She does not show any
ter. She became a hag from nightmares, and her powers were hard feelings and is not aggressive to people, unless pro-
changed to resemble the wrath that nature can bring. Since voked. In an encounter, she laughs at her foes’ arrogance as
that day, Ishmilda tricked many children she used to tell tales, they think they can best their mother nature, but her laugh is
and kidnapped them for the plans of her deity. Her deeds were twisted because of her changed form.

38
Nanny Ishmilda Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Medium fey, neutral evil target. Hit: 14 (2d8 + 4) slashing damage and the target
must make a DC 16 Constitution saving throw or it takes 6
Armor Class 17 (Natural Armor) (1d12) poison damage. It also becomes poisoned if it fails
Hit Points 127 (15d8 + 60) its saving throw by a score of 5 or more. It can repeat its
Speed 30 ft. saving throws at the end of each of its turns to break free
STR DEX CON INT WIS CHA from being poisoned.
18 (+4) 12 (+1) 18 (+4) 14 (+2) 18 (+4) 14 (+2)
Invisible Passage. Ishmilda magically turns invisible until
Saving Throws Constitution +8, Wisdom +8 she attacks or casts a spell, or until her concentration
Skills Animal Handling +6, Arcana +6, Deception +6, In- ends (as if concentrating on a spell). While invisible, she
sight +8, Nature +8, Persuasion +6, Stealth +5 leaves no physical evidence of her passage, so she can
Damage Immunities Poison only be tracked by magic. Any equipment she wears or
Condition Immunities Charmed, Paralyzed, Poisoned carries is invisible, along with her.
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan Gather Rats (Recharge 5-6). Ishmilda summons a swarm of
Challenge 10 (5,900 XP) rats. The spawn gathers up in an unoccupied space within
120 feet of her, crawling from the undergrowth or finding
Innate Spellcasting. Ishmilda's innate spellcasting ability their way there through other means. The swarm can take
is Wisdom (spell save DC 16, +8 to hit with spell attacks). its turn right after Ishmilda, once it is summoned.
She can innately cast the following spells, requiring no The swarm has the statistics of a swarm of rats except
material components: for the following alterations:
• The swarm’s Constitution score is 10 (+0), therefore
At will: dancing lights, minor illusion, misty step, vicious it has 31 hit points.
mockery • The swarm aims to devour a fallen foe, and keeps
(3/day each): charm person, entangle, faerie fire, stoneskin attacking a target even after it falls unconscious.
(1/day each): blight, conjure animals, insect plague, wall of • The swarm’s attacks also deal an additional 7 (2d6)
thorns or 3 (1d6) poison damage, if the swarm still has half
* Ishmilda casts stoneskin spell on herself before combat. of its hit points or fewer.
• When the swarm makes a successful attack to a
target, the creature must succeed on a DC 13 Consti-
ACTIONS tution saving throw or it becomes struck with The
Multiattack. Ishmilda makes three claw attacks. Disease.

-The Disase-
Hideous in nature, the disease causes severe fever and sometimes
even blood to build on top of skin. Victims of the disease feel ex-
tremely weak, starting each of their days with level 1 exhaustion, and
having disadvantage on their Constitution checks and saving throws.
A creature struck with this disease must make a DC 15 Constitution
saving throw in each of its long rests. It overcomes the disease if it
succeeds on its saving throw.

39
Radd is a man in good clothing on top of his leather armor, but Radd's Goal
he is very ugly. He has yellow teeth that look like those of a
rat. His brown eyes look savvy but also sinister along with his Radd lives to fulfill the will of his master, whatever it may con-
irritating smile. His longish brown hair is a mess, oily, bulky, cern. He is not given tough tasks such as challenging a strong
and dirty in some places. opponent, but he is quite good at deceiving or harming weaker
foes of the cult, with his band of thugs. Also, he aims to gather
Radd's Story masses of rat spawns spreading diseases around.

Radd was a common thief in a city. He then accidentally stole Roleplaying Radd
an important item from a cult that worships a dark god or
fiend. The cult captured him, but did not execute him, as he Radd is irritatingly kind in social encounters. He makes a lot
talked his way into their ranks. Their master saw that he was of promises with his ever- smiling face. Yet, his malevolence
a dirty scoundrel, but he would also prove resourceful for the can be witnessed once he has an upper hand. Still, he can
cult’s plans. quickly revert back to a submissive and begging attitude if he
Radd became a humble servant of the cult and his master is defeated.
from that day on. He handles the deals in the back alleys, and He can beg for a long time for forgiveness, even making
is the eyes and ears of the cult on the streets. He is sinister and promises to give away information about his cult. Yet, he cov-
deceiving as always, but does not dare to betray his master. ers his lies with a tearful facade, as he would never betray his
master. Once he finds a way to salvation and is back in safety,
he makes sure to taunt the ones he has just deceived.

40
Radd the Rat
Medium humanoid (human), neutral evil

Armor Class 13 (Studded Leather)


Hit Points 38 (7d8 + 7)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 14 (+2) 12 (+1) 8 (-1)

Saving Throws Dexterity +5, Intelligence +4


Skills Deception +1, Perception +3, Persuasion +1, Stealth
+5
Senses passive Perception 13
Languages Common, Thieves’ cant, and language of his
master
Challenge 2 (450 XP)

Shapechanger. Radd can use his action to polymorph into


a rat (speed 20 ft.), or a bat (5 ft., fly 30 ft.), or back into his
true form. His statistics are the same in each form, except
for the speed changes noted. He reverts back to his true
form if he dies.

Evasion. If Radd is subjected to an effect that allows him to


make a Dexterity saving throw to take only half damage,
Radd instead takes no damage if he succeeds on the saving
throw; and only half the damage if he fails.

Sneak Attack. Once per turn, Radd can deal an extra 14


(4d6) damage when he hits a target with a weapon attack
if he has advantage on the attack roll. Radd can also deal
this extra damage without an advantage on his attack roll
(so long as he does not have disadvantage on it either)
when the target is within 5 feet of an ally of Radd, who
isn't incapacitated.

ACTIONS
Dagger (Bite in Beast Form). Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Invisibility. Radd can turn invisible until he attacks or un-


til his concentration ends (as if concentrating on a spell).
Any equipment he wears or carries, turns invisible with
him..

41
Vretiel is a fallen angel. She is a beautiful woman; with her ed her gladly. The archdevil showed her visions of the result of
blonde hair, large crimson feathered wings, pale white skin her successful vengeance. In these visions, she burnt down and
and glowing red eyes. She could be mistaken for a celestial ruined heavens, and tasted sweet victory. To give her the hope
from afar easily. She is around 6 ft. tall and weighs approx- that these vision can become reality, Asmodeus led Sarakiel to
imately 150 pounds. She always wears her heavy armor en- a place in which he trapped her with Vretiel, and gave Vretiel
graved with devilish figures, and keeps her 3 weapons on her a special spear as a gift. Vretiel left the place with Sarakiel's
person at all times; 2 longswords whose hilts are batlike wings blood on her hands, and the faith of Asmodeus, and will of
and her Spear of Vengeance. vengeance in her heart.

Vretiel's Story Vretiel's Goal

She was once a celestial angel, fighting for good and protect- After she became fallen and started to serve Asmodeus, Vretiel
ing the innocent. One day, she, her sister and their lieutenant formed an organization known as Spears of Vengeance, by the
went on a quest to stop an unknown evil. When they entered order of Asmodeus. This organization works for archdevils,
the lair of the evil entity and proceeded further, they encoun- and hunts down and captured their enemies. Although Vretiel
tered a powerful far realm aberration. Until they had under- became a dark templar of Asmodeus, she has been hiding this
stood what the creature was and had made their moves, Vre- fact, and the foundation of the organization. This is what As-
tiel's sister Sunriel got tainted by the aberration's foul spells. modeus desires as well, since the organization takes souls and
When the combat ended and they had barely defeated the knowledge as payment; souls and knowledge given to Asmode-
creature, it was already too late for Sunriel; her entire body us secretly.
was tainted. Vretiel couldn't accept Sunriel's fate and wanted
to try to save her. But their lieutenant, Sarakiel did not want Roleplaying Vretiel
to take Sunriel to their headquarters for fear of spreading
this evil further. As a result, he executed Sunriel right before Vretiel loves the taste of vengeance. Although she was able
Vretiel's eyes. Vretiel tried to understand the situation and to kill Sarakiel, she was not satisfied. What she wants is to sit
accept Sunriel’s fate, but she couldn't. She began to doubt the atop a mountain made of the corpses of angels. In her daily
hierarchy and the goodness of angels. Her doubt transformed life, she doesn't talk much. She stays silent and watches her
into a deep vengeful emotion, and this desire of vengeance led surroundings. Despite her evil nature and desire for ven-
her to fall, slowly. When she fell from grace, Asmodeus accept- geance, she is just and negotiable.
42
Vretiel The Fallen Angel of creatures within 10 ft. make a DC 18 Dexterity saving throw or
Vengeance they take 10d6 fire damage.
Medium humanoid (fallen angel), lawful evil Aura of Power (5/Day). Vretiel creates an aura of power for 1
Armor Class 20 (+2 full plate) min as an action. While under its effects, she can choose to hit
Hit Points 168 (16d10 + 80) a target critically with a melee attack, but she cannot use this
Speed 30 ft., fly 30 ft. effect on the same creature more than once.

STR DEX CON INT WIS CHA Node of Evil. Vretiel gains a devil follower whose challenge is
22 (+6) 13 (+1) 20 (+5) 14 (+2) 15 (+2) 21 (+5) lower than ½ once a week.
Saving Throws Strength +11, Constitution +10, Charisma +10
Skills Athletics +11, Intimidation +10, Perception +7, Persua- ACTIONS
sion +10 Multiattack. Vretiel can make three attacks with her long-
Damage Resistances Bludgeoning, piercing and slashing dam- swords (by using two weapon fighting rules) or two attacks
age coming from nonmagical attacks; fire, necrotic with her spear.
Damage Vulnerabilities Radiant
Condition Immunities Charmed, Frightened Longsword of Infernal Wounds (+2). Melee Weapon Attack: +13
Senses Darkvision 120 ft., passive Perception 17 to hit, reach 5 ft., one target. Hit: 12(1d8+8) slashing damage.
Languages Common, celestial, infernal The target must make a DC 13 Constitution saving throw, or an
Challenge 12 (8,400 XP) infernal wound is opened on its body, dealing 5 (1d6+2) dam-
age to it at the end of each of its turns. Several wounds can be
Angelic Ancestry. The weapons you hold count as magical opened by this sword and their damages stack. One wound can
weapons. be healed completely by the Cure Wounds spell regardless of
the heal amount or with a DC 16 Wisdom (Medicine) check.
Angelic Enemies. Vretiel is being hunted by Sarakiel's allies,
but her location has been kept a secret. Spear of Vengeance. Melee Weapon Attack: +12 to hit, reach
5ft., one target. Hit: 11 (1d8+7) piercing damage. If the target is
Evil Blast (1/Day). Vretiel can choose a point within 30 ft. of killed by this spear, the target's soul is captured and stored in
her as an action. A blast of fire explodes at that point, and the spear.

43
Xaltoran is an old elf, a master conjurer and head of the Xaltoran's Goal
Library of The Mad Court. He was a gentle, peaceful, calm
and lovely person before he was exposed to the unspeakable Xaltoran believes that the powers of the far realm will invade
horrors of the far realm. Although he is gentle and calm, his the whole universe and he will be its prophet. He has been
mind is filled with visions of the far realm. He loves to have collecting knowledge for the powers over his intellect, and
deep and philosophical conversations with others, as well as preparing mortal minds for the invasion.
summoning alien creatures and talking to them.
Roleplaying Xaltoran
Xaltoran's Story
Xaltoran does not care for mortal pleasures, emotions, prob-
He was the head of mages in the court of a glorious king. lems and pain. He values knowledge, all types of it. He loves
However, during his experiments with transportation and making conversation about the universe, gods, goddesses,
translocation spells throughout various realms, he contacted warlock patrons, magic and the deep philosophy behind life.
the far realm mistakenly. After the kingdom was swallowed
by madness, Xaltoran, his court and the library were the only
things that remained.

44
Xaltoran the Head Librarian
Medium humanoid (human), neutral evil

Armor Class 17 (Mage Armor)


Hit Points 127 (17d6 + 68)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 18 (+4) 18 (+4) 26 (+8) 10 (+0) 16 (+3)

Saving Throws Intelligence +14, Charisma +9


Skills Arcana +14, History +14, Nature +14, Religion +14,
Persuasion +9
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed,
Poisoned
Senses Darkvision 60 ft., passive Perception 10
Languages Abyssal, Celestial, Common, Draconic, Infernal,
Sylvan
Challenge 11 (7,200 XP)

Spellcasting. Xaltoran's spellcasting ability is Intelligence


(spell save DC 22, +14 to hit with spell attacks). He can cast
the following spells:
Cantrip (at will): acid splash, dancing lights, light, mage hand,
shocking grasp
1st level (4 slots): comprehend languages, detect magic, mage
armor, unseen servant
2nd level (3 slots): arcanist's magic aura, darkness, hold
person
3rd level (3 slots): dispel magic, fireball, glyph of warding
4th level (3 slots): black tentacles, conjure minor elemental,
hallucinatory terrain
5th level (2 slots): cloud kill, conjure elemental, hold monster,
planar binding, teleportation circle, wall of force
6th level (1 slot): guards and wards, instant summons
7th level (1 slot): planeshift, prismatic spray
8th level (1 slot): demiplane
9th level (1 slot): prismatic wall, time stop

ACTIONS
Staff of The Forbidden Light. As an action, Xaltoran can use
his sphere topped staff, to emanate a greenish bright light
in a 20 ft. radius and an additional 20 ft. of dim light. An-
yone who is within the light or who looks to staff directly
within 20 ft. of it, must make a Wisdom saving throw or
they become mesmerized for 1 minute.

46
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