Index

Monsters (By Challenge Rating)

Hoplite (CR 1/4)
Storm Beast (CR 1)
Maiden Astraea (CR 1)
Fat Official (CR 2)
Phalanx (CR 3)
Fool's Idol (CR 4)
Leechmonger (CR 4)
Vanguard (CR 4)
Adjudicator (CR 5)
Armor Spider (CR 5)
Maneater (CR 6)
Old Hero (CR 7)
Dirty Colossus (CR 8)
Tower Knight (CR 8)
Flamelurker (CR 9)
Penetrator (CR 10)
Garl Vinland (CR 11)
Black Phantom Old Monk (CR 12)
Storm King (CR 14)
Dragon God (CR 16)
Old King Allant (CR 17)
Old Monk (CR ?)

Artists

Gregzilla (https://www.patreon.com/Gregzilla)
USAうさ (https://www.pixiv.net/member.php?id=53229)
Wombattree (https://wombattree.deviantart.com)
From Software

Special Thanks

I would like to give thanks to my D&D group who helped beta test a few of these monsters, The Soulslore and Demon's Soul wiki for some brushing up on monster background + stat creation. The Demon's Souls wikidot for information on weapons, /u/GreyGeist for expressing interest in the project and giving me the idea to use Homebrewery. And finally, /u/AeronDrake for creating the Homebrewery Formatting Guide, giving me a crash course on how to use this program and make it look (mostly) nice.
http://demonssouls.wikidot.com
http://soulslore.wikidot.com/demons-souls
http://demonssouls.wikia.com/wiki/Demon%27s_Souls_Wiki
http://homebrewery.naturalcrit.com/share/HJWLQsTwUZ

Version 1.0.1

PART 0 | INDEX + CREDITS

Phalanx

Inside the castle walls of the Boletarian Palace lies the Phalanx, a large ooze creature that is protected heavily by smaller oozes called Hoplites. Unlike most oozes, these two creatures use manmade weaponry such as shields and spears to their advantage. Phalanx, like its name implies, relies on the Hoplites surrounding its mass to not only attack for it, but protect it as well. When these creatures are slowly whittled away, Phalanx is left completely helpless, it's only instinct is to run away. At one point, the creature was possibly Long Bow Oolan, one of King Allant's three great knights. But the Demon's Soul has transformed her into this pitiful creature.


Hoplite

Medium ooze, unaligned


  • Armor Class 8 (10 with shield)
  • Hit Points 11 (2d8 + 2)
  • Speed 20ft.

STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 13 (+1) 3 (-4) 4 (-3) 1 (-5)

  • Damage Resistances poison, acid, lightning, cold
  • Damage Vulnerabilities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60ft. (blind beyond this radius)
  • Languages -
  • Challenge 1/4 (50XP)

Actions

Spear Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 5 (1d6 + 1) piercing damage.



Phalanx

Large ooze, unaligned


  • Armor Class 16 (7 when unarmored)
  • Hit Points 77(9d10 + 27)
  • Speed 20ft.

STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 3 (-4) 6 (-2) 1 (-5)

  • Damage Resistances poison, acid, lightning, cold
  • Damage Vulnerabilities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60ft. (blind beyond this radius)
  • Languages -
  • Challenge 3 (900XP)

Routed Defenses. Phalanx is protected by a hoard of Hoplities, increasing its armor class. Whenever Phalanx loses over 7 hit points, three Hoplites fall off of Phalanx, appearing in an unoccupied space within 5ft of it, and reducing its armor class by 1. These Hoplites go on Phalanx's initiative.

Routed Offense. When Phalanx is reduced to 14 hit points, it can no longer make the attack action on its turn or as a reaction.

Actions

Impale. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage.

Artwork by Wombattree

3

PART 1 | MONSTERS



Armor Spider

Huge beast, unaligned


  • Armor Class 17
  • Hit Points 77(9d12 + 18)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (0) 14 (+2) 3 (-4) 11 (0) 4 (-3)

  • Saving Throws Str +7, Con +5
  • Skills Athletics +7, Perception +2
  • Damage Resistances fire
  • Senses blindsight 10ft., darkvision 120ft., passive Perception 12
  • Languages -
  • Challenge 5 (1,800 XP)

Spider Climb Armor Spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, Armor Spider knows the exact location of any creature in contract with that same web.

Web Walker. Armor Spider ignores movement restrictions caused by webbing.

Actions

Multiattack. Armor Spider makes two leg sweep attacks and either one spit fireball or spit web attack.

Leg Sweep. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit 16 (3d6 + 4) slashing damage

Spit Fireball. Ranged Weapon Attack: +3 to hit, range 60/120ft., one target. Hit 17 (4d6) fire damage

Spit Web. Ranged Weapon Attack: +3 to hit, range 60/120 ft., One large or smaller creature. Hit: the creature is restrained by webbing. As an action, the restrained creature can make a DC12 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.

Fire Breath (Recharge 5-6). Armor Spider exhales a cascade of flames from its maw in a 40-foot cone. Each creature in in that area must make a DC15 Dexterity saving throw, taking 24 (6d6) Fire damage on a failed save, and half as much on a successful save.














Fool's Idol

Medium construct, neutral evil


  • Armor Class 12
  • Hit Points 50 (11d8)
  • Speed 0ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (0) 15 (+2) 14 (+2) 18 (+4)

  • Saving Throws Cha +6, Wis +4
  • Skills Arcana +4, Deception +6, Religion +4
  • Damage Resistances bludgeoning, piercing, slashing from non-magical weapons, radiant, necrotic
  • Senses passive Perception 12
  • Languages Understands common but cannot speak it
  • Challenge 4 (1,100 XP)

Innate Spellcasting. The Fool's Idol's spellcasting ability is Charisma. (DC 14) She can cast the following spells:
  At will: Eldritch Blast, Light, Friends

Heretical Revival. The Fool's Idol returns to life in 1d4 hours if her summoner isn't killed when she is reduced to 0 hit points.

Actions

Create Clones. As a bonus action, the Fool’s Idol can create up to 1d4+1 clones of herself, with the same stats except with HP reduced to 1. They can only cast Eldritch Blast as an action. Their initiative count is 10. Once this ability is used, the Fool’s Idol cannot use it again until all clones have been destroyed. If the Fool's Idol is attacked while these clones are still active, she must succeed on a concentration check, or else all the clones will disappear.

Stunning Blast. Ranged Spell Attack: +6 to hit, reach 120ft., one target. Hit (1d10) force damage. On a successful hit, the target makes a wisdom saving throw (DC16). On a fail, they are stunned until the end of their next turn.


Fool's Idol

A long time ago the land of Latria was ruled by a benevolent queen, who was loved by all of her subjects. Since then, though, the queen has long since succumbed to the scourge of the demons. But Latria's masses couldn't know the truth of their queen's demise, so the Old Monk, the current ruler of Latria, crafted a doll in the queen's visage. This not only tricked the masses into thinking she was alive, but it also gave the prisoners of Latria hope. This was not done out of the goodness of the Old Monk's heart, however. For the most faithful to the Fool's Idol are taken higher up the Tower of Latria to be the subjects of horrific experimentation. The Fool's Idol is able to harness the power of rudimentary magic, but her true power is with the ability to create duplications of herself. These duplications, while illusions, are still capable of casting some of the original's spells. Finding the original Fool's Idol and getting her to drop concentration on this powerful ability is highly recommended if one were to attempt to fight this creature.

Etneral Life through belief. The Fool's Idol is a powerful
    construct that can rejuvinate after being defeated. This is
         because of nearby acolytes who can keep reviving the
                idol so long as they are still breathing. Because of
                     this, the only true way to kill the Fool's Idol is to
                find where the acolyte is that's reviving her, and kill
           them. Once the acolyte is killed, the Fool's Idol will no
        longer be able to return from the dead.






































Vanguard

Greataxe clutched in its hand, the Vanguard stays true to its name and blocks the way for many Slayer of Demons. While not particularly fast, it makes up for it with powerful swings that could send most creatures off their feet. When up against many creatures, or one singular creature is eluding its slashes, it will uses its wings to lift off the ground momentarily, then sit on the creature, using its heavyset body to its favor. The wings aren't much good for anything else, as the Vanguard's body is too big to take off high in the air. So it's a mystery if the wings are specifically to use as a means of offense against slippery foes. Or, at one point, the Vanguard's physique was much slimmer, allowing the wings to be just a little more practical. Vanguard is one of the few greater demons to be found in multiple locations. One of which being the ever so mysterious Shrine of Storms. Unlike the other greater demons found there, though, it has no known connections to the Shadowmen.
  Hunter of the Weak. Vanguard will try its best to search for foes it percieves as much weaker than itself. It also vastly prefers a one on one encounter, tipping the odds that much more in its favor. This is because in reality, Vanguard is a coward.































Vanguard

Huge Monstrosity, chaotic evil


  • Armor Class 12
  • Hit Points 95(10d12 + 30)
  • Speed 25ft., Fly 10ft.

STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 16 (+3) 4 (-3) 8 (-1) 3 (-4)

  • Saving Throws Str +6, Con +5
  • Languages -
  • Challenge 4 (1,100 XP)

Actions

Multiattack. Vanguard makes two attacks with its greataxe.

Greataxe. Melee weapon attack: +6 to hit, reach 10ft, one target. Hit: 25 (3d12 + 4) slashing damage.

Body Slam. When Vanguard is in the air, he can drop to the ground on top of unfortunate creatures. Those creatures must make a DC14 dexterity saving throw. On a failure, they take 36 (6d10) bludgeoning damage, are knocked prone and sent in an unoccupied space within 5ft of Vanguard. On a successful save, they are sent to an unoccupied space within 5ft of Vanguard and only take half the damage.

Artwork by Wombattree



























Adjudicator

Quite some time has passed since the Shadowmen roamed the Shrine of Storms, despite this, however, their myth and legends still linger throughout the land like a bad dream. One of these myths is the Adjudicator. In Shadowmen legend, this creature dealt with souls ready to depart to the afterlife. Like its name implies, the Adjudicator judged whether or not the soul was worthy of eternal peace. If not, the creature would devour them whole. Perhaps at one point the Adjudicator was a more neutral and fair party, but nowadays, the Demon's soul has corrupted it, making sure all who are judged by the Adjudicator guilty and deserving of divine punishment.
  The true Adjudicator. Upon first glance of this vile creature one might mistake the hulking, eyeless monstrosity for the Adjudicator, when in fact, that is incorrect. The Adjudicator is actually the small bird resting on top of the creature. This bird is the one who judged souls and deemed them worthy, and it is also the one in control of the beast. The monster is capable of sustaining heavy amounts of damage, but the Adjudicator itself is quite frail in comparison. If one was to try and take on this creature it would be advantagous to focus your attacks on the golden bird rather than the monster.

Using the Adjudicator in your game

Making sure your players figure out how to fight the Adjudicator might prove to be a little difficult. Try to set up clues before or during the fight that would imply that to deal the most damage to the Adjudicator, they should target the golden bird. Perhaps something like the bird squawking at a character, and then the beast turns towards that character and primes an attack.






















Adjudicator

Huge monstrosity, Lawful Evil


  • Armor Class 14 (natural armor)
  • Hit Points 84(8d12 + 32)
  • Speed 20ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 19 (+4) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws Str +8, Con +7
  • Skills Athletics +8, Religion +2
  • Condition Immunities None
  • Damage Resistances bludgeoning, piercing, slashing from non-magical attacks
  • Languages -
  • Challenge 5 (1,800 XP)

Healing Faith. At the start of each of its turns, the Adjudicator regains 10 hit points.

The True Adjudicator. Perched on the head of the Adjudicator is a golden bird. This bird has the same stats as the Raven in the Monster Manual, except its speed is 0ft., and it cannot take actions. When this creature is hit by an attack, all leftover damage is redirected to the Adjudicator, ignoring damage resistances.

Actions

Multiattack. The Adjudicator can make two attacks, one with its great cleaver and another with its tongue.

Great Cleaver. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 23 (3d10 +5) slashing damage.

Tongue. Melee weapon attack: +8 to hit, reach 20ft., one target. Hit: 17 (3d6 + 5) bludgeoning damage. DC17 strength saving throw or be knocked prone.






Leechmonger

Huge monstrosity, unaligned


  • Armor Class 13
  • Hit Points 102(12d12 + 24)
  • Speed 40ft.

STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 15 (+2) 3 (-4) 8 (-1) 3 (-4)

  • Saving Throws Str +6, Con +4
  • Damage Immunities poison
  • Damage Vulnerabilities fire
  • Condition Immunities prone, poisoned
  • Senses blindsight 60ft
  • Languages -
  • Challenge 4 (1,100 XP)

Hive Regrouping. At the start of each of its turns, Leechmonger regains 17 hit points. If Leechmonger has taken fire damage in the last turn, then it does not gain this benefit.

Actions

Multiattack. Leechmonger can make three attacks in one turn using either the slam or leechball attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one target. On hit: 14 (2d8 + 4) bludgeoning damage.

Leechball. Ranged Weapon Attack: +4 to hit, range 30/60ft., one target. On hit: 18 (4d6) Poison damage. In addition, make a DC12 constitution saving throw. On a failure, your speed is halved and you are considered poisoned for one minute. On a successful save you are immune to this effect for 24 hours.

Putrid Tantrum (Recharge 5-6) Leechmonger begins to thrash around aimlessly, slamming its tentacles in a 20ft radius centered on itself. All creatures within that space must make a DC14 dexterity saving throw, taking 40 (8d8 + 4) bludgeoning damage and being knocked prone on a failure, and only half damage on a successful save.

Artwork by Wombattree














Tower Knight

Huge construct, lawful evil


  • Armor Class 18 (20 with shield)
  • Hit Points 143(15d12 + 45)
  • Speed 25ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 9 (-1)

  • Saving Throws Str +8, Con +6
  • Skills Athletics
  • Damage Resistances bludgeoning, piercing, slashing from non-magical weapons, poison, acid, cold, fire, necrotic, radiant
  • Condition Immunities poisoned
  • Senses passive Perception 13
  • Languages understands Common but cannot speak it
  • Challenge 8 (3,900 XP)

Kinks in the Armor. Tower Knight has disadvantage on saving throws against being knocked prone. Additionally, while Tower Knight is prone, he loses all of his damage resistances.

Seige Construct. Tower Knight deals double damage to structures and buildings.

Actions

Multiattack. Tower Knight makes two longsword attacks and one shield bash attack.

Longsword. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 23 (3d8+5) slashing damage

Shield Bash. Tower Knight chooses a 10ft. square within 5ft of itself. All creatures within that space must succeed on a DC18 dexterity saving throw, taking 37 (5d10+5) bludgeoning damage on a failed save and half as much on a successful one.

Leap. As a bonus action, Tower Knight can leap forwards or backwards 15ft. If he lands on a space being occupied by a creature, they must make a DC18 dexterity saving throw or take 25 (5d6+5) bludgeoning damage and be knocked prone, sent to an unoccupied space within 5ft of the Tower Knight.





































Tower Knight

Just outside the inner city of the Boletarian Palace waits the mighty Tower Knight. Much like the Phalanx, the Tower Knight was created using the form of one of King Allant's three great warriors. This warrior being the approiately named Alfred, knight of the tower. Alfred was known for carrying the heaviest shield in all of Boletaria. It was said that his shield was capable of shrugging off blows from both physical and magical sources. Unfortunately, this once honorbound knight is no more. All that remains is a demon wearing this once great knight's aspect scaled to an incredible height. Any slayer of demons must defeat this daunting foe if they are to venture further into the Boletarian Palace.
  The Bigger They Are. While the Tower Knight might appear to be an incredibly daunting foe, especially if you are flanked by crossbowmen while fighting it, don't get discouraged, for the Tower Knight has a crippling weakness that if exploited can turn the tide of the battle immensely. This weakness is its foundation. Tower Knight is incredibly easy to knock to the ground, and while incapacitated in this state, it becomes much more susceptive to damage. To ensure your survival against this demon, keep him on the ground as much as possible.



































Flamelurker

The now abandoned mining tunnels of Stonefang are the home to the dangerous Flamelurker. His body bellows incredible flame that has never gone out since the demon's creation. Much like his fellow demons, Flamelurker is incredibly hostile to all creatures he comes into contact with. However, Flamelurker's aggression towards creatures it finds to be foe goes unmatched. Those which go toe to toe with this fearsome foe will likely find themselves overwhelmed by Flamelurker's unending assault. Diverting his attention is the key to withstanding the brutal Flamelurker.
  Draconic Bane. Flamelurker has an incredible grudge towards all dragonkind, and will attempt to kill any it comes into contact with using his aforementioned brutal combat capabilities. If the dragon attempts to take to the skies, the Flamelurker will leap off of the ground, reaching incredible heights, and continue the fight on the dragon's back. This instinct to kill dragonkin above all others could possibly point to Flamelurker once being the Legendary Big M; A hero who was capable of slaughtering dragons with his Hands of God.











Flamelurker

Large beast, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 150(20d10 + 40)
  • Speed 40ft

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 15 (+2) 10 (0) 12 (+1) 10 (0)

  • Saving Throws Str +8, Dex +7
  • Skills Athletics, Acrobatics +7
  • Damage Resistances bludgeoning, piercing, slashing from non-magical weapons
  • Damage Immunities fire
  • Senses passive Perception 11
  • Languages understands Dwarven but cannot speak
  • Challenge 9 (5,000 XP)

Hot Aura. Any creature that starts its turn within 5ft. of Flamelurker takes 1d10 fire damage.

Relentless. When Flamelurker is reduced to 75 hit points, he gains an additional 20ft of movement, and deals an additional 4d6 fire damage on all of his attacks.

Incredible Leaping. Flamelurker can jump a distance equal to its speed.

Actions

Multiattack. Flamelurker makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 18 (2d10+4) slashing damage, and 18 (4d6) fire damage.

Explosive Rage (Recharge 5-6). Flamelurker chooses a 20ft cube within 5ft in front of him. All creatures in that cube must make a DC18 dexterity saving throw or take 48 (12d6) fire damage on a failed save, or half as much on a successful one. Additionally, if you fail, you are set on fire, taking an extra 1d10 fire damage at the beginning of each of your turns until you take use an action to put yourself out.

Reactions

Retaliation. When a creature in melee range deals weapon damage to Flamelurker, he can make one claw attack towards that creature as a reaction.

Artwork by Wombattree





















































More than one Maneater

Like in the original Demon's Souls boss fight, Maneater proves to be a much greater threat when paired with another Maneater. Its comparatively low challenge rating is meant to reflect this.

Artwork by Gregzilla


Maneater

The aforementioned unfortunate souls carried to the higher
          areas of the Tower of Latria are subject to vile and
            unethical experiments by the hands of the Old Monk.
                 Most were transformed into disgusting larvae with
                  the faces of men. Two subjects in particular though
                  were transformed into the chimera known as
            the Maneater. Both Maneaters have the same dead
       stare of their larvae bretheren but are grafted to a
    muscular, gargoyle-like body. Also grafted to the Maneater are wings and a serpent tail. This serpent bites into the Maneater's chest, granting it intense power, but also appearing to cause the Maneater equally as intense pain.


Maneater

Large monstrosity, neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 111(13d10 + 26)
  • Speed 40ft., fly 60ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1)

  • Saving Throws Int +5, Wis +4
  • Damage Resistances bludgeoning, piercing, slashing from non-magical weapons that aren't silvered, cold, lightning, fire
  • Languages Understands common but cannot speak
  • Challenge 6 (2,300 XP)

Reactive Appendage. Maneater can take an additional Soul Arrow opportunity attack with its serpent tail.

Charger. If Maneater moves in a straight line for 25ft before attacking a creature, he deals an additional 16(4d6) bludgeoning damage. In addition, the target must succeed on a DC 14 strength saving throw or be knocked prone.

Magical Resistance. Maneater has advantage on saving throws against spells.

Actions

Multiattack. Maneater can make two attacks with its pound or soul arrow attacks.

Pound. Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 11 (2d6+3) bludgeoning damage.

Soul Arrow. Ranged Spell Attack: +5 to hit, range 120ft, one target. Hit: 18 (3d10) force damage.

Sonic Wave. All creatures in a 25ft line in front of Maneater must make a DC 13 Constitution saving throw. On a failure, they take 30 (5d10) thunder damage and are knocked prone. On a success, they only take half damage.

Self Invigorate. Maneater grants itself an extra 3d10 force damage to all its attacks for 1 minute.

Old Hero

Like all creatures of the Shrine of Storms, the Old Hero has been given life by the power of the soul arts. Unlike the other denizens of the Shrine of Storms, however, it's possible that the Old Hero could have actually existed in some shape or form. That said, it is impossible to know for sure since all the Shadowmen who revered this creature are long gone. Information on why exactly the Old Hero was considered a hero in Shadowmen myth has unfortunately not survived the passage of time, so we are left with only speculation.
  Blind Combatant. Old Hero has the two telltale signs of being an idol of Shadowmen worship. These signs being the stripped flesh around his lips, and the blindfold obscuring his vision. One would be a fool to think that the Old Hero's lack of traditional eyesight makes him a pushover in battle, though. For despite this shortcoming, Old Hero has an acute awareness for all of his nearby surroundings, and will dole out punishment to foes with his heavy curved quartz greatsword. Guerilla warfare is the optimal strategy to dealing with the Old Hero. Because while he is able to detect creatures without his eyesight, constantly changing location and staying absolutely quiet can throw the Old Hero off your trail.



Old Hero

Huge giant, lawful evil


  • Armor Class 12 (leather scraps)
  • Hit Points 210 (20d12 + 80)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 7 (-2) 14 (+2) 10 (+0)

  • Saving Throws Str +8, Wis +5
  • Skills Athletics +8, Perception +6
  • Condition Immunities blinded
  • Senses blindsight 60ft., passive Perception 16
  • Languages None
  • Challenge 7 (2,900 XP)

Gimped Sight. Creatures that make a stealth check against Old Hero’s passive perception are considered completely hidden by his blindsight. Using an action to attack or cast a spell reveals your location to him.

Actions

Multiattack. Old Hero makes three greatsword attacks on his turn.

Greatsword. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 21 (4d6+5) slashing damage.

Search. As a bonus Action, Old Hero can make a perception check within his blindsight radius to search for hidden creatures.

Reactions

Assault. When a creature makes an attack or casts a spell within the blindsight radius of the Old Hero, he may take a reaction to move up to his movement speed towards the creature and make one melee weapon attack.
































Dirty Colossus

Large monstrosity, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 187(22d10 + 66)
  • Speed 25ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (0) 17 (-+3) 8 (-1) 10 (0) 6 (-2)

  • Saving Throws Con +6, Str +7
  • Damage Immunities poison
  • Damage Vulnerabilities fire
  • Languages None
  • Challenge 8 (3,900 XP)

Expunged Swarm. When Dirty Colossus is struck by an attack, all creatures within 5ft of it must make a DC14 Constitution saving throw. On a failure, their speed is halved and they take 1d10 piercing damage at the beginning of each of their turns until they take an action to shake off the flies and other waste that flew off the creature.

Actions

Multiattack. Dirty Colossus makes three attacks using either its slam or fly blast attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 16 (2d10 + 4) bludgeoning damage plus 12 (2d10) piercing damage.

Fly Blast. Ranged Weapon Attack: +7 to hit, reach 30/60ft., one target. Hit: 28 (4d10 + 4) piercing damage. On a hit, make a DC14 constitution saving throw. On a failure, the target’s speed is halved and they take 1d10 piercing damage at the beginning of each of their turns until they take an action to shake off the flies and other waste that flew off the creature.

Storm Swarm. All creatures in a 30ft radius centered on the Dirty Colossus must make a DC14 constitution saving throw. On a failure, they take 60 (10d10) piercing damage, and their speed is halved until the end of their turn.

Concept art by From Software

Penetrator

The third and final of King Allant's mighty
knights, the Penetrator was once known as
Metas, Knight of the Lance. Contrary to what
this title would have you believe, though, Metas'
weapon of choice was an incredibly long straight
sword called the penetrating sword. This weapon is
what gave the Penetrator his namesake. Out of Allant's
three knights, Penetrator has changed the least after having been corrupted by the demon's soul. He is taller than the average man but isn't stretched to colossal sizes like the Tower Knight, and his form is relatively intact unlike Phalanx.
  Penetrating Sword. Penetrator's signature weapon is as dangerous as it is beautiful. When swung, it shines with a light blue glow. Giving off an elegance to its wielder's every move. What this sword excels at though, is piercing. Its magical properties allow it to penetrate even the toughest metals as if it was but parchment. If the wielder was strong enough, they could possibly lift their foe in the air while skewered then throw them off the blade. If not managing to kill their foe, then intimidating them into submission.
  All Are Prey. For some reason, the Penetrator does not cooperate with its fellow demons. Instead, it seems to see all creatures as ones which deserve to meet the end of his blade. This is seen with how he treats the Fat Officials of the Boletarian Palace. Known to skewer any which he comes into contact with. The Fat Officials would do best to avoid him at all costs, but they're as arrogant as they are ruthless, so expect them to tow the line.


Fat Official

Medium humanoid, neutral evil


  • Armor Class 9 (12 with Mage Armor)
  • Hit Points 53(7d8 + 14)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 15 (+2) 10 (0) 10 (0)

  • Skills Arcana +4, Deception +4
  • Languages Common
  • Challenge 2 (450 XP)

Arcane Secrets. The Fat Official is always under the effect of Mage Armor unless dispelled by a spell or by the Fat Official. They also gain an additional +1 to hit and damage for all spell attacks.

Actions

Firebolt. Ranged Spell Attack: +6 to hit, range 120ft., one target. Hit: 13 (2d10 +1) fire damage

Ignite. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 13 (3d6 +1) fire damage

Battleaxe. Melee Weapon Attack: +5 to hit, reach 5ft., one target Hit: 9 (1d10+3) slashing damage
















Penetrator

Medium humanoid, lawful evil


  • Armor Class 18 (Plate Mail)
  • Hit Points 188 (25d8 + 75)
  • Speed 40ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 12 (+1) 12 (+1) 12 (+1)

  • Saving Throws Str +9, Dex +7
  • Condition Immunities frightened
  • Damage Resistances bludgeoning, piercing, slashing from non-magical weapons, poison
  • Senses passive Perception 11
  • Languages understands Common but cannot speak
  • Challenge 10 (5,900 XP)

Magical Blade. Penetrator’s sword is considered magical. In addition, it deals an additional 2d6 slashing/piercing damage (included in the attack).

Actions

Multiattack. Penetrator can make three attacks. Two with its greatsword and one penetrating strike. Then, it can use it’s intimidating presence.

Greatsword. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 21 (4d6 +5) slashing damage.

Penetrating Strike. Melee Weapon Attack: +9 to hit, reach 10ft, one target Hit: 37 (8d6+5) piercing damage. The target is then flung 20ft in a direction chosen by the Penetrator, and is prone.

Intimidating Presence. Penetrator chooses targets it can see within 60ft of itself. All these creatures must succeed on a DC15 wisdom saving throw, targets that are prone due to the Penetrator’s Penetrating Strike make this save with disadvantage. On a failure, they are considered frightened by Penetrator for 1 minute. They can continue to make this save at the end of each of their turns until they succeed. On a success, they are not considered frightened and are immune to this effect for 24 hours.

Artwork by From Software

The Archdemons

Great demons were formed with the discovery of the Soul Arts. But all these demons pale in comparision to the power of the Archdemons. Through some way or another, they have accumulated incredible power and are the most fearsome creatures that plague the land of Boletaria.
  The Old One. The Soul Arts, and, by extension, the creation of demons comes from a creature older than time itself called the Old One. When humans began to discover the Soul Arts, it awakened this mighty creature from its ancient slumber. Bringing with it a colorless fog throughout the land. This fog brought the scourge of the demons to Boletaria. The only hope of stopping this scourge is to put the beast back to sleep, as attempting to kill it is a hopeless endeavor. Putting the Old One to sleep will strip the world's knowledge of the Soul Arts away, but with its absence the colorless fog will disappear as well. This is the only hope Boletaria has to returning to a civilized land.
  Returning to Slumber. Putting the Old One back to rest is no easy task, but it is possible. One must simply be a vessel for a large collection of souls. For you see, while the Old One has an insatiable hunger for souls, it cannot consume them itself. That is why slaying all of the Archdemons and taking their souls is incredibly important. By doing so, you will attract the Old One and be able to conduct the ritual necessary to put the Old One to sleep once again. Let us all pray that mankind will never meddle with a power as great as the Soul Arts again. Umbasa.

Artwork by From Software


Old King Allant

King Allant XII was the ruler of Boletaria. Under his reign, the land prospered and because of this he was loved by all of his subjects. But, this was not enough for Allant. He sought even greater power than what he already had, and this power was the Soul Arts. Allant used the Soul Arts to usher in a new age of prosperity for Boletaria, but even this did not satiate Allant. His final bout for power resulted in becoming a servant to the Old One, awakening the creature and bringing his land to ruin at the cost of power beyond all comprehension. With this power, came another price. Allant's mortal form began to slowly decay and shrivel as the servant of the Old One. So Allant created a demon in the image of himself at the peak of his power, a demon that could wage war and bring chaos across the land.

Dragon God

What was once a skeleton found at the bottom of a mine has been revived by the colorless fog of the Old One. Long ago, this skeleton was discovered by miners called the "Burrowers". From this skeleton the Burrowers were able to procure an ore they called Dragonstone. This great ore was able to produce flame when striking against another object. Because of this, the Burrowers revered this skeleton as a figure of worship, hence where the Dragon God gets its name. While the Burrowers worshipped this long dead creature, they also felt a great worry over its possible revival, so contingency plans were crafted in case such an event were to occur. One of these plans was the construction of several large ballistae, that sported magical ammunition powerful enough to pierce any hide. Another was a greatsword called the Dragon Bone Smasher. Its swings were said to be so strong it could pulverize even mighty dragon
    bones into dust.

Old Monk

The Old Monk is a man of incredible arcane proficiency, and, at one point, was the husband of the benevolent and aforementioned Queen of Latria. However, the Old Monk was cast out from Latria by her majesty for his dabbling into human experimentaion. It was not long after this that the Old Monk returned to Latria with an army of demon's by his side, most likely of his own creation, and began a hostile takeover of the kingdom. The Old Monk's body has become a withered husk at this point, but his wrappings still have the same brilliant sheen as the day he put them on and began having these dark thoughts.
  Soul Transference. Before finally dying, the Old Monk will transfer his power to a willing creature, this willing creature will be summoned and be given the same power the Old Monk received through the golden garbs placed atop their heads.

Old Monk Template

Only humanoids are are capable of being summoned by the Old Monk for his Soul Transference ritual.
  Challenge. Unfortunately, as I have not tested this template out it’s hard to tell just how much this will affect the CR of a monster. This template is not meant to be used against players under 8-9th level or so, though.
  Legendary Resistance (3/Day). The creature who fuses with the old Monk gains Legendary Resistance three times a day.
  Stat Adjustments. The template creature replaces their mental stats with the following:
INT: 24
WIS: 19
CHA: 19
  Legendary Actions. The template creature gains the following legendary action up to three times a round, recharging all uses at the beginning of their turn:
    Auto Homing Soul Arrow. The Old Monk makes a ranged spell attack toward a target within 120ft that they can see. This attack has automatically hits its target, dealing 1d4+the creature’s intelligence modifier.
  Brilliant Battler. The template creature can substitute their intelligence stat in place of their strength/dexterity stat for all attack and damage rolls. In addition, their AC without any armor = 10 + their intelligence modifier.
  Damage Resistances. The template creatures gains resistance to force, cold, acid, fire, poison, thunder, and lightning damage.

Sample Old Monk

A creature has been created using the Old Monk template.

Soul Transference

In Demon's Souls, the Old Monk boss fight involves the titular character summoning another player to fight you using the online funtionalities. This is probably the most unique fight in the game and to best reflect that I've created a template for him instead of a more standard stat block. You fight an AI version if no one is around to be summoned, which is what the sample references.

Storm King

The main idol of the primitative Shadowmen's worship was the Storm King. A flying creature with the uncanny resemblance of a manta ray, it was believed that the Storm King, alongside its smaller subordinates, the storm beasts, brought the rain to the Shrine of Storms. As tribute, the Shadowmen would offer remains of mighty heroes to appease and bring many storms to water their crops. This is all that is known for sure about what the Shadowmen believed the Storm King to be like, but one can make educated guesses on other characteristics of the Storm King. When they were brought into reality by the colorless fog, individuals noticed that the storm beasts harbored a great animosity towards humanoids, attempting to impale them with great spires that they produce using the air around them. These same sadistic tendencies can be seen in the Storm King as well.
  The Storm Ruler. A blade from legend itself, the Storm Ruler is a greatsword said to have the power to rend the sky with its mighty swings. This weapon is the most effective way of killing the Storm King once and for all, as the Storm Ruler could supposedly create ripples of air that cuts through foes with ease. It's a mystery if this weapon is still around, or if it even had these powers in the first place. But if every other myth in the Shrine of Storms has come to life, then maybe....

Maiden Astraea

The retched and godless Valley of Defilement is home to many disgusting, repugnant demons. Such as the Leechmonger and Dirty Colossus. The people of Boletaria used this valley as a dumping ground for all unwanted souls, outcasts would be exiled to live their lives away from civilization and take up new residence in the horrid swamp. The colorless fog that swept the land only made the land that much worse. When the Sixth Saint Astraea discovered the horrors of the valley, she took it upon herself to travel to the land and attempt to purify the land and save its denizens from total depavity. When Maiden Astraea finally arrived at the valley, she was striken with great grief over the state of the land and its people. Disgusted that the gods would allow such a place to exist without reform, she turned to the power of a demon's soul to get the abilities required to purify the land once and for all, taking in as much of the corruption as she could with her newfound power. Because of her deeds, not only is Maiden Astraea well loved throughout the Valley, but she also carries with her the most impure and vile Demon's Soul of all.
  Garl Vinland. Maiden Astraea was accompanied by her loyal protector, Garl Vinland, to the Valley of Defilement. Garl Vinland is extremely sympathetic to Maiden Astraea's cause and will go to great lengths to defend her. Maybe even at the cost of his own life. The Vinland family is well known in the western lands, and have great influence in their churches. He also carries the great hammer Bramd, a weapon so heavy it can knock attackers to the ground with one good swing. Despite being so heavy, Garl is able to wield it with one hand. In his other hand he carries the Dark Silver Shield. The Dark Silver enchantment placed on his shield and armor protects Garl from spells. It also keeps him healthy knee deep in the viscus, disease infested water of the swamp.



Old King Allant

Medium fiend (demon), chaotic evil


  • Armor Class 17
  • Hit Points 255(30d8 + 120)
  • Speed 40ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 16 (+3)

  • Saving Throws Str +12, Dex +10, Cha +9
  • Skills Athletics +12, Deception +15, Acrobatics +10, Arcana +8
  • Damage Immunities necrotic
  • Damage Resistances bludgeoning, piercing, slashing from non-magical weapons, acid, cold, thunder, lighting, poison, fire
  • Condition Immunities charmed, frightened, poison, prone
  • Senses passive Perception 12
  • Languages common, abyssal
  • Challenge 17 (18,000 XP)

Magical Resistance. Old King Allant has advantage on saving throws against spells and other magical effects.

Soulbrandt. Old King Allant's weapon attacks are considered magical.

Legendary Resistance (3/Day). Whenever Old King Allant fails a saving throw, he can choose to succeed instead.

Render by From Software

Actions

Multiattack. Old King Allant can make three attacks with Soulbrandt, then one wind slash or grapple check.

Soulbrandt. Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 11 (1d8+6) slashing damage, plus 20 (5d6) necrotic damage if the target’s alignment is not evil.

Wind Slash. Ranged Weapon Attack: +12 to hit, range 30ft., one target. Hit 24 (6d6) necrotic damage

Soul Explosion (Recharge 5-6). Focusing all of his power into Soulbrandt, Allant creates an explosion of soul energy. All creatures in a 40ft radius centered on Allant must make a DC20 constitution saving throw. Taking 80 (20d6) necrotic damage on a failed save, and half as much on a successful one.

Legendary Actions

Old King Allant can make up to three legendary actions at the end of another creature’s turn. He regains all uses of this ability at the start of his turn.

Sprint Slash. Allant moves up to double his movement speed and makes one Soulbrandt attack against a creature. This movement does not provoke opportunity attacks.

Soulsucker (cost: 2). Allant can only use this move against a creature he is currently grappling. The target makes a DC19 charisma saving throw. On a failure, they take 40 (10d6) necrotic damage, then, roll an addition d6. Multiply the result of the d6’s total by 1000, the target loses experience points equal to that result. On a success, they only take half damage.

































Dragon God

Gargantuan dragon, chaotic evil


  • Armor Class 20 (natural armor)
  • Hit Points 350(20d20 + 140)
  • Speed 30ft., climb 30ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (0) 24 (+7) 14 (+2) 14 (+2) 14 (+2)

  • Saving Throws Str +13, Con +12, Dex +5
  • Skills Perception +12, Intimidation +7
  • Damage Immunities fire
  • Condition Immunities none
  • Senses passive Perception 13
  • Languages Draconic
  • Challenge 16 (15,000 XP)

Legendary Resistance (3/day). Anytime Dragon God fails a saving throw, it can choose to succeed on it instead.

Weakened Hide. Dragon God takes double damage to siege weapons that fire magical ammunition or are magical.

Actions

Multiattack. Dragon God uses its frightful presence, then, it makes three smash attacks.

Artwork by From Software

Smash. Melee Weapon Attack: +13 to hit, reach 10ft, one target. Hit: 29 (3d12 + 8) bludgeoning damage. Make a DC 21 strength saving throw, on a failure, the creature is knocked prone and back the same amount of feet as the damage dealt by the attack (if in between feet, round down).

Frightful Presence. Each creature of the Dragon God’s choice that is within 120 feet of the Dragon God and aware of its presence must succeed on a DC 18 wisdom saving throw or become frightened for one minute. A creature can repeat their saving throw at the end of each of their turns, ending the effect on a success. If a creature succeeds on the saving throw, the effect ends, and it is immune to the effect for 24 hours.

Flame Breath (Recharge 5-6). Dragon God exhales fire in a 60ft cone. Each creature caught in the cone must succeed on a DC 20 dexterity saving throw, taking 56 (16d6) fire damage on a failure, and half as much on a successful save.

Legendary Actions

Dragon God has three legendary actions that it can use at the end of other creature's turns. Only one of these actions can be used at a time. Dragon God regains spent actions at the beginning of its next turn.

Detect. Dragon God makes a Wisdom (Perception) check.

Smash. Dragon God makes one smash attack.


Black Phantom Old Monk

Medium humanoid, neutral evil


  • Armor Class 17
  • Hit Points 165(30d8 + 30)
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 24 (+7) 19 (+4) 19 (+4)

  • Saving Throws Int +12, Wis +8, Cha +8
  • Skills Arcana +12, Religion +12, Deception +12
  • Damage Resistances force, cold, acid, fire, poison, thunder, lightning
  • Condition Immunities charmed
  • Senses passive Perception 14
  • Languages Common, Infernal, Abyssal, Deep Speech, Celestial
  • Challenge 12 (8,400 XP)

Brilliant Battler. Old Monk can substitute their intelligence stat in place of their strength/dexterity stat for all attack and damage rolls. In addition, their AC without any armor = 10 + their intelligence modifier.

Legendary Resistance (3/day). When the Old Monk fails a saving throw, it can choose to succeed on that saving throw instead.

Actions

Multiattack. Old Monk makes three attacks with its claws.

Claw. Melee Weapon Attack: +12 to hit, reach 5ft, one target. Hit: 19(2d10+7) slashing damage.

Legendary Actions

Old Monk can make up to three legendary actions per round. He recovers all uses of this ability at the start of his turn.

Auto Homing Soul Arrow. Old Monk makes a ranged spell attack toward a target within 120ft that they can see. This attack has automatically hits its target, dealing 1d4+the Old Monk’s intelligence modifier.

Artwork by From Software















Storm King

Gargantuan beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 276(19d20 + 76)
  • Speed 0ft., 80ft.

STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 18 (+4) 6 (-2) 18 (+4) 10 (0)

  • Saving Throws Str +11, Con +9, Wis +9
  • Skills Perception +9
  • Damage Resistances radiant, necrotic, bludgeoning, piercing, slashing from non-magical weapons
  • Condition Immunities prone
  • Senses passive Perception 19
  • Languages None
  • Challenge 14 (11,500 XP)

Legendary Resistance (3/Day.) When Storm King fails a saving throw, it can choose to succeed it instead.

Actions

Multiattack. Storm King makes three air lance attacks.

Air Lance. Ranged Weapon Attack: +11 to hit, range 120 ft, one target. Hit: 34 (4d12+6) piercing damage.

Create Storm Beasts (3/Day). Storm King sprouts from its back 1d4+1 Storm Beasts that occupy a space within 5ft of the Storm King, their initiative count is 10.

Legendary Actions

Storm King can make three legendary actions at the end of another creature’s turn. These uses are replenished at the start of the Storm King’s turn.

Air Lance. Storm King makes one air lance attack.

Create Squall (cost: 2). Storm King flaps its fins, creating a powerful gust of wind that affects all large or smaller creatures within a 60ft radius of the Storm King. Creatures that fail a DC 21 strength saving throw are sent backwards 1d4x10 feet.









































Storm Beast

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 53(7d10 + 14)
  • Speed 0ft., 40ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 4 (-3) 10 (0) 8 (-1)

  • Saving Throws Str +5
  • Condition Immunities prone
  • Languages None
  • Challenge 1 (300 XP)

Actions

Air Spear. Ranged Weapon Attack: +5 to hit, range 60/120ft, one target. Hit: 13(2d8+3) piercing damage.



Maiden Astraea

Medium humanoid (human), lawful good


  • Armor Class 11
  • Hit Points 33(6d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (0) 17 (+3) 20 (+5) 18 (+4)

  • Saving Throws Int +5, Wis +7, Cha +6
  • Skills Religion +5, Medicine +7
  • Damage Immunities poison
  • Condition Immunities poisoned, charmed
  • Senses passive Perception 15
  • Languages Common, Celestial, Abyssal
  • Challenge 1 (300 XP)

Till Death Do Us Part. Maiden Astraea only takes the Purify action as long as Garl Vinland is alive or there is no one within 10ft of her. When Garl Vinland dies, Maiden Astraea kills herself.

Legendary Resistance (3/Day). When Maiden Astraea fails a saving throw, she can choose to succeed instead.

Actions

Purify. Maiden Astraea touches a surface, purifying the area of all toxins and irregularities within a 20ft cube. This functions as a Greater Restoration spell if targeting a creature.

God's Wrath. All hostile creatures within a 30ft sphere centered on Maiden Astraea must make a DC15 constitution saving throw. Those that fail the save take 36 (8d8) radiant damage and are knocked prone. Those that succeed take half damage and are not knocked prone.

Art by USAうさ




Garl Vinland

Medium humanoid (human), neutral good


  • Armor Class 18 (20 with shield)
  • Hit Points 143(19d8 + 57)
  • Speed 30ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (0) 17 (+3) 12 (+0) 16 (+3) 12 (+1)

  • Saving Throws Str +9, Con +7, Wis +7
  • Skills Athletics +9, Persuasion +6
  • Condition Immunities charmed
  • Senses passive Perception 13
  • Languages Common
  • Challenge 11 (7,200 XP)

Dark Silver Enchantment. Garl Vinland has armor and a shield that grants him advantage on saving throws against spells, and resistance to all damage from spells.

Astraea's Blessing. As long as Garl Vinland is within 60ft and can be seen by Maiden Astraea, he gains advantage on one attack per turn.

Divine Smite (5/Day). Garl Vinland can add an additional 15 (3d8) radiant damage to his melee weapon attacks.

Actions

Multiattack. Garl Vinland makes three weapon attacks with his great hammer Bramd.

Bramd. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit: 13(2d6+5) bludgeoning damage. If the damage is greater than 13, then the target is knocked prone.

Cure Wounds. Garl Vinland touches a creature, they gain 2d8+3 hit points. This creature can be himself.

Magic Items

In this section are magical items inspired by weapons found in Demon's Souls. They are presented in alphabetical order and include their rarity, the type of magical item, and a description of what they do.

Adjudicator's Shield

Armor (shield), rare (requires attunement)
While attuned to this shield, you recover 1d4 hit points at the beginning of your turn. You cannot benefit from this ability if you are unconscious. In addition, you are vulnerable to fire damage.

Blind

Weapon (shortsword), rare (requires attunement)
This weapon has a damage die of a d8. Creatures cannot benefit from a shield when attacked with this weapon.

Blueblood Sword

Weapon (longsword), very rare (requires attunement)
You gain a +1 to attack and damage rolls with this weapon. When you roll a 1 when attacking with this weapon, you can reroll, using the new result.

Bramd

Weapon (maul), very rare (requires attunement)
You gain a +2 to attack and damage rolls with this weapon. While attuned to this weapon, you are resistant to poison damage and cannot suffer from the poisoned condition.

Cat's Ring

Ring, uncommon (requires attunement)
While attuned to this ring, you are resistant to falling damage.

Clever Rat's Ring

Ring, rare (requires attunement)
You roll an extra of your current weapon's damage die when your health is at, or below 25 percent.

Cling Ring

Ring, uncommon (requires attunement)
Once per day, when you are unconscious, you can spend one hit die and heal yourself by the amount rolled, including your constitution modifer.

Dark Silver Armor

Armor (plate), very rare (requires attunement)
You are resistant to all damage from spells while wearing this armor.

Dark Silver Shield

Armor (shield), very rare (requires attunement)
While attuned to this shield, you have advantage against all spell saving throws and other magical effects.







Demonbrandt

Weapon (longsword), very rare (requires attunement)
You gain +2 to attack and damage rolls with this weapon. Depending on your alignment, you gain an additonal damage bonus.
Any Good alignment: 5d6 radiant damage.
Any Neutral alignment: 2d6 radiant damage.
Any Evil alignment: No damage bonus.

Dragon Bone Smasher

Weapon (maul), very rare (requires attunement)
You gain a +1 to attack and damage rolls with this weapon. You deal an additional 2d6 bludgeoning damage, and have resistance to fire damage. This is considered a seige weapon.

Dull Rat's Ring

Ring, rare (requires attunement)
You gain resistance to non-magical bludgeoning, piercing, and slashing damage when your health is at, or below 25 percent.

Eternal Warrior's Ring

Ring, very rare (requires attunement)
Three times per day, at the end of another creature's turn, you can move up to half your speed and make one weapon or spell attack.

Hands of God

Weapon (knuckles), rare
(Knuckles are considered a martial melee weapon that deal 1d6 bludgeoning damage, and have the light property.)
You have a +1 to attack and damage rolls with these weapons. In addition, rolling a 6 on your damage die knocks your target prone.

Insanity Catalyst

Wand, very rare (requires attunement)
This wand functions as an arcane focus. When you cast spells from this wand, they must be cast at one level higher, and if they require saving throws, creatures make them at disadvantage. And if they deal damage, you can reroll results of 1s and 2s, taking either number.

Large Sword of Moonlight

Weapon (greatsword), legendary (requires attunement)
You gain a +3 to attack and damage rolls with this weapon. Creatures being attacked by this weapon cannot benefit from the addtional AC given to them by shields. This weapon deals radiant damage instead of slashing damage.

Lava Bow

Weapon (longbow), rare
You gain a +1 to attack and damage rolls with this weapon. This weapon deals an additional 1d6 fire damage.

Magic Weapon Prefixes

Weapon (any), uncommon (+1), rare ( +2), very rare (+3)
Instead of giving a static +X attack and damage bonus to your weapon, these weapon prefixes apply bonuses that differ depending on which prefix is applied. These prefixes can be applied to any non-magical weapon. When applicable, the prefixes can be found at higher rarities, increasing their potency. This is signified by an asterisk.

PART 2 | MAGIC ITEMS

Weapon Prefixes
Prefix Effect
Crushing Attack and damage bonus increased by your strength score divided by 4.
Quality The weapon gains the finesse property.
Sharp Attack and damage bonus increased by your dexterity score divided by 4.
Dragon* The weapon gains an additional 1d4 (uncommon), 2d4 (rare), 3d4 (very rare) fire damage.
Tearing* Attacks dealt with this weapon deal 1d4 (uncommon), 2d4 (rare), 3d4 (very rare) slashing damage at the start of the target's turn.
Mercury* Attacks dealt with this weapon deal an additional 1d4 (uncommon), 2d4 (rare), 3d4 (very rare) poison damage.
Crescent Attack and damage bonus are calculated using the Intelligence modifier.
Blessed Attack and damage bonus are calculated using the Wisdom or Charisma modifier.

"Makoto"

Weapon (longsword), very rare (requires attunement)
You gain a +2 to attack and damage rolls with this weapon. Damage creatures take from this weapon cannot be healed until the end of your next turn.
  Curse. When you attune to "Makoto" you are compelled to never have the sword leave your side. You cannot unattune from this weapon until the curse is broken, which can be done in the usual ways. While cursed, whenever you deal damage with this weapon, you are hurt for 1d4 psychic damage.

Master's Ring

Ring, very rare (requires attunement)
You can include your proficiency bonus to damage on attack rolls where the natural number would hit. Otherwise, you don't add any modifers to damage.

Meat Cleaver

Weapon (greatsword), very rare (requires attunement)
When this weapon deals damage, you regain 1d4-1 hit points.

Monk's Head Collar

Wonderous item, very rare (requires attunement)
You gain vulnerability to all damage from spells. However, you ignore damage immunities and resistances to your spell attacks, treating them as unresisted.

Morion Blade

Weapon (longsword), very rare (requires attunement)
You gain a +2 to attack and damage rolls with this weapon. Depending on your current hit points, this weapon deals additional damage.
Full Health or lower: No damage bonus.
Half Health or lower: 2d4 slashing damage.
Quarter health or lower: 4d4 slashing damage.
1 Hit Point: 6d4 slashing damage.


Northern Regalia

Weapon (longsword), legendary (requires attunement)
You gain a +3 to attack and damage rolls with this weapon. Depending on your alignment, you gain an additonal damage bonus.
Any Good alignment: 5d6 radiant damage.
Any Neutral alignment: 2d6 radiant or necrotic damage.
Any Evil alignment: 5d6 necrotic damage.

Penetrating Sword

Weapon (greatsword), very rare (requires attunement)
You gain a +2 to attack and damage rolls with this weapon. Twice per day, you can impose disadvantage on your attack with this weapon to do a penetrating strike. If you hit, you deal 8d6 piercing damage.

Phosphorescent Pole

Weapon (quarterstaff), rare (requires attunement)
Three times per day, while attuned to this weapon, you can use an action to regain either a level 1 spell slot, 2 ki points, or 2 sorcery points.

Ring of the Accursed

Ring, rare (requires attunement)
Hostile creatures within 15ft of you must make a DC14 wisdom saving throw. On a failure, they are compelled to attack only you until the beginning of their next turn.

Ring of Avarice

Ring, very rare (requires attunement)
You gain 20 percent more experience points from encounters.

Ring of Devout Prayer

Ring, rare (requires attunement by a Cleric, or Paladin)
You gain an additional level 1 spell slot.

Ring of Great Strength

Ring, rare (requires attunement)
Your speed cannot be lowered by wearing heavy armor. In addition, you have advantage on dexterity saving throws.

Ring of Herculean Strength

Ring, uncommon (requires attunement)
Your item encumberence limit is doubled. In addition, you count as one size larger for pushing and lifting heavy objects.

Ring of Magical Nature

Ring, rare (requires attunement by a Wizard, Druid, Warlock, or Sorcerer)
You gain an additional level 1 spell slot.

Ring of Magical Sharpness

Ring, rare (requires attunement)
You can add your spellcasting modifier to damage you deal with spells. However, you are vulnerable to the damage type you last casted until the beginning of your next turn if you use this ability.

Ring of Sincere Prayer

Ring, rare (requires attunement by a Cleric or Paladin)
You can add an additional damage die to spell attacks. Once you use this ability, you cannot cast any 1st level or higher spells until the end of your next turn.

Scraping Spear

Weapon (Spear), rare (requires attunement)
When you strike a creature wearing metal armor with this weapon, you can choose to have them make a Dexterity saving throw (DC 10). On a failed save, their armor is rusted, giving the armor a temporary -1 penalty to AC. If the armor accumulates a -5 penalty, it is permanently destroyed. The penalty disappears after an hour. Additionally, when you make an attack with this weapon, you can choose to try and hit a target’s metal weapon. If you hit, you deal no damage, but the target must still make a Dexterity saving throw (DC10). The same penalties that apply to armor apply to the weapon.

Silver Catalyst

Wand, uncommon (requires attunement)
This wand functions as an arcane focus. You gain an additional 1st level spell slot.

The Storm Ruler

Weapon (greatsword), legendary (requires attunement)
You gain a +2 to attack and damage rolls made with this weapon. Twice per day, you can raise the Storm Ruler in the air, and direct a 60ft. Line in front of you. All creatures in this line must make a Dexterity saving throw (DC 16). Taking 10d6 magical slashing damage on a failed save, and half as much on a successful one. The damage increases by 3d6 if you use this attack while it is storming outside.


Soulbrandt

Weapon (longsword), very rare (requires attunement)
You gain +2 to attack and damage rolls with this weapon. Depending on your alignment, you gain an additonal damage bonus.
Any Good alignment: No damage bonus.
Any Neutral alignment: 2d6 necrotic damage.
Any Evil alignment: 5d6 necrotic damage

Thief's Ring

Ring, rare (requires attunement)
Your footsteps are silent while wearing this ring, giving you expertise in all dexterity (Stealth) checks.

Tower Shield

Armor (shield), rare (requires attunement)
You gain a +1 to you armor class with this shield. In addition, you are resistant to non-magical bludgeoning, piercing, and slashing damage.

"Bah, what be your need?

If it be a blacksmith, then show me some coin! If not, head straight for the door."

- Blacksmith Ed