The Book of Vile Darkness

Small Object, Chaotic Evil


Active Ritual. This book does not act unless there is a ritual underway. The DC of this books actions are the same as the person preforming the ritual.

Book Actions. This book acts on its own. It does not have any initiative bonus. At the beginning of the books turn, an action is randomly selected.

Fear. A character within 60 feet is randomly selected. That target must make a wisdom saving throw against the ritual conducters DC. On a failure, the target is feared.

Darkness. Magical darkness spreads from a point you choose within range to fill a 15-foot radius Sphere for the Duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it.

Bone Tremor. You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. The ground in that area becomes difficult terrain.

Demonic Favor. A black shadow leaves the book and enters the ritual caster. That person regains five health.


Kel'Rot The Darkened

Medium Humanoid, Chaotic Evil


  • Armor Class 15 (With Mage Armor)
  • Hit Points 60
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 16 (+3) 19 (+4) 18 (+4) 16 (+3)

  • Saving Throws Con +6, Int +7
  • Condition Immunities Frightened
  • Senses passive Perception 12
  • Languages Common, Elvish, Abyssal, Undercommon
  • Challenge 5 (1800 XP)

Undead Obssession. Kel'Rot has always been obssessed with undead. When he drops to 0 hitpoints, he comes back as an undead back at 60 hit points. He has all of the same spells except for he now has Undead Fortitude.

Undead Fortitude. If damage reduces Undead Kel'Rot to 0 hit points, he must make a constitution saving throw with a DC of 5+ damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 instead.

Undead Calling. At the start of Kel'Rots turn, any unconcious being within 120 feet of him automatically fails a death saving throw. They then must make their next death saving throw at disadvantage. Kel'Rot heals for 5 hit points for each target. If anyone dies by this ability, he comes back up on his next turn as an undead.

Spellcasting. Kel'Rot is a seventh-level spellcaster. His spellcasting ability is Intelligence (Attack Bonus +7, Save DC 15) Kel'Rot has the following spells prepared:

Cantrips (at will): Poison Spray, Chill Touch, Friends, Minor Illusion

1st Level (4 slots): Shield, Ray of Sickness, Identify, Mage Armor, Inflict Wounds

2nd Level (3 slots): Invisibility, Misty Step, Alter Self, Scorching Ray

3rd Level (3 slots): Counterspell, Fear, Death Skull (Fireball), Bone Spear (Lightning Bolt)

4th Level (2 slots): Dimension Door, Wall of Decay (Wall of Fire)