Credits

Designer: Isaac Minarik (Conflux Creatures on Patreon)
Creative Consultants: Jameson Palmer, Leeland Campana, Jake Rogers
Illustrations: Revenant King by Kris Verwimp, Mammoth Warrior by Samwise Didier
Additional Artwork: Generated by Midjourney
Based on the album The Revenant King by Visigoth

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Conflux Creatures game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The Revenant King D&D Supplement is published by Conflux Creatures under the Open Game License version 1.0a. Copyright 2022 Conflux Creatures. All Rights Reserved


Blackguard Kingslayer

Medium humanoid (any race), lawful evil


  • Armor Class 18 (Plate Armor)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

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

  • Saving Throws WIS +5, CHA +5
  • Skills Athletics +7, Deception +5, Intimidation +5
  • Condition Immunities Frightened
  • Senses Passive Perception 12
  • Languages Common
  • Challenge 6 (2,300 XP)

Fear Eater. The blackguard scores a critical hit on a roll of 17-20 on attacks made against a creature that is Frightened.

Magic Resistance. The blackguard has advantage on saving throws against spells and magical effects.

Actions

Multiattack. The blackguard makes three melee attacks, one of which it may replace with a Blackguard's Challenge, if available.

Treacherous Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage. This attack deals an additional 3 (1d6) damage to a creature flanked by the blackguard.

Raise the False Lord's Banner. The blackguard hoists its banner high. Until the beginning of its next turn, each of the blackguard's allies that can see it have advantage on attack rolls and Wisdom saving throws.

Blackguard's Challenge (Recharge 5-6). One creature within 60 feet must succeed on a DC 15 Wisdom saving throw or be forced to meet the blackguard in melee combat. On its following turn, the creature must use its full movement to move directly toward the blackguard.

Reactions

Counterattack. The blackguard adds 3 to its AC against one melee attack that would hit it. If this causes the attack to miss, the blackguard may make a melee attack as part of this reaction.

Out across the foothills they rode
Banners as black as their souls
As a winter sky loomed above
Pale as the wind-driven snow

Blackguard Kingslayer Lore

Arcana DC 15: Those who betray their oaths are often afflicted by spontaneous curses, so any who wish to entice such treachery must include cursebreaking assurances as part of their offer.
History DC 10: Through nearly every known society, treason is considered the highest crime, most worthy of the harshest sentences. Despite this, a remarkable number of people see fit to brave these consequences out of principle, avarice, or spite.

Blackguard Kingslayer Tactics

While in a group, blackguards spread out to make use of their treacherous blades. The first to act uses its Raise the False Lord's Banner ability, then the rest use their multiattack, replacing one attack with their Blackguard's challenge if a dangerous foe is attacking from range. They prioritize as targets whichever of their foes they perceive to be the party leader or the highest status character.

A lone and outnumbered blackguard will usually attempt to flee or yield, but if forced to fight simply tries to kill whichever foe is preventing its escape as quickly as possible.


Blood Cultist

Medium humanoid (any), lawful evil


  • Armor Class 12
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 12 (+1) 11 (+0) 12 (+1)

  • Condition Immunities Charmed, Frightened
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 1/8 (25 XP)

Bloodletter. If the cultist reduces a creature to 0 hit points, each allied creature within 15 ft. gains advantage on attack rolls until the end of the cultist's next turn.

Actions

Ritual Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage. On a critical hit, one extraplanar ally within 60 ft. gains 10 (3d6) temporary hit points. While it has these temporary hit points, the ally has advantage on attack rolls.

Bloodrite Binding. One creature within 30 ft. must succeed on a DC 11 Constitution saving throw or gain a cumulative 1d4 temporary hit points that last for a minute.

A creature with 5 or more of these temporary hit points has disadvantage on attack rolls and Constitution saving throws. A creature with 10 or more of these temporary hit points is paralyzed.

Reactions

Bleed For Your Master. When a friendly extraplanar creature the cultist can see fails a saving throw, the cultist can make an attack against itself. If the attack hits, it is a critical hit.

Blood Cult Lore

Arcana DC 15: While few sages consider the base magics of blood worthy of serious academic study, it is admitted that they do represent a route to power accessible even to the terminally untalented.

Blood Cultist Tactics

While fighting unsupported by powerful allies, blood cultists fight only until the fight seems to turn against them, then surrender or flee. If aiding a powerful ally, they pile uses of their bloodrite binding onto the most dangerous melee threat until it is paralyzed, setting their ally up for a devastating critical.


Blood Cult Fanatic

Medium humanoid (any), lawful evil


  • Armor Class 13
  • Hit Points 62 (16d6 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 14 (+2) 12 (+1) 15 (+2)

  • Condition Immunities Charmed, Frightened
  • Senses Passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)

Bloodletter. If the fanatic reduces a creature to 0 hit points, each allied creature within 15 ft. gains advantage on attack rolls until the end of the fanatic's next turn.

Actions

Ritual Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d4 + 3) piercing damage. On a critical hit, one extraplanar ally within 60 ft. gains 21 (6d6) temporary hit points. While it has these temporary hit points, the ally has advantage on attack rolls.

Bloodrite Binding. One creature the fanatic can see within 30 feet must succeed on a DC 12 Constitution saving throw or gain a cumulative 1d4 temporary hit points that last for a minute.

A creature with 10 or more of these temporary hit points has disadvantage on attack rolls and Constitution saving throws. A creature with 20 or more of these temporary hit points is Paralyzed.

Armor of Blood. The cultist drains all of the blood from a humanoid corpse within 5 feet, gaining 11 (2d10) temporary hit points.

While it has any of these temporary hit points, the cultist has advantage on attack rolls and Constitution saving throws.

Reactions

Bleed For Your Master. When a friendly extraplanar creature the cultist can see fails a saving throw, the cultist can make an attack against itself. If the attack hits, it is a critical hit.

As crimson creeps across the cracked and ancient stone
Five-pointed star ignites and belches forth black smoke
Demonic forces summoned forth; Incantation, evil magick rise



The Brimstone Queen

Medium fiend (devil), lawful evil


  • Armor Class 19 (Infernal Armor)
  • Hit Points 221 (26d8 + 104)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 17 (+3) 14 (+2) 20 (+4)

  • Saving Throws DEX +8, CON +9, WIS +7, CHA +9
  • Skills Deception +14, History +8, Perception +7, Persuasion +9
  • Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Truesight 120 ft., Passive Perception 17
  • Languages Infernal, Telepathy 120 ft.
  • Challenge 16 (15,000 XP)

Magic Resistance. The queen has advantage on saving throws against spells and other magical effects.

Corrupted Presence. A creature that starts its turn within 60 feet of the queen must succeed on a DC 17 Wisdom saving throw or be Frightened by the queen until the beginning of its next turn.

A creature that fails this save by 5 or more is also Charmed for as long as it remains Frightened, and obeys the queen's verbal commands. A creature succeeds automatically on this save if the queen took hostile action against it since the end of the creature's last turn.

Legendary Resistance (3/Day). If the queen fails a saving throw, she can choose to succeed instead.

Actions

Multiattack. The queen makes three attacks.

Brimstone Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (3d8) poison plus 14 (4d6) fire damage.

Ruby Scepter. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage and the target must make a DC 17 Wisdom saving throw. A good-aligned creature makes this save with advantage.

On a failed save, a creature is Blinded and Poisoned until the end of the queen's next turn as it viscerally relives its worst transgressions.

Tail Lash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is pushed up to 5 feet away.

Imperil the Soul (Recharge 5-6). One creature the queen can see within 30 feet that is Charmed by her must succeed on a DC 17 Wisdom saving throw or take 77 (14d10) psychic damage.

If this would reduce the creature to 0 hit points, it instead deals no damage, and the target remains Charmed by the queen for as long as they remain on the same plane of existence, or until the creature is reduced to 0 hit points.

Plane Shift (6th Level Spell, 1/day). The queen teleports to another plane of existence.

Reactions

Bloodfire Ignition. When a creature the queen can see within 30 feet takes any piercing or slashing damage, the queen can ignite its spilled blood, engulfing the creature in flame.

Until a creature takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Legendary Actions

The queen can take 3 legendary actions, choosing from the options below.

Queen's Grace. The queen moves up to half her speed. A creature that attempts to make an opportunity attack provoked by this movement must first make a DC 17 Wisdom saving throw. On a failed save, the creature instead uses its reaction to fall to its knees.

Imperious Command. One creature Charmed by the queen must use its reaction to move up to half its speed and make a melee attack against a creature of her choice.

Searing Fissure (Costs 2 Actions). A fissure cracks the ground, spewing forth a vent of toxic fumes in a 15 foot long, 5 foot wide line within 30 feet of the queen.

The area becomes difficult terrain, and each creature in the area must succeed on a DC 17 Constitution saving throw or take 9 (2d8) poison damage.

On a success or failure, a creature that is on fire takes an additional 5 (1d10) fire damage.


Foretold Eidolon Cleric

Medium humanoid (any), any alignment


  • Armor Class 16 (Breastplate +3)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 10 (+0) 20 (+5) 12 (+1)

  • Saving Throws WIS +9, CHA +5
  • Skills Insight +9, Perception +9
  • Senses Passive Perception 19
  • Languages Common
  • Challenge 5 (1,800 XP)

Reversible Spell Casting. The cleric can choose to reverse the effect of any of its spells.

Actions

Barotauk's Hammer, +3. Melee Weapon Attack: +10 to hit, one target. Hit: 13 (2d6 + 6) bludgeoning plus 4 (1d8) radiant damage.

Heal/Harm (1/day, 6th Level Spell.) One creature within 60 feet that the cleric can see regains 70 hit points.

If the cleric reverses this spell, the target must instead succeed on a DC 17 Constitution saving throw or lose 70 hit points, or half as much on a success.

Sticks to Snakes/Snakes to Sticks (1/Day, 5th Level Spell, concentration.) Twelve sticks within 30 feet transform into Pit Vipers for the next minute, which act on the cleric's turn under its control.

If the cleric reverses this spell, twelve snakes within 30 feet instead transform into sticks for the next minute.

Cure Serious Wounds/Inflict Serious Wounds (3/Day, 4th Level Spell). One creature within 5 ft. regains 23 (4d8 + 5) hit points.

If the cleric reverses this spell, the cleric instead makes a melee spell attack against the target (+9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) necrotic damage.)

Bless/Curse (8/day, 1st Level Spell). Until the end of the cleric's next turn, each friendly creature within 30 feet adds 1d4 to the result of any attack roll or saving throw it makes.

If the cleric reverses this spell, each enemy creature within 30 feet instead subtracts 1d4 from the result of any attack roll or saving throw it makes.


Foretold Eidolon Fighter

Medium humanoid (any), any alignment


  • Armor Class 18 (Breastplate of the Champion)
  • Hit Points 106 (12d10 + 36)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 8 (-1)

  • Saving Throws STR +9, CON +6, WIS +5
  • Skills Athletics +9, Perception +5
  • Senses Passive Perception 15
  • Languages Common
  • Challenge 7 (2,900 XP)

Breastplate of the Champion (4/Day). When the fighter misses with an attack roll, it can add a d10 to the result.

Ring of the Mongoose. The fighter rolls initiative at advantage. All serpentine creatures are instinctively hostile to it.

Actions

Multiattack. The fighter makes three attacks with its sword of kings, or six attacks with its bow of doubling.

Bow of Doubling. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: 7 (1d8 + 2) piercing damage.

Sword of Kings, +3. Melee Weapon Attack: +12 to hit, one target. Hit: 15 (2d6 + 8) slashing damage. On a critical hit, the fighter regains all of its hit points.

Bonus Actions

Dragon Cloak. The fighter gains resistance to its choice of Acid, Cold, Fire, Lightning, or Poison damage until it uses this ability again.

Reactions

Boots of the Hero's Heart. When the fighter fails a saving throw against being Frightened, it can move half its speed directly toward the source of its fear.

If it does, it can immediately repeat the saving throw.

Beyond these walls of sand and time, bells of destiny shall chime
Out of the arcane mists of prophecy the guardians will rise


Foretold Eidolon Magic User

Medium humanoid (any), any alignment


  • Armor Class 17 (Mage Armor)
  • Hit Points 69 (12d6 + 24)
  • Speed 30ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 14 (+2) 20 (+5) 12 (+1) 10 (+0)

  • Saving Throws INT +9, WIS +5
  • Skills Perception +5, Stealth +9
  • Senses Passive Perception 15
  • Languages Common
  • Challenge 17 (18,000 XP)

Actions

Disintegrate (1/Day, 6th level spell). One creature the magic user can see within 60 feet must succeed on a DC 17 Dexterity saving throw or take 75 (10d6 + 40) force damage, or half as much on a success. A creature reduced to 0 hit points by this damage turns to dust.

Bigby's Forceful Hand (2/Day, 5th Level Spell, Concentration). Melee Spell Attack: +9 to hit, reach 60 ft., one target. Hit: 18 (4d8) force damage. The magic user can repeat this attack as a bonus action each of its turns for the next minute.

Dimension Door (1/Day, 4th Level Spell). The magic user and up to one willing creature within 5 feet teleport up to 500 feet.

Fire Ball (5/Day, 3rd level spell). Each creature in a 20 foot radius centered on a point the magic user can see within 120 feet must succeed on a DC 17 Dexterity saving throw or take 35 (10d6) fire damage, or half as much on a success).

Magic Missile (4/Day, 1st Level Spell). The magic user unleashes a swarm of magical missiles that strike a creature within 120 feet, dealing 21 (6d4 + 6) force damage.

Reactions

Shield (4/Day, 1st Level Spell). When the magic user is targeted with an attack, it can add +5 to its AC until the beginning of its next turn.

From an age of sword and shield and distant war-torn battlefield
We have returned to serve this dying realm with sorcery and steel


Foretold Eidolon Thief

Medium humanoid (any), any alignment


  • Armor Class 17 (Studded Leather Armor)
  • Hit Points 84 (12d8 + 48)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 18 (+4) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws DEX +9, INT +4
  • Skills Investigation +4, Sleight of Hand +9, Stealth +13 Perception +9
  • Senses Passive Perception 19
  • Languages Common
  • Challenge 4 (1,100 XP)

Evasion. When the thief makes a Dexterity saving throw, it takes no damage on a success, and half damage if it fails.

Trap Instinct. The thief knows when a trap is nearby, and has advantage on checks made to find and disarm them.

Dagger of Prying. The thief's strength score counts as 23 for the purposes of checks made to pry open doors or chests with its dagger.

Actions

Sneak Attack. The thief makes a weapon attack. If the attack has advantage or targets a creature within 5 feet of one of the thief's allies, it deals an additional 21 (6d6) damage.

Fairy Shortbow, +2. Melee Weapon Attack: +11 to hit, one target. Hit: 10 (1d6 + 7) piercing damage and the target is wreathed in fairy lights, granting the next attack made against it in the next minute advantage.

Dagger of Prying, +1. Melee Weapon Attack: +10 to hit, one target. Hit: 8 (1d4 + 6) piercing damage.

Rod of the Rust Monster. Melee Weapon Attack: +9 to hit, one target. Hit: 7 (1d4 + 5) bludgeoning damage.

If the target is wearing nonmagical metal armor, its AC is reduced by a permanent and cumulative 1.

Bonus Actions

Cunning Action. The thief Dashes, Disengages, or Hides.

Reactions

Uncanny Dodge. When a creature the thief can see hits it with an attack, the thief can halve the attack's damage.



Hyperborean Mammoth

Gargantuan beast, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 155 (10d20 + 50)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 21 (+5) 6 (-2) 13 (+1) 8 (-1)

  • Saving Throws CON +8, WIS +4, CHA +2
  • Damage Resistances Attacks made without Advantage
  • Damage Immunities Piercing from Nonmagical Ranged Attacks.
  • Senses Passive Perception 11
  • Challenge 8 (3,900 XP)

Titan of the Tundra. A creature adjacent to the mammoth may spend its full movement to attempt a DC 17 Strength (Athletics) check. On a success, the creature climbs onto the mammoth's legs. A creature may attempt the same check to climb from the mammoth's legs to its back, or from its back to its head.

  • Legs. While climbing on the mammoth's legs, a creature has advantage on attacks against it. If the mammoth moves at least 20 ft. on its turn, each creature climbing on its legs must succeed on a DC 17 Strength saving throw or fall off.

  • Back. While climbing on the mammoth's back, the mammoth cannot target the creature with melee attacks.

  • Head. While climbing on the mammoth's head, the creature has advantage on melee attacks against the malukant and the malukant cannot target the creature with melee attacks.

Swathe of Carnage. The mammoth may move through the space of any Large or smaller creature without penalty. When the mammoth enters a creature's space for the first time on a turn, the creature must succeed on a DC 17 Strength saving throw or be knocked prone.

Spear-Maddened. Weapon attacks against the mammoth with the Reach property are made at advantage. Whenever the mammoth takes damage from a spear, glaive, pike, or similar long, bladed weapon, it must make a DC 12 Wisdom saving throw. On a failed save, the mammoth attacks the nearest creature it can see on its following turn.

Implacable. If the mammoth fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points.

Actions

Multiattack. The mammoth makes two attacks; one with its bladed tusks and one with its stomp.

Tusk Gore. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 24 (4d8 + 6) slashing damage and the target must succeed on a DC 17 Strength saving throw or be pushed 15 feet away and knocked prone.

Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., target. Hit: 17 (2d10 + 6) bludgeoning damage. This attack deals an additional 11 (2d10) damage to a prone creature.

Tusk Sweep (Recharge 5-6). Each creature in a 15 ft. cone must succeed on a DC 19 Dexterity saving throw or take 24 (4d8 + 6) slashing damage, be pushed 15 ft. away and knocked prone, or take half as much damage and be knocked prone on a success.

A creature that succeeds by 5 or more takes no damage, is not knocked prone, and can climb onto the malukant's head as a reaction.

Reactions

Thrash. When the mammoth is reduced below 78 hit points, it can thrash wildly. Each creature riding or climbing on it must succeed on a DC 17 Strength saving throw or fall prone in the nearest unoccupied space and take 14 (4d6) bludgeoning damage.

Hyperborean Mammoth Lore

History DC 10: Mammoths have been said to form enduring, lifelong bonds with riders in the far reaches of the world.
Nature DC 10: Bull mammoths periodically enter a state known as "musth" in the deepest part of winter, where even normally placid animals become wildly aggressive and violent. Nature DC 15: Mammoths in musth frequently have the wool on the sides of their head matted by tar-like secretions, and produce a distinct pulsing rumble.

This state often lasts for months, though skilled mammoth riders can cause it to abate in less than a week by restraining the mammoth and administering certain herbal concoctions.

Hyperborean Mammoth Tactics

The mammoth crashes through the densest cluster of enemies with its Swathe of Carnage, using its tusk sweep whenever it can catch two or more enemies in its area. It prioritizes as a target any creature that attempts to climb onto it, and generally avoids any creature wielding a spear if it has other viable targets.


Iron Brethren

Medium humanoid (any race), any alignment


  • Armor Class 15 (Studded Leather Armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 11 (+0) 11 (+0) 15 (+2)

  • Saving Throws CON +4, WIS +2
  • Skills Athletics +5, Perception +2, Persuasion +5
  • Senses Passive Perception 12
  • Languages Common
  • Challenge 3 (700 XP)

Outrider. While riding a metal beast or similar creature, the brethren acts on its mount's initiative, rather than rolling its own, and it has advantage on attack rolls against creatures smaller than its mount.

Actions

Multiattack. The brethren makes two melee attacks.

Steel Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target is mounted, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Hidden Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. This attack has advantage against targets with a Passive Perception of 12 or lower.

Reactions

Righteous Retaliation. When a creature within the brethren's reach hits one of its allies with an attack, the brethren can make a melee attack against the creature.

Iron Brethren Tactics

The iron brethren rides up on its metal beast, circling foes while striking with its steel whip. If knocked from its mount, it fights with its hidden blade until it can remount its own or another metal beast.

Metal Beast Tactics

If a pack of metal beasts is threatened, they link up in groups of two or three and begin cycle-charging their foes with their Burning Trail, using Stampede of Steel to help one or two allies at a time close the distance. Once a creature is knocked prone, the metal beasts gang up on it and trample it with their gore and hooves.

If surrounded, a metal beast uses its thrashing horns to make some space and retreats, ready to charge again on the next turn.


Metal Beast

Large monstrosity, unaligned


  • Armor Class 16 (Metal Hide)
  • Hit Points 85 (9d10 + 36)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 19 (+4) 2 (-4) 12 (+1) 5 (-3)

  • Senses Passive Perception 11
  • Challenge 2 (450 XP)

Stampede of Steel. When the metal beast moves, each adjacent metal beast may use its reaction to move with it. If one or more metal beasts do so, the metal beast has advantage on attack rolls this turn.

Reckless Follow-Through. At the start of its turn, the metal beast can gain advantage on all melee weapon attack rolls during that turn. If it misses with an attack this turn, it falls prone and is stunned until the beginning of its next turn.

Actions

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. The metal beast can make this attack as a Bonus Action against a prone target.

Burning Trail. The metal beast moves up to 50 feet in a straight line, leaving a trail of flame behind it. Each creature in its path must succeed on a DC 15 Dexterity saving throw or be knocked prone, or move to the nearest unoccupied space on a success. Until the beginning of the metal beast's next turn, a creature that starts its turn in the affected area or enters it for the first time on a turn takes 11 (2d10) fire damage.

Thrashing Horns (Recharge 5-6). Two creatures on opposite sides of the metal beast must each succeed on a DC 15 Dexterity saving throw or take 13 (2d12) piercing damage and be pushed 10 feet away, or half as much damage on a success.

Reactions

Gouging Toss. As a reaction to a creature moving within 5 ft. of it, the metal beast forces the creature to succeed on a DC 18 Strength saving throw or take 13 (3d8) piercing damage and be knocked prone.



Mammoth Warrior

Medium humanoid (human), chaotic neutral


  • Armor Class 15 (Ceremonial Armor, Ancestral Shield)
  • Hit Points 92 (12d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Saving Throws STR +7, CON +6
  • Skills Athletics +7, Intimidation +2, Perception +4
  • Damage Resistances Cold; Bludgeoning, Piercing and Slashing
  • Senses Passive Perception 14
  • Languages Any one language
  • Challenge 8 (2,900 XP)

Mammoth Rider. While riding a mammoth or similar Huge beast, the warrior acts on its mount's initiative, rather than rolling its own, and it cannot be Frightened by any creature smaller than its mount.

Eyes Filled With Hate. The warrior does not die or fall unconscious due to having 0 hit points if it attacked or was attacked by a hostile creature since the end of its previous turn.

Legendary Resistance (1/Day). If the warrior fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The warrior makes two attacks, one of which it may replace with a use of its Spur Mammoth.

Spear of Destiny, +2. Melee Weapon Attack. +9 to hit, reach 10 ft., one target. Hit: 11 (1d10 + 6) piercing plus 9 (2d8) psychic damage.

Crushing Stomp. Melee Weapon Attack. +7 to hit, reach 5 ft., one prone target. Hit: 11 (2d6 + 4) bludgeoning damage. On a critical hit, the target must succeed on a DC 15 Constitution saving throw or be Stunned until the end of the warrior's next turn.

Spur Mammoth. If the mammoth warrior is mounted, its mount can use its reaction to move up to half its speed or make a melee attack.

Starmetal Wind Strike (Recharge 5-6). The warrior sends a torrent of bladed wind forth from its spear in a 100 foot long, 10 foot wide line. Each creature in the area must succeed on a DC 15 Strength saving throw or take 28 (8d6) piercing damage and be pushed 15 feet away, or take half as much damage on a success.

Legendary Actions

The warrior can take 1 legendary action, choosing from the options below.

Ancestral Might. The warrior gains 11 (2d10) temporary hit points.

Crushing Stomp. The warrior makes a crushing stomp attack.

Mammoth Warrior Lore

Animal Handling DC 15: Mammoths can be taught to understand even very complex commands, and the training process is a key part of forging the often lifelong bond between mammoth and rider.
History DC 15: Certain northern peoples are known to make extensive use of mammoths, both as beasts of burden and of war. Few battle lines have the morale to withstand a war mammoth charge, though even well-trained mammoths will often balk at a steady line of spears, if those wielding them have courage enough to hold.

Mammoth Warrior Tactics

The mammoth warrior cuts through to an enemy's
backline on its mount, using its Starmetal Wind Strike
to break a hole in enemy spearlines for its mount. Once
in range of backline combatants, particularly those
knocked prone by its mount, it dismounts and closes to melee.

Hail! From the wastes of they North he comes
Hail! Pounds the earth like a battle-drum


Noble Usurper

Medium humanoid (any race), any alignment


  • Armor Class 16 (Breastplate)
  • Hit Points 77 (14d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses Passive Perception 12
  • Languages Any two languages
  • Challenge 4 (700 XP)

Coal-Eyed Gaze. A creature that starts its turn within 15 feet of the noble and can see it subtracts 1d4 from Wisdom saving throws it makes until the beginning of its next turn.

Silver Tongued. The noble has advantage on Charisma based skill checks to interact with guards or other figures of authority.

Actions

Multiattack. The noble makes two attacks with its Rapier.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. On a critical hit, the target must succeed on a DC 13 Strength saving throw or drop one item it is holding.

Treacherous Command. Up to two of the noble's allies within 30 feet that can hear it may each use their reaction to make a melee attack against the same target.

Reactions

Parry. When the noble is targeted with a melee attack, the noble can add +2 to its AC against that attack.

Bon Mot. When the noble is missed with a melee attack, it can make a cutting remark. The attacker must succeed on a DC 13 Wisdom saving throw or suffer disadvantage on attack rolls that target the noble until the end of its next turn.

The hoarfrost breaks as steel-shod hooves make known their presence to the night
And fires rise against the starwheel, casting smoke into the sky
My bloodline was and always will be rightful heirs to this old throne
Your life will slake the soil's thirst for sacrifice and blooded stone

Noble Usurper Lore

History DC 10: Coups d'etat are typically masterminded by, or at least make use of, one of the former ruler's bloodline to maintain a sense of legitimacy, leading to the difficulty of choosing a royal family size; too small and the line might die out, prompting a war of succession. Too large, and it becomes difficult to keep an eye on all the potential schemers.

Those who attempt to overthrow a monarch with no royal support must instead depend heavily on the support of other national institutions and power brokers to take and hold power.
History DC 15: Successful coups are usually fairly bloodless, at least to begin with, as a key element of success is always enlisting a ruler's closest and most trusted retainers and bannermen. Such efforts do a great deal to quell initial resistance, though little to prevent wars of succession, popular revolts, or oaths of vengeance if the usurper cannot consolidate their power once taking it.

Noble Usurper Tactics

The noble stays between 30-45 ft. away from the fray and behind cover, emerging to shout Treacherous Commands, then returning to cover. If locked in combat with a single foe, they first Dodge, then try to catch their foe in a loop of missing into Bon Mot plus Coal-Eyed Gaze into further misses. If outnumbered, the noble surrenders or flees.



Revenant King

Medium undead, lawful evil


  • Armor Class 18 (Chain Mail, Shield)
  • Hit Points 136 (16d8 + 64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)

  • Saving Throws STR +9, CON +9, WIS +8, CHA +9
  • Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned, Turned
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages the languages it knew in life
  • Challenge 14 (11,500 XP)

Immortal Blood. If the revenant is destroyed and its body is not interred in its ancestral crypt, its soul lingers. After 1d10 years, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points.

Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.

Betrayer's Doom (Mythic Trait, 1/Day). When the revenant is reduced to 0 hit points, it appears to die or fall unconscious but does not. Instead, at the beginning of its next turn it gains 136 temporary hit points and rises once more, and immediately recharges its Revenant's Breath.

Actions

Multiattack. The revenant makes two melee attacks.

Thirsting Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. A target against which the revenant has sworn vengeance takes an extra 14 (4d6) necrotic damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage and the target is pushed 5 feet away.

Pronouncement of Guilt. One creature within 30 ft. against which the revenant has sworn vengeance must succeed on a DC 17 Charisma saving throw or be cursed. While cursed in this way, the creature's movement speed is halved, it can't teleport, and it has vulnerability to necrotic damage. When a cursed creature takes the dash action, it must succeed on a DC 17 Dexterity saving throw or fall prone.

Revenant's Breath (Recharge 5-6). The revenant exhales a freezing mist that creeps across the ground in a 30 ft. cone, then is drawn into any humanoid corpses in the area. Each living creature in the area must succeed on a DC 17 Constitution saving throw or take 18 (4d8) cold plus 14 (4d6) necrotic damage.

Humanoid corpses in the area rise as Revenant Retainers under the revenant's control.

Reactions

Vengeful Smash. When a creature misses the revenant with a melee attack, the revenant can make a Shield Bash attack against it.

If it hits, the target must make a DC 17 Constitution saving throw or be Stunned until the end of the revenant's next turn.

Swear Vengeance. When the revenant is targeted with an attack or harmful spell, it swears vengeance against the attacker or spell caster.

Legendary Actions

The revenant can take 3 legendary actions, choosing from the options below.

Call Upon Oaths. One allied creature that died since the end of the revenant's last turn returns to life with one hit point.

Seething Glare. One creature within 60 feet the revenant can see must succeed on a DC 17 Wisdom saving throw or be Frightened until the end of the revenant's next turn.

Betrayal's Debt. One creature affected by the revenant's Pronouncement of Guilt must succeed on a DC 17 Strength saving throw or be dragged up to 15 feet directly toward the revenant. A Frightened creature that fails this save additionally takes 5 (1d10) psychic damage.

Mythic Actions

If the revenant's mythic trait is active, it can use the options below as legendary actions, as long as it has temporary hit points from its Betrayer's Doom.

Rend Flesh From Bone (Costs 2 Actions). One creature within 5 feet that the revenant has sworn vengeance against must succeed on a DC 17 Constitution saving throw or take 22 (4d10) necrotic damage.

A creature reduced to 0 hit points in this way must immediately succeed on an additional DC 17 Constitution saving throw or have its flesh boil away, leaving only shattered and blackened bones.


Revenant Retainer

Medium undead, neutral


  • Armor Class 16 (Chain Mail)
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 9 (-1)

  • Damage Resistances Necrotic, Psychic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages the languages it knew in life
  • Challenge M13 (1,000 XP)

Cursed Resilience. When the revenant is reduced to 0 hit points, it does not die or fall unconscious immediately. Instead, it survives until the end of its next turn before dying. If the revenant takes radiant or fire damage while at 0 hit points, it is destroyed.

Oathrisen. If the revenant is released from its oaths, either through completion of its task, or by the assent or destruction of its liege lord, it is destroyed and crumbles to dust.

Minion. If the revenant takes damage from an attack or as the result of a failed saving throw, its hit points are reduced to 0. If the revenant takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum, otherwise it takes no damage.

Actions

Spiteful Shove. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 bludgeoning plus 2 necrotic damage and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

Greaved Stomp (Group Attack). Melee Weapon Attack: +7 to hit, reach 5 ft., one prone target. Hit: 6 bludgeoning plus 2 necrotic damage.

Reactions

Pile On (Group Reaction). When a creature within 5 feet of the revenant attempts to stand from prone, the revenant can fall prone in the creature's space.

The creature must succeed on Strength saving throw with DC equal to 8 plus the number of revenants that took this reaction or stay prone and be restrained until the end of its next turn (escape DC 15).

Revenant Lore

History DC 20: Murderers often try to hide their identity during the act, even if no witnesses are present, in the superstitious hope of dissuading their victim from seeking revenge as a revenant. This hope is a vain one, of course, as a revenant always unerringly finds its sworn foe.
Nature DC 15: Revenants arise when a creature's spirit and animus remain bound together by a powerful emotion or oath in the moment of death, typically the desire for vengeance. Unlike many other forms of undead, a revenant's strength is not proportional to its strength in life, but rather to the intensity of its binding emotion or oath.

Revenant King Tactics

The revenant king begins combat with its Pronouncement of Guilt, which it repeats until its primary foe is Cursed. Afterwards, it uses its Revenant's Breath whenever available, prioritizing raising allies over dealing damage. It typically uses its Shield Bash to move intervening foes out of the way so it can get to its primary target, saving its Thirsting Blade for creatures it has sworn vengeance against.

It uses its Swear Vengeance sparingly, typically only if a creature provides a serious impediment to reaching its intended target, saving its reaction for Vengeful Smash most of the time.

It tries to use Betrayal's Debt at least once each turn, otherwise preferring to Call Upon Oaths whenever the opportunity presents itself. It uses its Seething Glare to keep a powerful melee threat at bay that it has no interest in fighting.

Once its mythic trait is active, the revenant king uses Rend Flesh From Bone each turn, if it can.

Revenant Retainer Tactics

Revenant retainers cooperate intelligently and with purpose, using their Spiteful Shove to clear a path to their sworn foe, then shoving it prone and using their greaved Stomp in groups of five.

When given the opportunity to Pile On, typically one revenant will take the reaction if against a foe the revenants consider unimportant, but up to five of them will take the reaction if against a foe the revenants have sworn vengeance against.

A thousand men they thought they had killed ride out from the woods, and our steel thirsts for betrayers' flesh and blood
Retake the usurper's throne
The blades of our fallen burst forth with the revenant's breath; destined to fight, even in death
These are the bones that they thought they had shattered, but will never rest

Vileweave Necromancer Lore

Arcana DC 15: Certain necromancers have been known to drain the borrowed life from their undead servants to shield themselves in extremity, making them dreadfully tenacious so long as they are surrounded by their horde.
Arcana DC 20: Vileweave necromancers practice a form of spellcasting that feeds upon their own life force, gradually building up in the air around them to a wild pitch before striking down in a bolt of pure death.

Vileweave Necromancer Tactics

The necromancer begins combat by wreathing itself in Panicfog, dipping out of it to attack and then retreating back in. It uses its Scent of the Living to get its undead servants into melee, then focuses on Spell Weaving, switching to The Graveless Dead to replenish its forces as they fall. It attacks with grave bolts until its enemies close to melee, then uses Gaze of the Black seers once. If it can target a grappled creature it uses Grasping Grave, otherwise preferring to teleport away with Graveway Traveler and use its Grave Bolt.



Vileweave Necromancer

Medium humanoid (any), any alignment


  • Armor Class 15 (Bone Armor)
  • Hit Points 189 (21d10 + 84)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 18 (+4) 19 (+4) 17 (+3) 13 (+1)

  • Saving Throws CON +7, INT +7, WIS +6
  • Skills Athletics +5, Perception +6
  • Condition Immunities Frightened
  • Senses Darkvision 60 ft., Passive Perception 16
  • Languages Common
  • Challenge 8 (3,900 XP)

Graveway Traveler. Once on its turn, the necromancer can use 10 feet of its movement to step magically into an area of loose earth within its reach and emerge from any area of loose earth within 60 feet, appearing in an unoccupied space within 5 feet of the second space. Both areas must be Large or larger.

Vileweave Spellcraft. At the beginning of each of its turns, if the necromancer is concentrating on a spell it gains a doom counter that lasts for a minute, representing the twisted necromantic magics concentrating in the air around it.

Then, if the necromancer has ten doom counters, it loses all doom counters and one creature it can see within 60 ft. must succeed on a DC 15 Constitution saving throw or die.

The Cost of Corruption. Whenever the necromancer casts a spell of 1st level or above, it loses unexpended hit dice equal to the spell's level. If it cannot, it instead loses 25 hit points.

Reclaim Anima (3/Day). If the necromancer fails a saving throw, it can drain the animating force from one undead creature it controls to succeed instead, reducing the creature to 0 hit points.

Actions

Multiattack. The necromancer uses its grave bolt twice.

Grave Bolt (2nd Level Spell). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 21 (3d10 + 5) necrotic damage and the target is afflicted with clinging shadows for the next minute, reducing any sources of bright light within 5 ft. of it to dim light.

Gaze of the Black Seers (3rd Level Spell. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d10) psychic damage, and the necromancer learns the target's greatest fear or insecurity.

Grasping Grave (3rd Level Spell). Melee Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 33 (6d10) necrotic damage and the target must succeed on a DC 15 Strength saving throw or fall prone.

Panicfog (4th Level Spell, Concentration, Recharge 5-6). A dense fog descends in a 30 ft. radius around the necromancer, heavily obscuring the area for the next minute. A creature that starts its turn in the fog, or enters it for the first time on a turn, must succeed on a DC 15 Wisdom saving throw or be Frightened until the end of the necromancer's next turn. A creature that fails this save by 5 or more uses all of its remaining movement to move in a random direction.

Reactions

Corpus Potency (1st Level Spell). As a reaction to the necromancer or a friendly zombie within 30 ft. making a Constitution saving throw, the necromancer grants the target advantage on the save. If the saving throw was against a damaging effect, the target takes no damage on a successful save.

Hasty Reanimation (5th Level Spell, 1/Day). As a reaction to being reduced below 95 hit points, the necromancer animates up to six humanoid corpses within 60 ft. that rise on its turn as Zombies with 1 hit point and act on the necromancer's initiative and under the its control for the next minute.

Legendary Actions

The necromancer can take 2 legendary actions, choosing from the options below.

Scent of the Living. Up to two undead within 30 ft. of the necromancer may each move up to 15 ft. toward the nearest hostile creature to them.

Spell Weaving. The necromancer gains a doom counter that lasts for a minute.

The Graveless Dead (3/Day). The necromancer chooses an unoccupied space within 30 ft. At the beginning of the necromancer's following turn, a zombie under the necromancer's control that acts on the necromancer's initiative unearths itself in that space.

Corpus Potency

1st-level necromancy


  • Casting Time: 1 reaction, which you take when you or an undead ally within 30 ft. makes a Constitution saving throw.
  • Range: 30 ft.
  • Components: V, S, M (a preserved heart)
  • Duration: Instantaneous

You wrench control of the target's autonomic bodily functions, granting it advantage on a Constitution saving throw. If the saving throw allows it to take half damage on a success, it instead takes no damage on a success.

Spell Lists. Alchemist, Sorcerer, Wizard

From Realms Beyond

6th-level necromancy


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth at least 1000 gp, which the spell consumes)
  • Duration: Instantaneous

You bind a willing living creature's spirit to a task and to a circumstance you describe. The first time after the creature's death that the circumstance is met, the creature's spirit is summoned to the location this spell was cast. The creature's spirit has the same statistics the creature had in life, but with the Fated Eidolon template applied. The creature's spirit lingers for one week, or until its task is complete, before returning to the realms beyond. Once affected by this spell, a creature cannot be resurrected by any means short of a wish spell.

Foretold Eidolon Template. A foretold eidolon is the spirit of a creature, temporarily recalled to a duty it accepted in life. A fated eidolon possesses the following traits:

  • Type. The creature’s type changes to undead. It no longer requires air, food, drink, or sleep.
  • Damage Resistances. The creature gains resistance to nonmagical Bludgeoning, Piercing and Slashing damage from Nonmagical Attacks
  • Damage Immunities. The creature gains immunity to Cold and Poison damage.
  • Condition Immunities. The creature gains immunity to the Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained conditions.
  • Spectral Weapons. The creature's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.)
  • Incorporeal Movement. The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Spell Lists. Cleric, Druid

Gaze of the Black Seers

3rd-level divination


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You attempt to divine one piece of information about a creature you touch. Make a melee spell attack. On a hit, the target takes 16 (3d10) psychic damage, and you learn one of the following pieces of information of your choice:

  • The creature's greatest fear or insecurity.
  • The name and face of the creature's employer, if it has one.
  • The name and face of the creature's closest friend, ally, or loved one.
  • The creature's save proficiencies.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Spell Lists. Bard, Sorcerer, Wizard

Grasping Grave

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 15 ft.
  • Components: V, S, M (a handful of grave dirt)
  • Duration: Instantaneous

You cause the ground beneath a creature's feet to turn treacherous as grasping spectral hands attempt to reach for it. Make a melee spell attack against the target. On a hit, the target takes 6d10 necrotic damage and must succeed on a Strength saving throw or fall prone.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Spell Lists. Sorcerer, Warlock, Wizard

Grave Bolt

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S
  • Duration: Instantaneous

You send a bolt of clinging shadow slithering towards a creature. Make a ranged spell attack. On a hit, the target takes 3d10 plus your spellcasting modifier necrotic damage, and the target is afflicted with clinging shadows for the next minute, reducing any sources of bright light within 5 ft. of it to dim light.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Spell Lists. Sorcerer, Wizard

Hasty Reanimation

5th-level necromancy


  • Casting Time: 1 action
  • Range: 60 ft.
  • Components: V, S, M (bootlaces of a hanged man)
  • Duration: Instantaneous

You imbue up to six humanoid corpses you can see within range with undeath, raising them as zombies that remain under your control for the next minute. Instead of targeting corpses you can see, you may choose to instead target the six nearest humanoid corpses within range.

The zombies act on your initiative, and on each of your turns you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one).

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you animate three additional Undead creatures for each slot above 5th.

Spell Lists. Artificer, Cleric, Warlock, Wizard

Panicfog

4th-level illusion


  • Casting Time: 1 action
  • Range: 120 ft.
  • Components: V, S, M (an injured animal's bottled breath)
  • Duration: 1 minute, concentration

A dense fog full of swirling, ephemeral horrors descends in a 30-foot-radius centered on a point you can see within 60 feet, heavily obscuring the area for the next minute. A creature that starts its turn in the fog, or enters it for the first time on a turn, must succeed on a Wisdom saving throw or be Frightened until the beginning of its next turn.

A creature that fails this save by 5 or more uses all of its remaining movement to move in a random direction.

Spell Lists. Bard, Druid, Sorcerer, Warlock

Slake the Soil's Thirst

2nd-level necromancy


  • Casting Time: 1 reaction, which you take when a creature within 30 feet of you dies.
  • Range: 30 ft.
  • Components: V, S
  • Duration: Instantaneous

You offer a slain creature's blood to the earth as an offering. For the next minute, or until you move more than 30 feet from the creature's body, spells you cast take effect at a level one higher than you cast them at.

Spell Lists. Cleric, Druid, Sorcerer

Ancestral Shield

Armor (shield) rare (requires attunement by a creature sworn to avenge an ancestral wrong)

This simple shield is carved with the marks of a dozen previous bearers, marking their accomplishments and failures.


This item has one charge, which it regains when you drop to zero hit points. As a Bonus Action, you may spend this charge to gain 2d10 temporary hit points.

Battle Banner

Wondrous Item, uncommon (requires attunement by a creature that has fought against an army)


As an action, you may hoist this item high in the air. Until the beginning of your next turn, each of your allies that can see it have advantage on attack rolls and Wisdom saving throws.

Blackened Tome

Wondrous Item (arcane focus) rare (requires attunement by a creature that has made an undead servant from a fallen friend)


This item has six charges, which it regains when soaked in blood under a new moon.

When you cast Animate Dead using this item as a focus, the casting time is one Action. When you cast any necromancy spell using this item as a focus, you may spend one or more charges to cast it at a level one higher for each charge spent.

Phial of Immortal Blood

Wondrous Item (potion) very rare (requires attunement by a creature of the blood's line)


This phial of blood carries a tiny shard of immortality, a bond to the bottomless wellspring from which elemental life flows.

While you carry this item, you have advantage on saving throws against effects that would drain your hit dice or reduce your Ability Scores.

As an action, you may drink the blood contained within. For the next minute, whenever you roll a successful saving throw you regain 2d4 + 2 hit points.

A creature that drinks the blood without being attuned to it receives no benefit.

The Spear of Destiny

Weapon (spear) very rare (requires attunement by a creature that has slain an invader to the creature's lands with it)


This magic spear forged from meteor exerts a constant but faint outward pressure from the blade.

You have a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can send forth a torrent of bladed wind from its tip. Each creature in a 100 ft. long, 10 ft. wide line extending from you must succeed on a DC 15 Strength saving throw or take 28 (8d6) piercing damage and be pushed 15 ft. away, or take half as much damage and not be pushed on a success.

Once you use this ability, the blade glows white. You cannot use this ability again and your attacks with this weapon deal an additional 1d10 radiant damage until you quench it in the blood of a slain evil humanoid, ending the effect.

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  7. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  8. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  9. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  10. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
  11. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  12. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
  13. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

  14. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. The Revenant King Roleplaying Supplement Copyright 2021, Conflux Creatures. END OF LICENSE