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In the forgotten and abandoned forest filled with dark magic, creatures of the old
continue to thrive, as well as some other anomalies.
Armored Dawshet
Armored Dawshet
Medium beast, unaligned
STR
DEX
CON
INT
WIS
CHA
Running a Dawshet
Dawshet are herbivores who tend to roam in packs
of 3. They are not aggressive, but they will attack if
provoked. Their primary concern is to get away
from their predators using their sideswipe, but if
cornered they will use their steam spray.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Sideswipe. The dawshet moves 25 feet in one
direction without provoking opportunity attacks.
Each creature within 5 feet that the dawshet passes
must succeed on a DC 10 Dexterity saving throw or
take 5 (2d4) slashing damage.
Steam Spray (Recharge 5-6). The dawshet blasts
scalding steam from its horns in a 10-foot cone.
Each creature in that area must make a DC 12
Constitution saving throw, taking 14 (4d6) fire
damage on a failed save, or half as much damage on
a successful one. Being underwater doesn't grant
resistance against this damage.
Blink Walker
Actions
STR
DEX
CON
WIS
CHA
Reactions
Ethereal Phaseshift. The blink walker attempts to quickly
phase between the Material Plane and the Ethereal
Plane. It adds 3 to its AC against one attack that would
hit it. If this bonus causes the attack to miss, the attack
phases directly through the blink walker without
dealing damage to it.
Enchanted Cloak
Medium construct, unaligned
Armor Class 13
Hit Points 39 (6d8 + 12)
Speed 0 ft., fly 45 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
Enchanted Cloak
Actions
Smother. Melee Weapon Attack: +5 to hit, reach 5
ft., one Medium or smaller creature. Hit: The
creature is grappled (escape DC 6). Until this
grapple ends, the target is restrained, blinded, and
at risk of suffocating, and the cloak can't smother
another target. In addition, as the start of each of
the target's turns, the target takes 5 (2d6-2)
bludgeoning damage.
Fowl Soldier
STR
DEX
CON
INT
WIS
CHA
Actions
Halberd. Melee Weapon Attack: +3 to hit, reach 10
ft., one target. Hit: 5 (1d10 + 1) slashing damage.
Deafening Screech (Recharge 5-6). The foul emits a
horrific screech. Each creature within 15 feet of it
that can hear it and that isn't a fowl must succeed
on a DC 10 Constitution saving throw or take 3
(1d6) thunder damage, become deafened until the
start of the fowl's next turn, and have disadvantage
on its next attack.
Fowl Commander
Medium monstrosity, neutral evil
Armor Class 14
Hit Points 58 (9d8 + 18)
Speed 20 ft., fly 50 ft.
Foulest Fowl
STR
DEX
CON
INT
WIS
CHA
Actions
Shortsword. Melee Weapon Attack: +6 to hit, reach
5ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Leadership (Recharges after a Short or Long Rest). For
1 minute, the fowl can utter a special command or
warning whenever a nonhostile creature that it can
see within 30 feet of it makes an attack roll or
saving throw. The creature can add a d4 to its roll
privided it can hear and understand the fowl. A
creature can benefit from only one Leadership die
at a time. This effect ends if the fowl is
incapacitated.
A Blessed Curse
Nightmare Elk
Large aberration, unaligned
Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 0 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit: 14 (4d6) force damage.
Frightful Presence. Each creature of the elk's choice
that is within 60 feet of the elk and aware of it
must succeed on a DC 8 Wisdom saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the elk's
Frightful Presence for the next 24 hours.
Many folks have stories of the fabled nightmare elk, and few
are the same. One thing they do have in common, though, is
the superstitition that killing this creature brings years of bad
luck. Though many natives believe seeing this creature brings
an omen of death to the nearby settlements, others believe it
is a blessing and can protect you from the evils that might
lurk within the forest. They're rare, hard to place, and
beautiful beyond all imagination. A nightmare elk will surely
stay in your mind if you do happen to come across one.
Artist: Oana Birtea http://yuuza.deviantart.com/
Savage Hunter
Medium humanoid, neutral evil
STR
DEX
CON
INT
WIS
CHA
Actions
Multiattack. The savage makes three melee attacks
or two ranged attacks.
Heavy Longbow. Ranged Weapon Attack: +5 to hit,
ranged 150/600 ft., one target. Hit: 11 (2d8 + 2)
piercing damage.
Shield Bash. Melee Weapon Attack: +9 to hit, reach
5ft., one target. Hit: 11 (2d4 + 6) bludgeoning
damage. Spiked Spear. Melee or Ranged Weapon
Attack: +9 to hit, reach 5ft. or range 20/60 ft., one
target. Hit: 15 (2d8 + 6) piercing damage.
Reactions
Ready Reflexes. If a creature moves within 5 feet of
the savage, it can make a melee attack.
Savage Hunter
Snailfolk
STR
DEX
CON
INT
WIS
CHA
Actions
Sharpened Twig. Melee or Ranged Weapon Attack:
+3 to hit, reach 5ft. or range 10/30 ft., one target.
Hit: 1 piercing damage.
Snailfolk
Snailfolk Priest
Tiny humanoid, neutral good
STR
DEX
CON
INT
WIS
CHA
Actions
Twig Staff. Melee Weapon Attack: +3 to hit, reach
5ft., one target. Hit: 1 bludgeoning damage.
Tree Strider
Medium fey, neutral evil
STR
DEX
CON
INT
WIS
CHA
Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit: 42 (8d8 + 6) necrotic damage and the
target must succeed on a DC 18 Constitution saving
throw or have its hit point maximum reduced by an
amount equal to the damage taken. This reduction lasts
until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0.
Tree Stride (Recharge 5-6). The strider casts tree stride
at 5th level without using a spell slot. Before or after
casting, the strider can make one life drain attack.
Tree Strider
Tree striders are dark fey that prefer flora over fauna. They
believe all creatures are unfit for this plane of existence,
having studied them thoroughly, and wish to transfer the
creature's life force into the plants around them. When
adventurers see a sudden increase in healthy looking plants
all around them, they should be wary because these creatures
will stop at nothing to restore the flora back to full health.
Homebrewing Credits:
homebrewery.natural.crit.com (editing)
GIMP (photo editing)
/r/Alvxadkins (homebrewer)
/r/Phylea (edits)
/r/Masiaoh (edits)
reddit.com/r/unearthedarcana (community
feedback)
Art Credits:
Brent Hollowell (artist p.1)
Boddan Rezunenko (artist p.2 & 3)
David Gaillet (artist p.4)
Maxim Verehin (artist p.4)
Oana Birtea (artist p.5)
Alexey Egorov (artist p.6)
Luke Mancini (artist p.7)
Peter Mohrbacher (artist p.9)