Documente Academic
Documente Profesional
Documente Cultură
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B
Credits
Homebrew - IrishBandit
InDesign Template - Solbera
Draft Feedback - Discord of Many Things
(https://discord.gg/ZrDhU7X)
Feedback - /r/UnearthedArcana
Special Thanks to /u/Phylea for formatting corrections
Revision 18/11/2017
Art Credits
Cover Jinho Bae Jinho Bae
Inside Cover Alexander Trufanov
Dralth Eart CG
Ancient Treant Tianhua Xu
Tree Golem Quico Vicens-Picatto
Mage Eater Tyler Smith
Togre Even Mehl Amundsen
Cultist of the Shattered God Igor Podmogilnikov
Deadwood Guardian Sergey Demidov
Afflicted Beggar Andrey Surnov
Astralthid Alexander Trufanov
Candle Devil Clint Cearly
Candlebearer Tony Sart
Orchid Viper Pauliina Linjama
Kader Nagy Norbert
Leowyvern Ivan Belikov
Saathid Ryan van Dongen
Skulltula Nate Hallinan
Siberian Tigerpede B.R.Guthrie
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Contents
# Name Type CR
1 Dralth fiend (demon) 10
2-3 Ancient Treant plant 20
4 Tree Golem construct 7
5 Mage Eater aberration 8
6 Togre giant 3
7 Cultist of the Shattered God humanoid 6
8 Deadwood Guardian undead 3
9 Afflicted Beggar humanoid 1/2
10 Astralthid aberration 9
11 Astralthid Captain aberration 13
12 Candle Devil fiend (devil) 9
13 Candlebearer humanoid 3
14 Orchid Viper beast 1
15 Kader fey 16
16 Leowyvern monstrosity 8
17 Saathid monstrosity 15
18 Skulltula monstrosity 2
19 Siberian Tigerpede monstrosity 8
D
Dralth
Large fiend (demon), chaotic evil
Dralth Brutal Critical. The dralth rolls one additional weapon damage
die when determining the extra damage for a critical hit with a
Brutish and stupid, dralth serve as the heavy shock troops of demon melee attack.
armies, with a massive blade instead of an arm and a
penchant for killing. With no eyes and little care for what they Brute. A melee weapon deals one extra die of its damage when
smash, dralth are as deadly an ally as they are an enemy. Dralth the dralth hits with it (included in the attack).
know no fear, but can be easily swayed or tricked by more powerful
demons or mages, wishing to exploit their fearsome strength. Actions
Shock Troopers. Dralth form the vanguard of demon armies, Multiattack. The dralth makes three attacks: one with its boulder
their maces crushing foe and fortification alike. Dralth will never mace and two with its blade arm.
route or surrender, and their choice of weapons is ideal for smash-
ing through the conventional battle lines and squads of humanoid Blade Arm. Melee Weapon Attack: +8 to hit, reach 5 ft., one
armies. Lacking tactical accumen, agility, or ranged capabilities, a target. Hit: 23 (3d12 + 4) slashing damage.
cunning foe can keep out of reach of a dralth while wearing it down
with arrows, bolts, or spells. These weaknesses make a lone dralth Boulder Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
mearly a brute, but when directed by a smarter leader, dralth can be target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a
a decisive asset on the battlefield. Large or smaller creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone. D
Take Root. As a bonus action, the golem can spread it roots into
the ground. While rooted, it gains a +2 bonus to its AC, has a
speed of 0, and can’t be moved or knocked prone. The golem
remains rooted until it chooses to unroot itself as a bonus
action. The golem can’t have moved this turn.
Actions
Multiattack. The golem makes two slam attacks.
Actions
Multiattack. The togre makes two attacks: one with its claw and
one with its greatclub.
Actions
Multiattack. The cultist makes a shatterblade attack and casts a
cantrip.
Deadwood Guardian attacks). The deadwood guardian can innately cast the following
spells, requiring no material components:
Large undead, lawful neutral
At will: druidcraft
Armor Class 14 (natural armor) 2/day each: ensnaring strike, faerie fire, ray of sickness
Hitpoints 102 (12d10 + 36) 1/day each: ray of enfeeblement, spike growth
Speed 60 ft.
Nature’s Course. Friendly beasts and plants within 60 feet of
STR DEX CON INT WIS CHA
the deadwood guardian are immune to damage caused by other
17 (+3) 14 (+2) 16 (+3) 7 (-2) 16 (+3) 9 (-1)
creatures that are not beasts or plants
Skills Perception +5
Speak with Beasts and Plants. The deadwood guardian can
Damage Immunities poison
communicate with beasts and plants as if they shared a language.
Condition Immunities exhaustion, poisoned
Senses darkvision 60ft., passive Perception 15
Languages Druidic, Sylvan
Actions
Challenge 3 (700 XP) Multiattack. The deadwood guardian makes two attacks: one ram
attack and one with its claws.
Charge. If the deadwood guardian moves at least 20 feet
straight towards a target and then hits it with a ram attack Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
on the same turn, the target takes an extra 7 (2d6) piercing Hit: 9 (1d12 + 3) slashing damage.
damage. If the target is a creature, it must succeed on a DC 13
Strength saving throw or be pushed up to 10 feet away and Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
knocked prone. 10 (2d6 + 3) bludgeoning damage.
Innate Spellcasting. The deadwood guardian’s spellcasting Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
D ability is Wisdom (spell save DC 13, +5 to hit with spell creature. Hit: 21 (4d8 + 3) bludgeoning damage.
Actions
Multiattack. The astralthid makes three exo-grasper attacks.
Candlebearer
Medium humanoid (any race), any evil alignment
Actions
Brazier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) fire damage.
Orchid Viper
Small beast, unaligned
Armor Class 14
Hitpoints 22 (5d6 + 5)
Speed 30 ft., swim 30 ft.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage. If the target is a creature, it
must make a DC 13 Constitution saving throw. On a failed save,
the target takes an extra 10 (3d6) poison damage and must
succeed on a DC 13 Wisdom saving throw or become charmed
by flowers for 1 minute. While charmed in this way, the
appearance and smell of flowers becomes exaggerated for the
target, and they seek to be around as many flowers as possible.
Armor Class 9 At will: augury, detect thoughts, fog cloud, misty step
Hitpoints 130 (20d8 + 40) 3/day each: banishment, cloudkill, divination, legend lore, scrying
Speed 15 ft., fly 5 ft. (hover)
Spellcasting. Kader is a 20th-level spellcaster. Their spellcasting
STR DEX CON INT WIS CHA ability is Wisdom (spell save DC 21, +13 to hit with spell attacks).
9 (-1) 8 (-1) 14 (+2) 25 (+7) 27 (+8) 20 (+5) Kader has the following cleric spells prepared:
Saving Throws Int +12, Wis +13, Cha +10 Cantrips (at will): guidance, minor illusion
Skills Insight +18 1st level (4 slots): color spray, fog cloud, silent image
Condition Immunities blinded, charmed, deafened, frightened, 2nd level (3 slots): blur, invisibility, mirror image
petrified, stunned 3rd level (3 slots): fear, hypnotic pattern, major image
Senses blindsight 15 ft. (blind beyond this radius), passive 4th level (3 slots): greater invisiblity, hallucinatory terrain,
Perception 18 phantasmal killer
Languages Sylvan 5th level (3 slots): dream, mislead
Challenge 16 (15,000 XP) 6th level (2 slots): programmed illusion, true seeing
Boundless Vision. Kader’s blindsight extends to fill the area of 7th level (2 slots): mirage arcane, project image, simulacrum
any spell they cast, as well as to within 10 feet of any illusion 8th level (1 slot): telepathy
they create. 9th level (1 slot): weird
Leowyvern Actions
Huge monstrosity, unaligned Multiattack. The leowyvern makes four attacks: one with its bite,
one with its claws, one with its stinger, and one with its wings.
Armor Class 14 (natural armor)
Hitpoints 123 (13d12 + 39) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed 30 ft., fly 80 ft. Hit: 12 (2d6 + 5) piercing damage.
STR DEX CON INT WIS CHA Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
20 (+5) 10 (+0) 16 (+3) 5 (-3) 12 (+1) 6 (-2) Hit: 14 (2d8 + 5) slashing damage.
Saving Throws Str +8 Stinger. Melee Weapon Attack: +8 to hit, reach 10 ft., one
Skills Perception +4 creature. Hit: 12 (2d6 + 5) piercing damage. The target must
Senses darkvision 60 ft., passive Perception 14 make a DC 16 Constitution saving throw, taking 24 (7d6)
Languages — poison damage on a failed save, or half as much damage on a
Challenge 8 (3,900 XP) successful one.
Air Pounce. If the leowyvern flies at least 30 feet straight toward Wings. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
a creature and then hits it with an attack on the same turn, that Hit: 9 (1d8 + 5) bludgeoning damage.
target must succeed on a DC 16 Strength saving throw or be
L knocked prone.
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same
web.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must
make a DC 13 Constitution saving throw, taking 17 (3d10)
poison damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0 hit
points, the target is stable but Poisoned for 1 hour, even after Saathid
regaining hit points, and is Paralyzed while Poisoned in this way. Stories tell that Saathid was once a great drow wizard, a master of
transmutation and transfiguration. Driven to the surface by drow
Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, culture, he remained devoted to Lolth and sought to spread her
range 30/60 ft., one creature. Hit: The target is Restrained by influence wherever he went. He became obsessed with spiders,
webbing. As an action, the Restrained target can make a DC
the symbol of his goddess, and began to surround himself them.
13 Strength check, bursting the webbing on a success. The
Through greater and more complicated magical experiments, he
webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
created deadly new strains of spiders that he released into the
and psychic damage). world. The cuulmination of all his effort was to turn his magic unto
himself, becoming the greatest spider ever known.
Arachnomancy. Monster hunters and adventurers beware, for
the great beast Saathid is no mere spider. His intellect and magic
Skulltula Tactics are as potent as they ever were before his transfiguration, able to
Ambush. Skulltulas use stealth and terrain to get the drop on their harness hoards of his fellow arachnids, and shape the environment
prey, catching them unaware and vulnerable. to his whim. With great skewers for legs, and wielding incredibly
Control. Skulltulas use their web abilities to restrict the movement potent venom, Saathid is not a monster to be trifled with.
and capabilities of their enemies, while being immune to the
effects themselves
Hit and Run. Skulltulas strike hard with their venomous attacks,
then back off to strike again from a strong position. They attempt
Skulltula
A devious creation of Saathid, the venomous spiders known as
to break contact and keep themselves from being targeted.
Skulltulas take their name from the shells that they inhabit, the
skulls of their victims. The additional protection provided by the
skull, as well as their enhanced venom, makes them a cut above
S other spiders one might encounter.
Siberian Tigerpede
Combining the speed and ferocity of a tiger with
the dexterity and venom of a giant centipede, the
siberian tigerpede is a great and terrible sight to
behold for anyone unfortunate to be in its path. A
bizarre chimeric creature, its true origins are lost
to time, though many legends surround its creation.
Some records indicate that the tigerpede originated
in an ancient magical zoo, as a marvelous attraction
created to maintain the attention of an audience
bored by regular creatures. Others say that it is
a manifestation of angry mountain spirits, sent
to hunt and kill any who would exploit the riches
locked away in icy peaks.
Alpine Predators. Tigerpedes dwell in high, snowy
peaks, lairing in craggy caves far from civilization.
They regularly hunt mountain goats and other such
creatures, and especially love to poach the herds
of anyone who dares live in their territory. When
starved for food, tigerpedes are known to venture
out of their regular terrain into nearby forests or
hills to find food, spelling danger for anyone in
the region. Tigerpedes generally do not seek out
humanoids as their prey, but when hungry, they
will easily devour an entire caravan of hapless
travelers. For this reason, mountain dwellers always
try to keep enough livestock to appease a hungry
tigerpede, lest it eat them as well.