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\pagebreakNum ## 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. https://demonssouls.wikidot.com https://soulslore.wikidot.com/demons-souls https://demonssouls.wikia.com/wiki/Demon%27s_Souls_Wiki https://homebrewery.naturalcrit.com/share/HJWLQsTwUZ Version 1.0.1
PART 0 | INDEX + CREDITS
\pagebreakNum ## 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. \columnbreak ___ > ## 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
\pagebreakNum ___ ___ > ## 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.
\pagebreakNum ___ ___ > ## 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.
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## 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. \columnbreak
___ > ## 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*** \pagebreakNum
## 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. > \columnbreak
___ > ## 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. \pagebreakNum ___ ___ > ## 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***
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___ > ## 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. \pagebreakNum
## 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.
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___ > ## 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*** \pagebreakNum
> ##### 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*** \columnbreak ## 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. \pagebreakNum
## 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. \columnbreak ___ > ## 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. \pagebreakNum
___ ___ > ## 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*** \pagebreakNum
## 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. 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*** \pagebreakNum ## 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*** \columnbreak ### 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.
\pagebreakNum ### 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. \columnbreak ### 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. \pagebreakNum ___ ___ > ## 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.
\pagebreakNum
___ ___ > ## 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. > \pagebreakNum
___ > ## 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** \pagebreakNum
___ > ## 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. \columnbreak
___ > ## 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. \pagebreakNum
___ > ## 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*** \columnbreak ___ > ## 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. \pagebreakNum ## 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
\pagebreakNum ##### 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. \pagebreakNum #### 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. \columnbreak #### 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*
\pagebreakNum ## Dregling