Plane Shift: Gielinor

by DragonZaid

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Plane Shift: Gielinor

Contents












Introduction


    When I first started writing this document more than nine months ago, I never imagined that it would turn out to take this much time and be this long. Countless hours of researching, thinking, and writing went into making this behemoth, but I really did have a lot of fun doing it.

The purpose of Plane Shift: Gielinor is to provide a comprehensive resource for creating games of 5th edition that are set on Gielinor, the world from the video game RuneScape. This document contains basic information about the setting, including the world, its history, and its gods, and statistics for numerous playable races, items, and monsters. Prior to writing this document, there were a few small resources that had been shared by a handful of GM's, but none of this scale, at least to my knowledge. As a clarification, this document does not detail an original tabletop roleplaying game system based on RuneScape, but rather contains information useful for playing a game of 5th edition, with all of its standard rules, that takes place within the setting of Gielinor. It is neither a campaign module. I believe enough information exists on the RuneScape Wiki and other places that such a document would be moot.

In order to create what I believe to be both more logical and more interesting content, I have taken certain creative liberties in designing much of what is in this document, so not everything here is an exact copy of what is in RuneScape. Some races, monsters, and items have features that are significantly different or missing from the video game.

It is important to keep in mind that I am by no means an expert when it comes to 5th edition content creation, nor am I an expert on Gielinor's lore. Most of the statistics in this document have seen little, if any, playtesting. As with any homebrew, I encourage you to to examine what you find carefully and feel free to adapt it to best suit your campaign, players, and personal liking.

I have a couple of people to whom I owe a huge debt of gratitude for my ability to complete this massive project. Firstly, I'd like to thank all the people at Jagex who took part in creating the wonderful world of Gielinor. Your creativity inspired me to take great interest in RuneScape's world. I'd like to thank the incredible editors of the RuneScape Wiki. Without this amazing resource, none of this would have been possible. I'd also like to thank my brother who first introduced me to RuneScape when we were kids. Nolen, I miss you dearly. My friend Unknown helped me out a few times with refining and coming up with ideas, so I'm thankful for them as well. Finally, I'd like to thank my wonderful significant other, whom I love greatly, for supporting me all the way. You are what makes life worth living.

I really appreciate the time and effort you've taken to read this document and use its contents! I hope that with the help of other GM's and players, I can receive feedback on its contents and make lots of improvements and adjustments. If you want to discuss this document, share your content, or discuss the creations of other Gielinorian GM's and players, please join us in the RuneScape DnD Discord server or the RuneScapeDnD Subreddit!

If you have feedback, questions, or would like to discuss this document with me directly, you can reach me on Reddit at u/DragonZaid or on Discord at DragonZaid.

Introduction — DragonZaid

The World
of Gielinor

The World of Gielinor — DragonZaid

Gielinor


Gielinor contains a very wide variety of environments and establishments ranging from snowy islands to temperate forests to scorching deserts. Any group of adventurers could spend their whole lives within a single region or travel across the world to witness its many wonders.

Kingdom of Misthalin

The Kingdom of Misthalin is one of Gielinor's three primary Human nations. It is ruled by King Roald Remanis III. Misthalin is a relatively peaceful place, where many people of all walks of life are able to lead decent lives. Like much of Gielinor, it is primarily inhabited by Humans, and the vast majority of its religious establishments worship Saradomin. Much of the land that surrounds Misthalin's cities and towns is used to farm crops and raise livestock.

The capital city of Misthalin is Varrock. In northern Varrock lies the king's home, Varrock Palace, which also holds the kingdom's largest library and acts as its military center. Varrock is a very diverse city, containing both well-off neighborhoods in the north of the city and ghettos in the south. While the Varrock guard maintain a strong presence throughout most of the city, two rival gangs, the Black Arm gang and the Phoenix Gang, hold significant influence over the southwest and middle south areas of Varrock respectively. Varrock is also home to its huge and bustling market the Grand Exchange, a large temple of Saradomin, and the Varrock Museum. To the east of the city is a large Saradominist temple, Paterdomus, which lies upon the River Salve. The Salve was long ago blessed by Saradomin to prevent the evil creatures of Morytania from crossing over it into Misthalin.

    Not far to the northwest of Varrock lies the tiny village of Edgeville. It sits right at the border with the Wilderness to the north. South of Edgeville is a small barbarian village called Gunnarsgrunn. These Fremennik people's ancestors travelled from Kandarin many generations ago before settling here. They mostly remain peaceful with the people of Misthalin.

South of Varrock is the town of Lumbridge, which sits along the River Lum. Lumbridge is ruled by Duke Horacio, who resides a small castle on the west side of the town. Lumbridge contains a small market and a church of Saradomin. The town is often plagued by pesky Goblins who steal from and sometimes even kill the people who live in and around it. To the southwest is the Lumbridge Swamp, in which dangerous giant rats and giant frogs roam. Beneath the swamp is a cave that contains cave crawlers, slimes, cave bugs, giant frogs, and the Grotesque, a massive creature so vile that it has warped its surroundings into the desolate swamp that exists now. A hermit priest named Father Urhney lives in a secluded shack within the swamp.

To the west of Lumbridge lies the small village of Draynor. It is primarily a farming village and is in rough shape. It has a fairly large market for the village's size, a jail, and is home to The Skulls, a small group of violent mercenaries. North of the village is the abandoned Draynor Manor. Many believe the manor is haunted, though the exact specifics of the rumors vary. In truth, it is secretly home to an ancient Vampyre, Count Draynor, who emerges from the manor every so often to drink the blood of the village's inhabitants. His presence has also warped the environment around the manor and the village. Trees and plant life in the immediate vicinity of the manor have died or even become undead, and the manor and village are often covered in gray clouds and gloomy fog.

Just to the south of Draynor sits the Wizards' Tower, a tall tower home to many students and masters of magic from all over Gielinor.

The World of Gielinor — DragonZaid

Kingdom of Asgarnia

Asgarnia is a Human and primarily Saradominist kingdom that lies to the west of Misthalin. It contains some farmland, but most of the land between its establishments consists of beautiful open fields and forests. Asgarnia is technically ruled by King Vallance, but the king has grown too old and ill to lead directly. Sir Amik Varze takes care of the majority of his administrative duties in his stead.

Falador, also called the City of White Knights, is the capital of Asgarnia. Many of its citizens and rulers are very devout Saradominists, and the colors and symbols of the god can be found all throughout the city. The city also has a significant Dwarf population. They manage the enormous Dwarven mines beneath the city and produce much of Falador's massive volume of metalwork. At the center of the city is White Knights' Castle, a large fortress surrounded by a moat. The city has a strong military presence, which includes the White Knights and Temple Knights, two organizations that protect it and the rest of the kingdom from various threats such as the Kinshra, or Black Knights. Also beneath Falador is a large network of tunnels dug by the Giant Mole and its kin. North of the city is Ice Mountain, a small snowy peak.

Port Sarim is a lively port town that lies to the southeast of Falador. It is one of the largest port towns on Gielinor, receiving ships from all over the world. South of the town is a peninsula called Mudskipper Point, from which the Asgarnian Ice Dungeon can be accessed.

To the south of Falador is the tiny village of Rimmington. It is home to a few farmers and other working people as well as Melzar the Mad, a wizard who went insane after his home island of Crandor was destroyed by the green dragon Elvarg.

Northwest of Falador is Taverley, a small village of peaceful Guthixian druids. A huge dungeon is accessible from just south of Taverley, which contains dragons, demons, giants, and a secret Kinshra base of operations. A stone's throw to the north of Taverley is Burthorpe. This village is occupied by an Asgarnian military force due to increasingly frequent attacks from the trolls to the north. It is ruled by Prince Anlaf, the son of King Vallance. White Wolf Mountain lies west of Taverley and Burthorpe, acting as the border between Asgarnia and Kandarin.

Kingdom of Kandarin

Kandarin is the largest of the Human kingdoms and sits west of Asgarnia. Like the others, the majority of its Human inhabitants are worshippers of Saradomin. Some of its open land is used as farmland, though much of it is untamed wilderness consisting of lush forests, tall mountains, sparkling lakes, and beautiful waterfalls.

The capital city of Kandarin is Ardougne. The city is divided into East Ardougne, ruled by King Lathas, and West Ardougne, ruled by his brother King Tyras. East Ardougne is a prosperous city with a massive market, a zoo, a Saradominist temple, a port, and a castle in which King Lathas lives. Both the poor and the wealthy live within its walls, and while the city is successful, it is also home to numerous thieves. A large Saradominist monastery lies just south of the city.

Most of the people of West Ardougne live in total poverty. After an Underground Pass leading under the impassable Galarpos Mountains was uncovered, King Tyras travelled through it to Tirannwn with some of his men, staying there for the majority of the time during the past several years. Even as a great plague struck the city, placing it on lockdown, forcing its citizens into poverty, and killing many people, King Tyras stayed in the western lands, leaving his incapable assistants to handle West Ardougne as his people's hatred toward him slowly grew. In truth, the plague was fabricated as part of an elaborate scheme conceived by King Lathas and the leader of the Iorwerth clan of Elves.

Yanille is a small town south of Ardougne. A significant number of wizards live in Yanille due to the Wizards' Guild which is established there.

Port Khazard is a tiny port village which sits between Ardougne and Yanille. Ships from Ardougne, Karamja, Port Sarim, and other places around Gielinor dock there. Nearby is the Khazard Fight Arena, a brutal fight pit controlled by a dastardly Zamorakian Mahjarrat named Khazard.

To the northwest of Yanille lies Tree Gnome Village, one of two major Gnome establishments in Kandarin. It is surrounded by a huge labyrinth of hedges the Gnomes grew to keep enemies from reaching the otherwise vulnerable village. Tree Gnome Village is ruled by King Bolren.

The World of Gielinor — DragonZaid

    Seers' Village is a small village northeast of Ardougne. Many of its inhabitants are seers, mages that have the ability to predict the future in some limited capacity. Just east of Seers' Village is Camelot Castle, which is ruled by King Arthur and inhabited by him, his knights of the round table, and a powerful mage named Merlin, among a few other people. The people of Camelot arrived on Gielinor through a portal a few decades ago from another realm called Britain.

The village of Catherby lies east of Camelot. It contains a port and a sizeable market, and acts as a hub for many fishermen from all over Gielinor. East of the village is White Wolf Mountain, a tall, snowy mountain that sits on the border between Kandarin and Asgarnia.

The Fremennik Province is a region north of Seers' Village which is largely left alone by the people of Kandarin. It is controlled by various groups of Fremennik people. Rellekka, one of its largest towns, sits on the coast of the Lunar Sea, which stretches all along the northern coast of Kandarin. To its east is a set of mountains which holds a small Fremennik camp, a dungeon full of bizarre monsters, and a massive cavern containing the Dwarven city of Keldagrim. The Lunar Sea holds many islands. Waterbirth Island is overrun by dagannoth, wallasalkis, and other monsters. The adjascent Fremennik Isles of Jatizo and Neitiznot hold rival towns of Fremennik. Lunar Isle is home to the Moon Clan, a group of highly skilled Fremennik mages that were outcast by the other groups. Further north are icebergs which hold most of Gielinor's penguin population and their hidden base, from which they direct all their secretive operations.

To the west of Seers' Village is the Tree Gnome Stronghold, the largest Gnome establishment on Gielinor. The stronghold surrounds the Grand Tree, an enormous and ancient tree which holds many of the Gnomes' homes and businesses. Tree Gnome Stronghold is ruled by King Narnode Shareen. The Gnomes of the stronghold raise animals including tortoises and terrorbirds, run many shops, restaurants, and bars, grow crops, and play games, such as gnomeball. East of the stronghold are the Baxtorian Falls, a beautiful and giant set of waterfalls named after an old Elven king.

    To the northwest of the Tree Gnome Stronghold is the small fishing colony of Piscatoris. The colony sits on the Lunar Sea and is often attacked by sea trolls. To its south are lush plains as well as a small, lone mountain called Eagles' Peak.

Morytania

Morytania is an evil and unholy land that lies to the east of Misthalin, across the River Salve. Much of its land is wet and boggy, and its sky is constantly covered in thick, gray clouds that block out the sun even at midday. The region is ruled by Lord Lowerniel Vergidiyad Drakan, an ancient and immensely powerful Vampyre whose cruelty knows no bounds. Most of the citizens of Morytania are subjected to harsh blood tithes, in which they are taxed in blood taken away for the Vampyres' consumption. Luckily for the people of Misthalin, the many evil creatures of Morytania are prevented from crossing the River Salve due to a powerful blessing placed on it by Saradomin long ago.

Canifis is a small village located east of Paterdomus. The village's inhabitants are almost exclusively Werewolves, and they are not welcoming to outsiders. The village is governed on behalf of Lord Drakan by the Vampyre Lord Malak. Canifis has only a few shops and businesses, including a general store, taxidermist, tavern, and inn.

Mort Myre Swamp is an enormous swamp region in western Morytania. Many dangers lurk the swamp, most notably its abundant ghasts. These undead creatures were formed from the souls of those who starved to death in the swamp. Due to their means of death, they will chase down anyone who enters the swamp and attempt to eat any food they are carrying, turning it rotten. This in turn may cause the victim to starve, creating even more ghasts. All manner of other dangerous beasts inhabit the swamp as well, including giant snakes and insects.

The Haunted Woods is a large forest of dead trees east of Canifis. It is filled with dangerous leeches, feral Vampyres, and other creatures.

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    Port Phasmatys is a port town located in northeast Morytania that is inhabited almost entirely by ghosts. Stories say that the town wasn't always this way. At some time in the Fourth Age, the Vampyres of Morytania started demanding blood tithes of the port's citizens. They helplessly turned to a mage named Necrovarus, who constructed a magical barrier around the town. The barrier succeeded in keeping the Vampyres out, but it also trapped all the town's people inside. Completely cut off from the outside world, they eventually all died, an outcome planned by Necrovarus from the start.

Just south of Mort Myre Swamp is the tiny village of Mort'ton. Most of Mort'ton's people are gravely ill, causing them to have green skin and remain in a semi-conscious, zombie-like state. These ill people are called the "afflicted". A man named Herbi Flax was able to create a serum that cured the affliction, but wasn't able to perfect it, as it only worked temporarily. Unknown to the village's citizens, the affliction is being caused by waste matter being dumped by the Vampyres upstream of their water supply.

Burgh de Rott is another small village that lies to the south of Mort'ton. This village was established by refugees from Meiyerditch. Like most of Morytania's Human inhabitants, the people of Burgh de Rott live in complete poverty, barely able to forage enough food to live off of. Deaths by starvation are not uncommon in the village. Luckily, the village isn't presently known to the Vampyres, so its people aren't paying blood tithes.

Sanguinesti is a region in southeast Morytania that is home to most of its Vampyres. It is split into two cities: Meiyerditch and Darkmeyer. Darkmeyer is where most of the Vampyres live and is home to Castle Drakan the home of the Drakan family of Vampyres. Meiyerditch is a ghetto where thousands of Humans are held captive. It is surrounded by high walls and sits against the Southern Sea. Its inhabitants live in deplorable conditions. They are treated and bred like cattle and barely fed for the sole purpose of providing blood for the Vampyres. It is said that Meiyerditch is as large and as populous as the city of Varrock. Vyrewatch keep a close eye on the people of Meiyerditch at all times, so escape is nearly impossible. A small rebellion group called the Myreque have set up a hidden base of operations below ground on the east side of the city.






















Viggora's Folly is a fortress in northwest Morytania near Canifis. It was constructed before the God Wars by Viggora, a Human general of Zaros' army in the Second Age. It is said that the fortress was given its current name a few years after its construction when it quickly began to fall apart as it sunk into the boggy earth it was built on. Presently, the fortress is occupied by Zamorakian forces, including gargoyles, crawling hands, banshees, and abyssal demons. A crackling portal to the Abyss can be found at its highest floor.

Karamja

Karamja is a large jungle island with a harsh and unforgiving environment. Much of the island has yet to be fully explored, especially its southern regions. Dangerous creatures such as jungle ogres, moss giants, giant spiders, snakes, and horned graahk lurk its deepest jungles.

Musa Point, located on the island's northeast corner, is one of Karamja's two major ports. A small number of people live around this area of the jungle, which is somewhat safe compared to the rest of the island. Musa point contains a few businesses such as a banana plantation, fishing companies, and a tavern.

The Karamja Volcano is located west of Musa Point. The volcano is active and also houses a few underground caverns. One such cavern is filled with monsters such as lesser demons, skeletons, and giant spiders. Another, much deeper cavern is the home of the TzHaar, a race of rock and lava elementals. The TzHaar are intelligent and peaceful creatures with a highly structured society, but they typically don't allow outsiders into their underground city.

Brimhaven is a small town primarily inhabited by pirates, sailors, and fishermen located in northwest Karamja, west of the volcano. The rowdy town has a small port and a few businesses, including an inn.

Tai Bwo Wannai is a small village of Karamjan natives located in central Karamja. While the people of the village are mainly peaceful, they are constantly under threat of attack from the jungle's many dangers, including neighboring tribes and various beasts. The village is also being faced with broodoo victims, people who have fallen victim to an ancient and murderous ritual, causing them to become undead and their skin to change color.

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Shilo Village is a large village deep in the heart of the Karamja Jungle, southeast of Tai Bwo Wannai. Like Tai Bwo Wannai, it faces many threats, but it is mostly protected by wooden walls that have been constructed all around it. It is the southernmost establishment in Karamja, and is often visited by explorers of the island. The coast to the east of the village is the habitat of the jadinkos.

The Kharazi Jungle is a thick jungle at the southern end of Karamja. It is almost completely uncharted territory. Large, aggressive wolves and birds live in this part of the jungle.

Kharidian Desert

The Kharidian Desert is an enormous desert region south of Misthalin. It is massive, approximately as big as Misthalin and Asgarnia combined. Most of the desert south of Al Kharid is extremely hot, posing a serious threat to anyone within it. Most of the desert's citizens worship various gods of the Menaphite Pantheon, and temples dedicated to different gods are located all throughout it.





















Al Kharid is a city at the north end of the desert, southeast of Lumbridge. The terrain around the city is rocky and not too hot. Most of Al Kharid's people worship Het, the god of health, though small shrines to most of the other Menaphite gods can be found throughout the city. The city is ruled by Emir Shah, who is presently dying of an unknown illness. His son, Prince Ali Mirza, is next in line to the throne. Al Kharid is densely populated and has a large market, a royal palace, and a temple dedicated to Het. To the northeast of the city are the Mage Training Arena and the Duel Arena, a training ground for warriors constructed in Het's name. East of the city is the Citharede Abbey, a large Saradominist church that is home to several priestesses, or Citharede Sisters.

Pollnivneach is a town south of Al Kharid sitting along the River Elid, which runs south through the center of the desert. Many of its inhabitants are a part of one of two rival gangs, the Bandits and the Menaphites, who control the northern and southern parts of the city, respectively. An entrance to the Smoke Dungeon can be found west of the town.

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A small group of people called Bedabin nomads travel throughout the northwestern area of the desert, west of Pollnivneach, setting up a camp wherever they go. They are peaceful, but due to their remote location few people encounter them. They are well known for one thing, however: Gielinor's most delectible type of pineapple, which is grown by them in a secret location. Also in the northwest corner of the desert is a large hive of dangerous kalphites and the home of the Kalphite Queen.

To the south of the nomads' wandering area is a bandit camp. Unlike the Bedabins, these people are dangerous. They hold strong beliefs that all the gods other than Zaros were traitors to him and their followers should be killed. Anyone at the camp indicating any sign of worship of another god could be killed on sight.

Uzer is a small set of ruins in the eastern desert, east of Pollnivneach. It dates back to before the God Wars, and a single, damaged golem can be found there.

Nardah is a small town southeast of Pollnivneach first formed by refugees of the God Wars who swore an oath of fealty to the Menaphite goddess Elidinis. The town is normally able to draw water from the nearby River Elid, but an unusual drought has cut off the flow, causing major problems for its inhabitants. Unbeknown to the people of Nardah, their recent rejection of Elidinis in favor of worshipping Saradomin caused the spirits of the Elid to redirect the water as retribution for their betrayal.

Sophanem is a large town at the southeast tip of the Kharidian Desert which sits on the east side of the Elid delta. It shares a government and border with Menaphos directly to its west. The town has several pyramids and is known for its elaborate burial rituals. While it was once a bustling hub of trade and commerce, the town has recently been struck with a strange plague and has been placed in quarantine. Practically no one is allowed in or out of the city.





























On the west side of the Elid delta is Menaphos, the largest city in the Kharidian Desert. It is ruled, along with Sophanem, by a Pharaoh. The city is divided into a worker district, imperial district, market district, and port district which all work together to make it a prosperous city. Some districts, however, prosper more than others due to this system. Due to the plague in Sophanem, Menaphos is under lock down and very few people are allowed in from the outside. Recently, the Pharaoh has been corrupted by Amascut, the Menaphite goddess of destruction, causing him to fall completely under her control. Amascut also created the plague of Sophanem.

Feldip Hills

Feldip Hills is a hilly jungle region south of Kandarin. It has only a few civilized establishments, most of which are controlled by Ogres. Aside from Ogres, a few dangerous beasts can be found in this region, including spined larupias, wolves, and snakes.

Gu'Tanoth is a large Ogre town south of Yanille. It sits at the top of an active volcano and is heavily guarded, so entry is rather difficult. The Ogres of Gu'Tanoth are typically peaceful, but intolerant of unwelcome guests. The town has a market and a few shops, but few other facilities useful to most people. Beneath the town are the Ogre Enclave, a dungeon which holds blue dragons and greater demons, and the skavid caves, dirt caves inhabited by creatures enslaved by the Ogres called skavids.

Oo'glog is a town in southern Feldip Hills, sitting near the Southern Sea, inhabited entirely by Ogresses. These Ogresses are tolerant of outsiders despite their intimidating appearance. The town contains several different spas which can provide those who bathe in them with various benefits.

The World of Gielinor — DragonZaid

Tirannwn

Tirannwn is the westernmost region of Gielinor and home of the Elves. The region is almost completely inaccessible to most people, so very few have seen or know very much about it.

Isafdar is a massive forest region which makes up the majority of Tirannwn. The forest is said to be one of the most beautiful on Gielinor, but it can be easy to become lost in its winding pathways. The Elves who live there have also set up various well hidden traps throughout the forest to deter wanderers and outsiders, including pitfall and poisoned dart traps. Among other forest wildlife, Isafdar is home to grenwalls, a small type of beast similar to a large hedgehog. In the southwest of Isafdar is the Tyras Camp, a small encampment of Kandarin soldiers where King Tyras of West Ardougne currently resides.

The Galarpos Mountains are a range of mountains on the east side of Tirannwn. The mountains are believed to be impassable, cutting off Tirannwn from the rest of Gielinor. In reality, there is a hidden pass called Arandar on the north side of the mountains that leads into northeast Isafdar. The mountains can also be bypassed through the Underground Pass in West Ardougne, though it is extremely dangerous.

Lletya is an Elven village just east of Isafdar hidden at the foot of the Galarpos Mountains. The village was founded primarily by rebels of the Ithell and Cadarn clans during the early days of the Elven Civil War between the Iorwerth clan and the other clans. As such, many of its inhabitants are farmers and craftsmen. The leader of these rebels and of the village is a Cadarn clan Elf named Arianwyn.

South of Isafdar is a large area of bubbling poisonous waste. The toxic sludge that covers the area originates from Arposandra, a hidden city of evil Gnomes that perform biological experiments and dump the waste produced into the southern forest.

    Before the time of the Elven Civil War, most Elves lived in the large and prosperous city of Prifddinas north of Isafdar. The city was constructed in large part out of sparkling crystal and was one of the earliest and most beautiful cities on Gielinor. However, due to the tragedies of the war the entire city and all the people within it were reverted into the form of a large crystal seed, a choice made by King Baxtorian and his council in order to preserve their people. The seed is hidden in a secret location that can only be accessed by assembling an elder member of each clan. A huge, empty crater was left behind in the city's former location. Just south of the crater on the north edge of Isafdar is a camp of Iorwerth Elves.

Islands

Entrana is a small island of pacifist Saradominist monks in the sea west of Falador. Ages ago, the island was blessed by Saradomin such that no weapons or other items designed for combat could be taken there. Even with the gods gone, the blessing still holds.

Crandor is a small island south of Entrana. The island used to be inhabited before it was completely destroyed by the green dragon Elvarg in the year 139 of the Fifth Age. Many of its people fled to the mainland, but Elvarg followed them, killing almost all of them. Currently, she still rests in a cavern beneath the island.

Mos Le'Harmless is a large island of pirates in the Eastern Sea east of the Kharidian Desert. It has a single rowdy town of the same name on its southwest side. The island is covered in untamed jungle and inhabited by dangerous horrors which occupy its surface and caves.

Ape Atoll is a large island south of Karamja. It is inhabited by intelligent primates that have their own primitive society, including the town of Marim, named after the primate goddess Marimbo. Marim has several buildings, shops, and a temple of Marimbo. A variety of species live there, including monkeys and gorillas. They are ruled by a monkey called King Awowogei. The primates are not welcoming toward visitors, and will imprison or kill any humanoids they find on the island.

The World of Gielinor — DragonZaid

Wilderness

The Wilderness is a large, desolate region north of Misthalin. Before the God Wars, it was called Forinthry. At the very end of the God Wars, Zamorak destroyed the entire region in a last ditch effort, turning the once beautiful forests, plains, and hills of Forinthry into the now barren and lifeless Wilderness. It was this event that caused Guthix to awaken from his slumber establish his edicts, banishing the gods from Gielinor. In the Wilderness, the ground is black and gray, and little plant life exists. Dead trees dot the landscape and dangerous monsters, including demons, dragons, and undead, roam freely. Ruined buildings and streams of lava can be found all over. A small number of people live there, though they are typically only bandits, outlaws, and other evil folk that have fled from the law of other regions of Gielinor.

In the center of the Wilderness is a large volcano, on top of which lies the blade of an enormous sword as large as a building impaled into the ground. This sword, the Sword of Edicts, was used by Guthix to establish his edicts at the end of the Third Age and left as a reminder to anyone who might dare to question his power.

In the southwest Wilderness there lies a small castle called Dark Warriors' Fortress. The fortress is surrounded by a small trench and protected by a handful of cannons. It is inhabited by members of the Kinshra.

North of Dark Warriors' Fortress is a large bandit camp. It is mostly inhabited by outlaws that have escaped other regions of Gielinor in search of a safe refuge from the law. Hardened by the conditions of the Wilderness, the bandits are vicious and cruel and should not be underestimated.

    To the northwest of the volcano is a large maze of streams of lava. Many dangerous creatures, including hill giants and demons, roam the maze. Nearby the maze is the entrance to an underground cavern which is the home of the King Black Dragon, the father of all dragons and one of the most powerful of Gielinor. To the east of the maze is a large peninsula that juts into a lake of lava known as Red Dragon Isle. As its name suggests, a handful of red dragons live there.

In the north Wilderness, near the sea, there is a large structure called the Mage Arena. Cast away mages that are followers of Saradomin, Zamorak, and Guthix battle here to strengthen their skills.

In the north Wilderness to the east of the Mage Arena there roams a unique creature called the Chaos Elemental. It is similar to a typical elemental, but is a being of pure chaotic energy. It is very dangerous and aggressive, and will attack anyone it sees.

Wushanko Isles

The Wushanko Isles, also called the Eastern Lands, are a large archipelago far to the east of Gielinor's mainland. The isles consist of tens of islands, each classified into a different group and containing their own diverse peoples and cultures. The westernmost group of islands and the one most well known by those from the mainland is called The Arc. Further east are The Skull, The Hook, The Scythe, The Bowl, The Pincers, The Loop, and The Shield.

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The Gods


A great number of gods exist within Gielinor and its universe. They are very diverse in appearance, ideology, and power.

The Elder Gods

The Elder Gods are a group of six ancient gods responsible for the creation of the universe. Little is known of these gods, except that they created Gielinor and left behind a handful of tools called Elder God Artifacts. The most infamous of these artifacts is the Stone of Jas, which was largely responsible for the God Wars and many of Gielinor's other major conflicts due to its ability to provide immeasurable power and ascend mortals to godhood. Another well known artifact is called the Siphon, better known as the Staff of Armadyl.

Guthix

Guthix is a god associated with balance and nature. He was once a mortal creature of the little-known Naragi race before he ascended by slaying a god that killed his daughter. His philosophies are that there must be balance in all things—good and evil, order and chaos, darkness and light, war and peace. He also believes that Gielinor and its people are better off without the gods. He frequently told many of his followers that they shouldn't worship him, and instead only learn from his teachings and forget about him. Most of them, however, continued to worship him regardless. Most Druids, Gnomes, and Fairies are followers of Guthix, as well as a smaller fraction of individuals of many other races. Guthix's iconography consists of green colors and a tear drop symbol.

I am beyond good or evil, I am simply Guthix.

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Zaros

Zaros, also called the Empty Lord, is a god associated with darkness, fate, and control. Under his philosophies, loyalty and order are of great value. Zaros came to Gielinor during the Second Age, where he established the largest empire the world has ever seen. During the time of his empire, he pushed for advances in industry, medicine, magic, and literacy. He was, however, known to be very cruel, going to any lengths necessary to expand his empire. Additionally, he almost never took charge of matters directly, instead leaving his underlings to do much of the difficult work. He was eventually defeated by the Mahjarrat Zamorak in a coup, fleeing in an extremely weakened state. Due to his disappearance and the extermination of his followers during the God Wars, very few people remain worshipers of Zaros in the 5th Age, though some Mahjarrat and demons still worship him. Zaros' iconography consists of purple colors and a circular symbol with a cross on the inside and four small juts along the outside.

Zamorak

Zamorak is a Mahjarrat god associated with chaos and destruction. He was one of the most prominent figures of the God Wars, having set them off at the end of the Second Age with the defeat of his former master, Zaros, which ascended him to godhood. He also inadvertently ended the wars at the end of the Third Age with the destruction of Forinthry. Zamorak's philosophies preach that the strong must not be hindered by the weak, and it is only through chaos and adversity that one can improve. Zamorak and Saradomin are archenemies, with the latter's followers typically believing the former's to be purely evil. People who openly worship Zamorak are often outcast or banished from predominantly Saradominist establishments. Zamorak's followers include a small number of individuals of all races, as well as many demons, Vampyres, Werewovles, and the Kinshra. His iconography consists of red colors and a symbol shaped like a pair of horns.

Saradomin

Saradomin is a Human god associated with order, wisdom, and light. He is the most widely worshiped god on Gielinor, especially within the Human kingdoms. Most predominantly Human settlements will have a church, temple, or shrine dedicated to him. His philosophies state that it is wisdom and devotion to him that will cause one to prevail above all else. His followers often view him as infallibly good, though in reality he has done a few cruel things in the name of peace that he later came to regret. Saradomin's archenemy is Zamorak, and his followers will often banish or ostracize those who worship Zamorak from their cities and villages. Saradomin's followers consist of celestial creatures like Icyene and unicorns, most of Gielinor's Humans, and a smaller portion of many other humanoid races. His iconography consists of blue, white, yellow, and silver colors and a four-pointed star symbol. He is depicted in many statues and other art as a bald, elderly man with a a white beard wearing long robes.

Seren

Seren is a goddess of crystal and light. She has a deep connection with Elves, viewing herself as a sort of maternal figure to them. Seren is a pacifist and distanced herself and her people as much as possible from the God Wars of the Third Age. It was Seren that taught the Elves how to perform crystal singing, a type of chanting that allows the Elves to shape crystal into a variety of useful objects. It is said that Seren is present in all Elven crystal and that its toughness comes from her unending devotion to her followers. Despite their strong friendship, Guthix asked Seren to leave Gielinor at the end of the God Wars. Unwilling to part with her Elves for whom she cared so deeply, Seren destroyed herself, shattering into thousands of shards of crystal, so that a part of herself might still remain with them. Most Elves worship Seren, as well as a very small number of outliers of other backgrounds. Seren's iconography consists of cyan colors, the same color as her crystals, and a diamond shape.

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Armadyl

Armadyl is a god associated with justice and law that was ascended from an Aviansie. Because most of his followers were killed during the God Wars, he is not as widely worshiped as some of Gielinor's other gods. Armadyl's philosophies preach that all beings must be met with justice for their actions, and that all gods and mortals should be able to coexist peacefully. Armadyl and his followers favor negotiation and compromise over conflict, but aren't afraid to fight for what is right. Most of Armadyl's followers are Aviansie, but he also has a small number of followers of other races. His iconography includes a pair of wings symbol and pale blue, amber, silver, and gold colors.

Bandos

Bandos, also called the Big High War God by his followers, is a god of war. He is not only powerful but also cunning, a master of both strength and strategy in war. He highly values honor and bravery and severely punishes weakness and cowardice among his people. Bandos is known for being manipulative, bloodthirsty, and ruthless to both his enemies and his followers. He has caused countless wars on various worlds through the ages both for his benefit and for his entertainment. Bandos is primarily worshiped by creatures such as Goblins, Ogres, Orks, Hobgoblins, Trolls, Cyclopes, and other giants. A small number of humanoids also follow Bandos. His iconography consists of a crossed hook symbol and brown and dark green colors.

V

V is a god whose true name is unknown, even to his followers. Once a stunted and weak Fremennik seer, he grew stronger upon discovering the Stone of Jas in a cave on Lunar Isle, eventually ascending to godhood by unclear means. During this time, V became known as the Fremennik's greatest hero, slaying many horrible monsters to aid his people. V is worshiped almost exclusively by the Fremennik people. His iconography includes a dragon-like creature in the shape of the letter V and crimson and gold colors.

Tuska

Tuska is a boar-like goddess that is said to have ascended from a mindless beast. Her viciousness and lack of sympathy for her foes are traits she shares with her followers, Airut. If enough Airut gather together, it is said that they can summon Tuska in order to crush their enemies with ease. Long ago as Tuska wandered about the universe, she attacked the home plane of the Airut. Mutually impressed by one another's strength, Tuska and the Airut joined forces, traveling together to conquer more worlds. Tuska is worshiped almost exclusively by Airut. Her iconography includes a symbol shaped like her horned, boar-like head and teal, purple, and gray colors.

Marimbo

Marimbo is a goddess ascended from an ordinary gorilla that has a close relationship with the primates of Gielinor. Marimbo is a carefree goddess that loves to relax and enjoy life as she sees fit. Her followers are almost exclusively monkeys and apes. Her iconography includes a forked symbol and brown and yellow colors.

Brassica Prime

Brassica Prime is a god that is a giant head of cabbage. His power comes from deliciousness as well as highly concentrated nutrients, and has numerous cabbage followers all throughout Gielinor. In this regard, he is arguably among the most popular gods of Gielinor. Brassica Prime is a cheerful god, but is also vain, believing himself to be the most powerful of them all. Brassica Prime's followers are almost exclusively cabbages. His iconography includes a cabbage leaf symbol and green and gold colors.

A roasted cabbage is a delicious cabbage, and deliciousness is power!

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The Menaphite Pantheon

The Menaphite Pantheon is a group of eight deities worshiped primarily in the Kharidian Desert region. Many of these gods and their followers warred with the Zarosian Empire during the Second Age. Out of the eight, Tumeken and Elidinis were the only ones considered to be powerful enough by Guthix to be banished from Gielinor at the end of the Third Age.

Tumeken

Tumeken, god of light, is the leader of the pantheon and the most powerful of the Menaphite gods. He created many of the other desert gods and, during a key battle between the Zarosians and the Kharidians, sacrificed himself in a last stand in order to destroy most of the Zarosian forces. The process is believed to have destroyed him, leaving behind only a large diamond called the Kharid-ib. This diamond ended up in the possession of the royal family of Al Kharid. Tumeken is worshipped by people all throughout the Kharidian Desert. His iconography includes a symbol in the shape of a shining sun and yellow and gray colors.

Elidinis

Elidinis is Tumeken's wife and the goddess of fertility. The River Elid in the Kharidian Desert is named after her, and she is said to be "the water that gives life and soothes." Elidinis is worshiped throughout the desert, but especially by the people of Nardah. Her iconography includes a symbol shaped like waves of water and yellow and turquoise colors.

Icthlarin

Icthlarin is a jackal-headed god of the dead, the son of Tumeken and Elidinis, and the brother of Amascut. He is responsible for guiding the souls of the dead through the Grim Underworld, Gielinor's afterlife, so that they may rest peacefully. His iconography includes an ankh symbol and ocher colors.

Amascut

Amascut is the daughter of Tumeken and Elidinis and was once a lioness-headed goddess of rebirth. In this role, she granted the souls escorted to the Grim Underworld by her brother Icthlarin a new life. During the Second Age, however, she was corrupted, becoming a goddess of destruction. She abandoned her duties and instead began to steal souls from Icthlarin and devour them. This caused many of her worshipers to renounce her. In recent ages, she also began to meddle with some of the other gods. She killed off many of Apmeken's followers, corrupted Crondis, suppressed Het's senses and manipulated Scabaras' followers into attacking Sophanem. Amascut has a very small number of worshipers throughout the Kharidian Desert. Her iconography includes an inverted ankh symbol and pink, gold, and jade colors.

Apmeken

Apmeken is a monkey-headed goddess of social pleasures and friendship and one of the four minor Menaphite gods. Very little is known about her as most of her followers were killed by Amascut many years ago. She is worshiped by a very small number of individuals throughout the Kharidian Desert. Her iconography includes a symbol of a monkey's head.

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Het

Het is a god of health, both physical and mental, and one of the four minor Menaphite gods. Many of his followers are soldiers and warriors, and his greatest concentration of worshipers are in Al Kharid, where the nearby Duel Arena was constructed in his name long ago. His iconography includes a Human's head symbol.

Crondis

Crondis is a crocodile-headed goddess of resourcefulness and modesty and one of the four minor Menaphite gods. Many of her worshipers are farmers, hunters, or sailors of the Kharidian Desert who value these traits and seek her blessings. Her iconography includes a crocodile's head symbol.

Scabaras

Scabaras is a beetle-headed god of isolation and wisdom and one of the four minor Menaphite gods. His philosophies teach that a tranquil, mental state of enlightenment can be achieved by isolating oneself completely from all other living beings. Because of how his followers adopt this lifestyle, very little is known about his beliefs by the general population. Additionally, during the Fourth Age it was thought that he had caused a conflict between himself and Elidinis, leading to he and his followers being banished from most Kharidian Desert settlements. Scabaras has a small number of followers throughout the desert in various isolated locations, particularly in its southeast region.

A Brief Gielinor History


Gielinor's history is divided into ages, each being at least a few thousand years long. It is currently in the year 169 of the Fifth Age.

Before the First Age

Gielinor was created along with many other worlds before the start of the First Age by the Elder Gods Jas, Ful, Wen, and Bik. After creating the world, they left it alone and left the Elder God Artefacts they used to create it, including the Stone of Jas and the Siphon, in various locations around Gielinor. Almost no intelligent life occupied the world before the First Age, with the exception of the Dragonkin, who lived in fairly advanced societies. The Dragonkin created the dragons during this time.

First Age

The First Age began with the discovery of Gielinor by Guthix. After traveling the universe and visiting numerous worlds, he was enthralled by Gielinor's beauty and wished for the world to be enjoyed by mortals. Guthix created a portal to bring various races to Gielinor, including Humans, Dwarves, Fairies, and Gnomes. He invited Seren and her Elves to inhabit the world as well, and they began the construction of the crystal city of Prifddinas in Tirannwn. Gielinor's people spread throughout the world and began to inhabit many of its regions in small villages as their population steadily grew.

A few years after the start of the First Age, a man named Harold became the first person to die on Gielinor. Guthix granted the man immortality and tasked him with the responsibility of reaping the souls of Gielinor's dead so that they can travel to the Grim Underworld, Gielinor's afterlife. Harold is now known as Death or the Grim Reaper.

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For a long time, Guthix occasionally checked up on Gielinor and its inhabitants, often speaking with them directly. Many of them chose to worship him, though he always told them they should instead forget about him and enjoy a peaceful world free of the gods. After about 4,000 years, Guthix was displeased with the increasing number of worshipers and decided to enter a slumber deep beneath the earth in an attempt to be forgotten.

Second Age

Some time after Guthix entered his slumber, other gods began take notice of Gielinor, marking the start of the Second Age. Tumeken arrived early in the age and established the rest of the Menaphite pantheon. Armadyl arrived with his Aviansie and found the Siphon, the Elder God Artefact which would become better known as the Staff of Armadyl. The staff was later stored in an underground temple. Bandos arrived with his Goblins, Orks, Hobgoblins, Ogres, and other races of followers. Other minor gods including Brassica Prime and Marimbo also travelled to Gielinor throughout the Second Age. All these gods and their followers began to have clashes over territory and power.

During the early Second Age, Zaros discovered Gielinor and began building his empire. Because he was significantly more powerful and cunning than the other, younger gods, he was able to take control of a massive portion of Gielinor with relative ease. The capital of his empire was established at a city called Senntisten, located in what is now eastern Misthalin. During the rise of his empire, Zaros amassed a following of Humans, demons, Vampyres, and other races. At its height, the empire was the largest Gielinor has ever seen, spanning most of modern-day Misthalin, Asgarnia, and the Wilderness and parts of western Morytania.

Also during the early Second Age, the Elves began to expand eastward beyond Tirannwn, making use of the Underground Pass to traverse the impassable Galarpos Mountains.

Further into the Second Age, tensions rose between the northern settlements of what is now the Kharidian desert and the Zarosian empire. Fearing invasion, the Kharidians attacked the Zarosians with the aid of the Menaphite Pantheon, leading to the Kharidian-Zarosian War. Although the Menaphite gods were numerous, their forces were greatly outnumbered by the Zarosians, so Icthlarin and Amascut set out for additional help. Icthlarin managed to convince the Mahjarrat, a race of combative humanoids that hold immense magical power, to come to Gielinor and fight in the war.

Some time later, the Mahjarrat betrayed the Kharidian forces, instead choosing to help the Zarosians. With his armies even more greatly outnumbered than at the start of the war, Tumeken sacrificed himself in a last stand in order to destroy most of Zaros' army, including many Mahjarrat. The process is believed to have destroyed him and turned the once lush Kharidian region into the scorching desert it is now.

In the mid-late Second Age, Saradomin arrived with the Icyene. Saradomin, the Icyene, and some Humans established the peaceful kingdom of Hallowvale in what is now Morytania.

In the late Second Age, Viggora, the only Human general of Zaros' army, constructed a fortress in modern-day northwest Morytania to prove the capabilities of Humans, who were typically looked down upon by Zaros and his other followers. However, due to the marshy land the fortress was constructed on, it quickly began to sink into the ground and dilapidate. This caused Viggora great humiliation and earned the fortress its nickname of Viggora's Folly.

Near the end of the Second Age, a Zarosian Mahjarrat general named Zamorak began to grow more and more upset with the strict way Zaros was ruling. He gathered support and began to carefully plan a revolt. His new group of rebels included high ranking Zarosians such as Viggora, the Tsutsaroth demon Thammaron, the Vampyre Lord Lowerniel Drakan, and several Mahjarrat. Around this time, a Saradominist explorer stumbled upon the Staff of Armadyl in its hidden temple. He took it, hoping to be able to give it to Saradomin, but it was stolen from him by a simple thief. The thief was later overheard at a pub bragging about his acquisition by a Zarosian messenger that was a part of Zamorak's rebellion group. The messenger purchased the staff from the thief and brought it to Zamorak. With an Elder God Artifact in his possession, Zamorak now stood a serious chance of being able to defeat Zaros.

The rebellion began to slowly pick off many of Zaros' most loyal officers who couldn't be converted to their cause. Zamorak also managed to obtain the Stone of Jas by unknown means, which he used to increase his power significantly. He then confronted Zaros under the pretense of discussing war plans. Taking him by surprise, Zamorak plunged the Staff of Armadyl into Zaros' back while his allies in the rebellion kept Zaros' bodyguards at bay. The two dueled, eventually resulting in Zaros being destroyed and Zamorak siphoning a portion of his power, causing him to ascend to godhood. In reality, Zaros was not killed, but sacrificed his corporeal form in order to flee in a severely weakened state.

At the end of the age, Zamorak left Gielinor to recruit hordes of Avernic demons from the demon world Infernus, and the Zarosian empire quickly began to collapse in his absence. Upon his return, Zamorak discovered that Saradomin had stolen the Stone of Jas from him. He quickly declared war on Saradomin, sparking the God Wars and beginning the Third Age of Gielinor approximately 2,000 years after the start of the Second Age.

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Third Age

The Third Age of Gielinor was a period of about 4,000 years of widespread chaos and war. Millions—if not billions—of people were killed, cities were destroyed, and races were extincted all in the name of the gods. Different gods and armies constantly formed and broke shaky alliances. At the start of the age, some races, such as Gnomes and Dwarves, hid from the tragedies of the wars by living underground. The Elves retreated from their settlements east of the Galarpos Mountains and back into the safety of remote Tirannwn.

During the early years of the Third Age, the remains of the crumbling Zarosian empire were swiftly converted to Zamorak's allegiance. Those who remained loyal to Zaros were hunted down and slaughtered throughout the age.

In the early Third Age, a battle between a Saradominist army and a Zarosian army, lead by the monstrous general Nex, broke out north of Trollheim in northwest Asgarnia. Believing that defeating Nex was impossible, the Saradominists lured her and her army into a nearby cave and magically sealed them within a prison, trapping them inside. To celebrate their victory, they constructed the large Temple of Lost Ancients on top of the prison.

Also near the start of the age, Lord Drakan began leading a massive army of Vampyres into Hallowvale. The Icyene put up a good fight for a long time, leading to many casualties on both sides. Eventually, Drakan was able to kidnap Ascertes, husband of the Icyene Queen Efaritay, forcing the queen to surrender. Ascertes was then turned into a powerful Vampyre now known as Vanstrom Klause and Efaritay was imprisoned in Castle Drakan. With Drakan in power, the beautiful Hallowvale region began to transform into Morytania. The Sanguinesti region was constructed, countless Icyene were killed and Humans imprisoned within Meiyerditch, thick clouds began to cover the sky at all times, and the Mort Myre Swamp was formed.





























In the mid to late Third Age, Saradomin began to gain momentum as he executed a campaign to conquer southwest Forinthry and modern day Asgarnia and Misthalin. His armies were lead by the Icyene Commander Zilyana and six warrior brothers, Ahrim, Dharok, Guthan, Karil, Torag, and Verac. The six brothers then began attempts to liberate Morytania from the Vampyres. They were approached by the Mahjarrat Sliske and given superhuman powers, allowing them to strike deep into Morytania with few casualties. However, Sliske later took their powers away, resulting in their deaths. He then transformed them into powerful wights now known as the Barrows Brothers.

Also in the mid to late Third Age, one of the twelve Goblin tribes serving Bandos, the Dorgeshuun, were ordered to fight to the death in a battle they could not possibly win. Rather than face certain death, they defied Bandos and fled to a cavern near modern day Lumbridge Swamp. The furious god of war sealed the cavern closed, trapping them inside. The Dorgeshuun established a new life underground where they flourished, eventually developing one of Gielinor's most socially and technologically advanced societies.

Starting in approximately the year 3000 of the Third Age, Zamorak and his armies launched a large campaign to cleanse the Kharidian Desert of any Kharidian forces and establishments. Flourishing cities such as Uzer, in the northeast desert, and Ullek, in the southeast desert, were completely destroyed.

Despite the God Wars raging all around Gielinor for thousands of years, the Zarosian capital of Senntisten managed to remain standing and in Zarosian hands until around the year 3700 of the Third Age. It was at this time that it was finally successfully besieged by Zamorakian and Saradominist forces working in unison. The city was not destroyed, but captured and converted by Zamorak.

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    About 100 years after the capture of Senntisten, it was attacked by Saradominist forces and destroyed. With this act, almost all traces of the once glorious Zarosian empire were destroyed, a major goal of Saradomin during the Third Age. A new devoutly Saradominist city called Saranthium was constructed over its ruins.

Throughout the late Third Age, the Feldip Hills region was conquered by Bandos and settled primarily by Ogres. The Ogre city of Gu'Tanoth was founded as well.

Throughout the Third Age, Zamorak grew increasingly powerful at an alarming rate. Near the end of the age, his power became the primary concern of Saradomin, Bandos, and Armadyl. They temporarily collaborated to forge a magical blade powerful enough to kill Zamorak called the godsword. As general Kree'arra of Armadyl's army and his flock were transporting it near Trollheim, they were ambushed by Zamorak's forces, lead by the demons, including K'ril Tsutsaroth. The Aviansie quickly fled into the nearby Temple of Lost Ancients. Soon after, Zilyana and Bandos' general, Graardor, arrived with Saradomin's and Bandos' forces, respectively, to offer Kree'arra aid. The four forces entered the cave beneath the temple unknowing of its contents. After not long, each of the four forces set up a defensive camp within the cave. Fighting broke out into a free-for-all between all sides as each tried to claim the godsword for themselves. The cave is better known now as the God Wars Dungeon.

Amidst the fighting within the God Wars Dungeon, a group of Saradominist priests were fooled by the Mahjarrat Sliske into freeing Nex from her prison below. Because of her immense power, the four forces within the dungeon were forced to form a shaky alliance to fend her off. Together they managed to lock her back inside the prison before resuming fighting with one another.

    Near the very end of the Third Age, Zamorak somehow managed to find the Stone of Jas where Saradomin had hidden it at the end of the Second Age. During a large battle at the center of Forinthry fought over the Elder Artifact, Zamorak became surrounded by Saradomin's, Bandos', and Armadyl's forces. In a last ditch effort to repel them, he harnessed the full power of the Stone of Jas to unleash a gargantuan wave of destruction all around him. This single act saw the greater part of Forinthry completely obliterated in an instant. Thousands of warriors from all sides were killed and the land became the charred, black, and lifeless Wilderness it is known as now.

A force as destructive as this had never before been seen on Gielinor. Such was its power that the Anima Mundi, the very life force of Gielinor itself, literally cried out in agony. This woke Guthix, by this time having slumbered for approximately 6,000 years, who returned to the surface to find his world bloodied and scarred from millennia of wars caused by the gods. Guthix instantly amassed an army of followers and charged into the Wilderness and the surrounding areas, defeating many members of the Saradominist, Zamorakian, Bandosian, and Armadylean armies with ease.

Guthix's forces reached the God Wars Dungeon and began to fight to confiscate the godsword from the four other factions. However, a powerful mage named Aeternam managed to cast a spell on the entire dungeon, freezing it and everyone inside. Guthix then moved his focus to the Wilderness, defeating most members of the other armies and stopping the fighting. He then established his edicts, which banished all the other gods from Gielinor permanently, leaving the blade of an enormous sword impaled into the ground at the center of the Wilderness as a reminder of his power.

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With the other gods gone, Guthix descended back beneath the ground. He sat in a cave for a short while and, overcome by grief, began to weep. His anguish was so great that the very rocks of the cave themselves began to weep alongside him. Eventually, he relocated the Elder God Artifacts and returned to his slumber, hoping again that the people of Gielinor would forget him and the other gods and finally live in peace.

The noise of the conflict woke Guthix from His deep slumber, and He rose and stood in the centre of the battlefield so the splendour of His wrath filled the world, and He called for the conflict to cease! Silence fell, for the gods knew that none could challenge the power of the mighty Guthix; for His power is that of nature itself, to which all other things are subject, in the end. Guthix reclaimed that which had been stolen from Him, and went back underground to His sleep and continued to draw the world's power into Himself. But on His way into the depths of the earth He sat and rested in this cave; and, thinking of the battle-scarred desert that now streched from one side of His world to the other, He wept. And so great was His sorrow, and so great was His life-giving power, that the rocks themselves began to weep with Him.






























Fourth Age

The Fourth Age saw a Gielinor free of the gods' intervention for the first time ever. Many of the present day's kingdoms were founded during this age, which lasted approximately 2000 years.

With the gods gone and the wars quickly winding down, the Gnomes emerged from their underground hiding places and established the Tree Gnome Stronghold at the beginning of the Fourth Age.

For a few hundred years, the Saradominist city of Saranthium flourished with fairly advanced societal structure, technology, and art. Some time during the early years of the age, however, it was completely destroyed, most likely by Zamorakians.

During the early Fourth Age, a small civil war broke out in Feldip Hills between the Ogres and Goblins that inhabited the area. The former won, forcing the latter northward out of the region.

Also during the early Fourth Age, the Elven King Baxtorian began a peaceful expedition to the east side of the Galarpos Moutains. He instated good relationships with the Gnomes and Humans there and built a few establishments in modern-day central Kandarin. He had worse luck with the Ogres of the nearby Feldip Hills, eventually choosing to withdraw from that area completely.

From approximately the years 500 to 900 of the Fourth Age, Humans began to settle in permanent establishments for the first time, a significant change from their formerly nomadic lifestyle. As their popoulation increased rapidly, their settlements began to span almost all of Gielinor, including present-day Kandarin, Misthalin, Asgarnia, Fremennik Province, Kharidian Desert, Crandor, Entrana, and Karamja.

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    Around the year 700 of the Fourth Age, a tribe of Humans settled in what is now Misthalin, forming a village called Avarrocka. In 730, a young warrior named Arrav helped to defend the village with the help of a special magical shield and some Imcando Dwarves from the Mahjarrat Zemouregal and his undead army. Arrav pulverized the undead creatures, but Zemouregal killed him before retreating and raised him into an undead warrior. As the middle of the Fourth Age progressed, Avarrocka conquered many of the neighboring Human tribes, eventually growing to form the first, tiny Human Kingdom of Misthalin, ruled by a monarch.

During the mid Fourth Age a massive dragon called Garak attacked several Human settlements near the Wilderness, killing many people. A heroine named Camorra eventually slayed it, instantly becoming one of Gielinor's most famous heroes.

During approximately the years 1100 to 1200 of the Fourth Age, Lord Drakan attacked Misthalin with a huge Vampyric army. The two countries' armies fought at Silvarea near the River Salve and many lives are lost. The Misthalin army, including seven priestly warriors, fought the Vampyres back across the River Salve. It was at this point that the River Salve gained its blessing which to this day prevents all evil creatures, including Vampyres, from crossing it, protecting Misthalin from further attacks.

Around the year 1669 of the Fourth Age, the Dwarven King Alvis of Keldagrim died. Although Alvis had a son, his true identity was not known, so there was no heir to replace the king. The Dwarves decided to restructure their government to allow it to be governed by a Consortium, a group of eight mining companies. This new government lead the Dwarves into an era of prosperity as their population and wealth grew.

Around the year 1777 of the Fourth Age, many people began to migrate from Misthalin into Morytania. Although warned about the region's Vampyric ruler and the Misthalin - Morytanian War, they believed the stories to be myths. A few towns in northern Morytania, including Canifis and Port Phasmatys, were founded at this time. Unfortunately, most of them were quickly subjected to Lord Drakan's blood tithes, and those who refused to comply were slaughtered. The people of Port Phasmatys turned to a mage named Necrovarus for protection from the Vampyres. He constructed a magical barrier around the town to keep the Vampyres out, but it also kept the citizens locked inside. Eventually, they all died due to being cut off from the outside world. The magical barrier even prevented their souls from leaving the town, so each person who died became a ghost unable to rest peacefully.

In the late Fourth Age, the Gnomes became involved in a war with local violent tribes of Goblins. At the Battle of Atarisundri in modern-day Kandarin, a powerful Gnome illusionist named Glouphrie fooled the Goblins into thinking they had a huge battalion of war tortoises, causing the Goblins to retreat in fear. The successful battle resulted in a peaceful and prosperous golden age of the Gnomes. Some time later, Glouphrie was exposed for trying to cover up his murder of a very important spirit tree in the Gnome Stronghold. He was banished from the kingdom and retreated to the Galarpos Mountains, where he established the hidden city of Arposandra.

The World of Gielinor — DragonZaid

    In the year 1930 of the Fourth Age, the Elven King Baxtorian, who at the time was in modern-day Kandarin, was suddenly cut off from returning to Tirannwn. After sending some scouts through the Underground Pass, he learned that the Iorwerth Clan of Elves had started a rebellion and taken over Prifddinas. King Baxtorian launched a campaign, aided by the Cadarn Elves that were with him, to retake Prifddinas, but was defeated by Lord Iorwerth's forces. To make matters worse, his wife, Queen Glarial, went missing in 1935. It was believed she was captured and likely killed by the Humans of the present-day Kandarin area, who were unhappy with the Elves' rule. With the majority of his kingdom lost and his wife dead, Baxtorian entered a deep depression, eventually sealing himself away in a cavern beneath a waterfall in northern modern-day Kandarin.

In the year 1937 of the Fourth Age, the town of Lumbridge was founded in Southern Misthalin along the River Lum and quickly flourished under the rule of its duke, Polonius. Also around this time, Avarrocka was renamed to Varrock.

Near the end of the Fourth Age, the small Morytanian town of Mort'ton was struck by the strange disease that still afflicts it presently. The disease caused all of the town's inhabitants to enter a mindless, zombie-like state. A local herbalist named Herbi Flax attempted to find a cure, but was ultimately unsuccessful.

Also near the end of the Fourth Age, the Dwarves finally came out from their hiding due to the God Wars. They began to make regular contact with various surface civilizations and established mining colonies in several locations, including White Wolf Mountain and Ice Mountain.

A Human organization of Saradominist warriors was formed in modern-day Asgarnia close to the end of the Fourth Age. Although the city did not yet exist, they would eventually become known as the White Knights of Falador.

The Fourth Age concluded with a discovery that would skyrocket Humans to being the most populous and powerful race on Gielinor. This discovery gave their race, which formerly had extremely limited magical capabilities, the ability to use magic almost limitlessly. The discovery spread extremely quickly throughout Gielinor, beginning the age of Humans.

Fifth Age

The Fifth Age of Gielinor is the current age. It has progressed for only 169 years as of the present day. Due to their increased ability to use magic to its fullest potential, different groups of Humans quickly gained control over a huge portion of the world. Not only could they use magic to better defend their increasing numbers of villages, towns, and kingdoms, but they could also use it to improve their everyday lives.

During the early Fifth Age, the Kinshra, also known as the Black Knights, was formed. They were a Zamorakian organization that worked in harmony with the Saradominist White Knights to bring peace and order to the newly formed Kingdom of Asgarnia. The kingdom was founded as a monarchy with King Raddallin as its first ruler and Falador as its capital.

    In the year 7 of the Fifth Age, a group of peasants in modern-day central Kandarin, lead by a man named Carnillean, banded together to drive out the aggressive Mahjarrat Hazeel from his stronghold. They succeeded, forcing him to retreat in a weakened state. The city of Ardougne was founded around the captured stronghold soon after.

Some time during the early years of the Fifth Age, four orders of wizards, the Saradominist Blue Order, the Zamorakian Red Order, the Guthixian Green Order, and the Grey Order of other gods, were formed. The four orders constructed a Wizards' Tower in Southwest Misthalin where they worked together to advance the understanding of magic. In the year 9 of the Fifth Age, the four orders also constructed the Mage Training Arena near Al Kharid to serve as a place where wizards could safely practice more dangerous forms of magic.

In the year 19 of the Fifth Age, a powerful demon called Delrith was summoned by a group of dark wizards and attacked Varrock. He was quickly intercepted by a common miner named Wally. Wally managed to obtain the magical sword Silverlight and used it to defeat and banish Delrith back to the Infernal Dimensions.

In the year 23 of the Fifth Age, Lord Drakan's Vampyric forces managed to take full control of northern Morytania. It was at this time that the people of Canifis all became Werewolves, but the means by which this happened are still unknown.

In the year 42 of the Fifth Age, a powerful group of Fremennik began a campaign to destroy any who used magic, believing that only the gods were worthy to use it. They were relatively successful, slaughtering a significant portion of Gielinor's few remaining Imcando Dwarves as well as many other magic users of various races. By the year 62, however, their forces had significantly dwindled, and they settled in the small barbarian village in west Misthalin that would eventually be named Gunnarsgrunn.

Some time during the early Fifth Age, the golden age of the Gnomes came to a close as the Gnome King Healthorg died. The Gnomes hold an election between his son, Prince Argenthorg, and Bolrie, ruler of the Tree Gnome Village. Unbenknown to Bolrie, his advisor turned out to actually be Glouphrie in disguise, who was planning to gain power so as to manipulate the kingdom, so Bolrie ashamedly conceded the election. Bolrie eventually returned to Tree Gnome Village, where he was pulled into the Khazard - Gnome War, an ongoing conflict between the Tree Gnome Village and the forces of the Mahjarrat Khazard.

In the year 70 of the Fifth Age, a horrific magical accident occurred at the Wizards' Tower, resulting in its destruction and the death of all but two of the wizards present at the time. The Zamorakian mages were blamed for the incident, resulting in widespread discrimination against Zamorakians within Misthalin and Asgarnia, with many being exiled from towns or even slaughtered. The trusting relationship between the Kinshra and the White Knights was also tainted by this event, never to fully recover. One of the wizards that survived the accident, Perien the Blue, began the construction of a second Wizards' Tower and became its first archmage.

The World of Gielinor — DragonZaid

    During the years 95 to 98 of the Fifth Age, a group of Zamorakians conducted several attacks on various villages around Ardougne in an event known as the Dreaded Years of Tragedy. Eventually, the city sent an army to destroy them, and the resulting battle killed all but one person on either side. The remaining Zamorakian and Ardougnian established a truce. Three years later, in 101, the same two men made significant changes to Ardougne. Together they founded the Kingdom of Kandarin, established a monarchy to rule it, and created the Ardougne Market. The kingdom quickly began to flourish under this new rule.

During the mid Fifth Age, the Kharidian Desert became engulfed in a politically motivated war between Al Kharid and Menaphos. Sometime later, a shaky peace treaty was established, but their relationship since the war would never fully recover.

In the year 132 of the Fifth Age, King Arthur and the knights of the round table arrived in northeast Kandarin after travelling through a portal from another realm called Britain. King Ulthas Ardignas of Kandarin, impressed by their sense of good and morality, gifted them a large castle called Camelot in northeast Kandarin near where they arrived.

In the year 136 of the Fifth Age, King Ulthas died in a hunting accident, leaving his two sons Lathas and Tyras to decide who should rule Kandarin next. The two were unable to come to an agreement, and instead split Ardougne into East Ardougne, ruled by King Lathas, and West Ardougne, ruled by King Tyras. Not long after, King Tyras ventured with a small army through the Underground Pass into Tirannwn. Unfortunately, a powerful Zamorakian mage named Iban took control of the Underground Pass, and Lord Iorwerth of the Elves blocked off the Arandar Pass, so the king and his men became trapped in Tirannwn. They established the small village of Port Tyras on the west side of Isafdar for the time being, eventually getting into a stalemate with the Iorwerth Clan.

    During the time King Tyras was trapped in Tirannwn, King Lathas took temporary control of West Ardougne. A mysterious plague also struck West Ardougne at this time and it was placed under strict quarantine, forcing its citizens into poverty and resulting in the death of many people. Even still, King Tyras stayed in the western lands, leaving his incapable assistants to handle West Ardougne as his people's hatred toward him slowly grew. In truth, the plague was fabricated as part of an elaborate scheme conceived by King Lathas and the leader of the Iorwerth Clan.

In the year 139 of the Fifth Age, an unfortunate man explored the caves beneath the peaceful and thriving Isle of Crandor. He accidentally found and woke the green dragon Elvarg, which proceeded to kill him and lay waste to the island. Many of the island's inhabitants fled to southern Asgarnia, but Elvarg followed them and killed almost everyone. Only three Crandorians were known to have survived, the wizards Thalzar, Lozar, and Melzar. Each were given a part of the only surviving map leading to Crandor so that Elvarg might never be disturbed again.

In the early 160's of the Fifth Age, a huge battle between the Dwarves of Keldagrim and a large, local colony of trolls broke out. The fighting was so prolonged and so bloody that ordinary citizens of the city were drafted into the battle. The end of the battle saw the Dwarven commander, Colonel Grimsson, defeating the leader of the trolls before seemingly going mad and killing his own men.

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In the year 162 of the Fifth Age, King Vallance of Falador fell ill and could no longer directly rule over Asgarnia. Sir Amik Varze, leader of the White Knights and steward to the king, took over most of his duties. Also around this time, the Kinshra attacked the Misthalinian village of Edgeville. This act eventually lead to the Asgarnian Civil War in 163 followed by the War of 164 between the Kinshra and Asgarnia. During the War of 164, the Kinshra raided several settlements in and around Asgarnia including Taverley and the Edgeville Monastery under the command of Lord Sulla. Their final attack struck Falador with the aid of Zamorakian Dwarves and several tribes of Goblins. The Asgarnians managed to repel the attackers, but not without the loss of numerous lives. The Kinshra organization survived, but Lord Sulla was killed and their power significantly dwindled.

Tips for Players & GM's

Campaigns set in worlds based on video games give rise to a number of potential problems, and it can be important to recognize and address these problems effectively. When playing a campaign set in a world such as Gielinor, keeping in mind the handful of tips detailed here may help both the players and the GM get the most out of their experience.



































Game Mechanics

Video games and tabletop roleplaying games are fundamentally very different media, and it can often be difficult to translate content between them. When designing stories, encounters, locations, and other content for their players, the GM should keep in mind that an exact replica of what is present in RuneScape doesn't always result in the most cohesive or entertaining campaign. Many stories within RuneScape involve a significant amount of travel and backtracking that can become tedious to do in a 5th edition campaign. Some stories have other issues such as plot holes, often due to the fact that RuneScape is a continuously updating and evolving game, which should be avoided when possible.

The GM might consider adjusting or entirely ignoring a wide variety of game mechanics from RuneScape. For instance, in the true lore of Gielinor, small stones imbued with elemental magic called runes are required for the casting of most spells. This mechanic, however, directly clashes with the spellcasting mechanics laid out in 5th edition. Because of this, it is suggested that runes (and by extension, the lore related to them) are ignored in favor of 5th edition spellcasting rules. Many other mechanics from RuneScape, such as its skill leveling system, should also be ignored in favor of the 5th edition rules. It is entirely possible that a different and very successful system could be created to better match these mechanics, but that is not the purpose of this document.

The World of Gielinor — DragonZaid

Player and Character Knowledge

With any campaign, not just one set on Gielinor, it is important for the players to keep in mind the differences between their own knowledge and their characters' knowledge. A player might know information about a campaign, such as a particular monster's weakness or the location of a hidden item, but their character would not know this information unless they had a specific reason to. If players abuse this, it can be detrimental to a campaign. The GM should confront the players in a friendly manner if they notice this type of behavior and explain why it is problematic. If the players still find it difficult not to take advantage of the information they know, the GM should consider making changes to the campaign's stories and statistics of monsters and other content. This will force the players' knowledge to be more aligned with their characters' knowledge.

Shaping the Story

The GM should feel at liberty to shape the stories of their campaign to best fit their liking. The GM should try not to restrict themself to following as exactly as possible the source material from which they are shaping their campaign. Make changes to the setting, monsters, items, and other content liberally wherever it benefits the campaign. Tabletop roleplaying games often rely much more heavily than video games and other media on a world that is logical, cohesive, and immersive, and it is recommended that the GM shapes their campaign to value these concepts more highly than accuracy to the source material. For example, in RuneScape, many towns do not have facilities such as a tavern, inn, church, general store, or market. In a more realistic world that better suits a 5th edition campaign, these facilities might be much easier to find in most places.

The players should be allowed the power to shape the story of their campaign as a result of their actions. It is highly recommended that the GM not force the players down a particular path just because that is the course of action that is taken in the source material. This stifles creativity and can make the players feel like they have no reason to be in the story at all. The GM should try to reward the players for coming up with creative solutions to problems whenever possible, even if it catches them off guard.

Scale Theory

Scale theory is a relatively lesser known theory concerning RuneScape (and other fictional universes) which states that what is seen within the video game is not all that exists within its universe, but merely a simplified representation of a larger, more cohesive, and more complex world. This implies a number of things which, for a great campaign, should be taken into account. Firstly, the true size of Gielinor is much larger than how it is represented in RuneScape. Towns are also much larger and much farther apart than how we see them in the video game. In reality, they should be separated by vast tracts of farmland or wilderness, and traveling between two adjascent towns could take an entire day or even a week or longer. Second, there are far more things that exist within Gielinor than are seen in the video game. The GM should feel free to fill in these large gaps in their campaign's setting with whatever they choose, as doing so could drastically improve their campaign.

The World of Gielinor — DragonZaid

Class
Options

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Class Options — DragonZaid

This section details a handful of player character class options, including a few original subclasses.

Practically any standard 5th edition class should be suitable for the Gielinor setting, but the forbiddance of any class is at the discretion of the GM. Members of any race could potentially be any class. However, more brutish races such as Orks and Airut may be more predisposed toward physically combative classes like the Barbarian or Fighter, rather than more articulate classes like the Wizard or Bard.

The Druids of Gielinor are usually Humans and followers of Guthix, but could conceivably be of any race and worship other gods or no god at all.

A Fremennik Human character should not be of any spellcasting class unless they are part of the Moon Clan or an outcast, because they strongly believe only the gods are worthy of its use. Most Keldagrim Dwarves are incapable of magic due to an ages old curse placed on them by Zamorak, so spellcasting classes may not be a good fit for them either.

Deities

The Cleric, Paladin, Warlock, and some other classes' subclasses usually involve a relationship with a god or deity that is integral to their abilities. These classes can easily be reflavored from standard 5th edition classes to incorporate elements of Gielinor. For example, a Cleric of the Life Domain might worship Saradomin, Guthix, or Elidinis rather than one of the standard 5th edition deities.

Warlock patrons are typically more loosely defined than a Cleric's deity. A patron could be a god, but it is often a less powerful creature. The player and GM can use the information provided in this document to choose or create an appropriate creature to be the Warlock's patron. For example, a Warlock of the fiend might have a powerful demon from Infernus as their patron. More examples of classes and suggested associated deities are given in the Cleric Deities, Paladin Deities, and Warlock Patrons tables.

Cleric Deities
Subclass Suggested Deities
Knowledge Elder Gods, Guthix, Saradomin, Zaros
Life Elidinis, Guthix, Het, Saradomin
Light Saradomin, Seren, Tumeken
Nature Guthix
Tempest Armadyl, Guthix
Trickery Amascut, Apmeken, Marimbo, Zamorak
War Bandos, Zamorak, Zaros
Paladin Deities
Subclass Suggested Deities
Ancients Elder Gods, Guthix, Seren, Zaros
Conquest Bandos, Saradomin, Zamorak, Zaros
Devotion Armadyl, Guthix, Saradomin, Seren
Vengeance Saradomin, Zamorak
Class Options — DragonZaid
Warlock Patrons
Subclass Suggested Patrons
Celestial A powerful Icyene, Saradomin
Fiend A demon lord from Infernus or the Abyss
Great Old One A Dragonkin, Mahjarrat, or true Vampyre, Elder Gods, Guthix, Seren, Zaros
Undying A Mahjarrat or Dragonkin, Death, Icthlarin

Channel Divinity Options

Many Gielinorians practice the art of prayer in order to protect themselves, bolster their abilities, wreak havoc upon their foes, or otherwise aid them in combat. Most understand that these powers come as blessings sent directly from the gods, though others believe that it is actually the spirits of the dead who distribute them. It may even be a combination of both or something more complex, but the true source of these powers remains a mystery.

The GM may allow a player to use any of the Channel Divinity options listed here in place of one of their existing Channel Divinity options. At the discretion of the GM, some options may be restricted to followers of certain deities.

Channel Divinity: Prayer of Deflection

Using a bonus action, you call out to your god to deflect certain attacks back toward your enemies. For one minute, when you take damage of certain types (as detailed below) from a creature you can see within 60 feet, the creature takes 1d6 damage of the same type. Choose one of the following:

  • Deflect magic. Acid, cold, fire, lightning, or thunder damage from a spell.
  • Deflect melee. Bludgeoning, piercing, or slashing damage from a melee weapon attack.
  • Deflect missiles. Bludgeoning, piercing, or slashing damage from a ranged weapon attack.

While this effect is active, you can use a bonus action to change to a different deflection option. The effect ends early if you are incapacitated or choose to end it using a bonus action. The deflected damage increases to 2d6 when you reach 5th level in the class that granted you this Channel Divinity, 3d6 at 11th level, and 4d6 at 17th level.

Channel Divinity: Prayer of Leeching

Using an action, you can call upon your god to leech power from your enemies, weakening them while empowering yourself. Each creature of your choice within 30 feet of you must make a Wisdom saving throw. On a failure, a creature suffers disadvantage on either spell attack rolls, melee weapon attack rolls, or ranged weapon attack rolls they make for the next 1 minute (choose one for all affected creatures before saving throws are made). An affected creature can repeat the saving throw at the end of each of their turns, ending the effect for them on a success. Additionally, you gain advantage on the next attack roll of the same type you make within 1 minute. The effect ends early if you are incapacitated or choose to end it using a bonus action.

Channel Divinity: Prayer of Protection

Using a bonus action, you call out to your god for protection from certain attacks. For one minute, when you take damage of certain types (as detailed below), you have resistance to that damage. Choose one of the following:

  • Protection from magic. Acid, cold, fire, lightning, or thunder damage from a spell.
  • Protection from melee. Bludgeoning, piercing, or slashing damage from a melee weapon attack.
  • Protection from missiles. Bludgeoning, piercing, or slashing damage from a ranged weapon attack.

While this effect is active, you can use a bonus action to change to a different protection option. The effect ends early if you are incapacitated or choose to end it using a bonus action.

Class Options — DragonZaid






















Channel Divinity: Retribution

When you are reduced to zero hit points, you can use a reaction to smite nearby creatures with a retaliatory blast of radiant magic. Each creature other than yourself within a 10-foot radius, 40-foot high cylinder centered on you must make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to 2d6 + twice your level in the class that granted you this Channel Divinity, or half as much on a successful one.

Channel Divinity: Soul Split

Using a bonus action, you call upon your deity to replenish your life as you deteriorate that of others. For 1 minute, whenever you deal damage to a creature with an attack or spell, you regain 1d6 hit points. You can only regain these hit points once per round. The effect ends early if you are incapacitated or choose to end it using a bonus action. The healing increases to 2d6 when you reach 5th level in the class that granted you this Channel Divinity, 3d6 at 11th level, and 4d6 at 17th level.

Languages

A wide variety of languages are spoken on Gielinor. Common is the primary language of most people, especially Humans. Many languages from standard 5th edition can be reflavored into a language native to this setting, such as Celestial to Icyene. The Gielinor's Languages table lists many of Gielinor's most common and most unique languages, their speakers, and any of their mutually intelligible languages.

While almost the entirety of communications in RuneScape are made in the Common language, it is recommended that a campaign make more liberal use of a variety of languages so as to not detract from the features and abilities of some player characters. In reality, there could be a significant number of humanoids on Gielinor that do not speak Common or that make frequent use of other languages in addition to Common. Speaking to an aggressive Goblin in its native language may facilitate peaceful negotiations, and speaking to an untrusting Elf in its native language may help to earn its confidence.

Gielinor's Languages
Language Speakers Mutual Intelligibility
Aviansie Aviansie Aarakocra
Common Most humanoids
Draconic Dragonkin, Dragons
Dwarvish Dwarves
Elvish Elves
Gnomish Gnomes
Goblin Goblins, Hobgoblins
Gorajo Gorajo
Icyene Icyene Celestial
Infernal Demons, Vampyres, Zamorakians, Zarosians Abyssal
Ork Orks, Hobgoblins
Primordial Elementals Aquan, Auran, Ignan, Terran, TzHaar
TzHaar TzHaar Ignan, Primordial, Terran
Ugthanki Ugthanatos
Vampyre True Vampyres
Werewolf Werewolves

Class Options — DragonZaid

Artificer: Crystal Singer


Before the First Age of Gielinor, the crystal goddess Seren taught the Elves of Tarddiad a method of shaping Elven crystals into any form desired called crystal singing. The technique is performed by chanting at a variety of specific frequencies inaudible to some humanoids. The Elves used this skill to great advantage, using crystal singing to craft tools, armor, weapons, art, structures, and even entire cities. Among Elves, skilled crystal singers most often belong to the craftspeople and artists of the Ithell clan.

Though it comes most easily to Elves, artificers of all races can utilize crystal singing to augment their abilities. Crystal equipment they make has remarkable properties and can be further augmented with their infusions. Their spells often take on a crystalline appearance, especially those that conjure up objects or structures.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Crystal Singer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Crystal Singer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Crystal Singer Spells
Artificer Level Spell
3rd distort value, floating disk
5th cloud of daggers, spiritual weapon
9th minute meteors, tiny hut
13th grasping vine, polymorph
17th bigby's hand, conjure volley

Crystal Tools

At 3rd level, you've learned how to craft tools with incredible precision more quickly than other artificers using your crystal singing. When you use your The Right Tools for the Job feature, instead of spending 1 hour to make the tools, you can create them out of crystal using an action. You are always considered proficient with tools made in this way. Once you use this feature, you can't use it again until you finish a long rest.

Class Options — DragonZaid

Crystal Seeds

Also at 3rd level, you've learned how to craft crystal seeds that can be transformed into sophisticated pieces of equipment. Whenever you finish a long rest, you can create an acorn-sized seed of concentrated crystal, provided you have mason's tools in hand. Choose one of the following options when you create the seed: Crystal Weapon Seed, Crystal Armor Seed, or Crystal Shield Seed. Using an action, you can sing into the seed, transmuting it into its true form. You are proficient with any seed you create while it is in its true form. The seed's true form has the same statistics as the item it was modeled after, but its weight is reduced by half. You can grant the seed one of your infusions as if it were a mundane item, following the usual restrictions, either upon creating the seed or at the end of another long rest after activating it. Any infusion placed on a seed is dormant until the seed is activated. Once activated, the crystal cannot be reverted into its seed form.

Whether or not it had been activated, your crystal seed disappears if you craft a new seed or if you die. At 9th level, you can craft and maintain up to two crystal seeds at once, and at 15th level, you can craft and maintain up to three.

Crystal Weapon Seed. Upon crafting the seed, you choose any mundane simple or martial weapon to be its true form. You can add your Intelligence modifier, instead of Strength or Dexterity, to attack and damage rolls made with the weapon.

Crystal Shield Seed. The seed's true form is a mundane shield. You can don the shield as part of the action you take to transform the seed. When you or another creature you can see within 5 feet are hit with an attack while you are wielding the shield, you can add your proficiency bonus to the AC against that attack as a reaction.

Crystal Armor Seed. Upon crafting the seed, you choose any mundane light or medium armor to be its true form. You can don the armor as part of the action you take to transform the seed. If the armor type you choose has a Strength requirement, the crystal armor lacks this requirement. While you are wearing the armor, you gain a bonus to initiative rolls equal to your Intelligence modifier (minimum of 1). When you reach 5th level, you can also choose any heavy armor as the seed's true form.

Versatile Singing

At 5th level, you've learned how to create almost anything using your crystal singing techniques. You can use your action to conjure up any mundane, inanimate object in your hand or in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 5 feet on a side and its shape must resemble that of an object that you have seen. The object is crystalline in appearance, emanating a soft magical hum. It disappears after 1 hour, when you use this feature again, or if it takes more than 5 damage (AC 13).

Cunning Seeds

At 9th level, you can craft your seeds with such skill that they can be transformed without the need for further crystal singing. When you create a crystal seed, you can craft it such that any creature can activate it. If you craft it in this way, the creature that activates it gains all the benefits of using its true form that you would for one hour. If you instead choose a specific creature that you touch while crafting the seed, that creature gains those benefits until the seed disappears.

Wherever a seed calls for an Intelligence modifier or proficiency bonus, your statistic is always used, rather than another user's.

Masterwork Seeds

At 15th level, your mastery of crystal singing techniques has allowed you to gain further benefits from the equipment you craft.

Crystal Weapon Seed. Crystal weapons you craft move through the air so swiftly that you can make one additional attack with one of them when you take the attack action.

Crystal Shield Seed. An activated crystal shield you craft can be operated during your turn as a free action, causing it to transform into a compact shape, quickly freeing your hand. It can be reactivated with another free action, returning the shield to your hand.

Crystal Armor Seed. Crystal armor you craft grants the wearer incredible grace and agility. The armor never imposes disadvantage on stealth checks, and grants a bonus to Dexterity saving throws and Dexterity (Acrobatics) checks equal to your Intelligence modifier.

Class Options — DragonZaid

Barbarian: Path of the Fremennik Crusader

With the discovery of Humans' true potential to use magic at the end of the Fourth Age, many of the Fremennik people took up the belief that such use of magic was a priviledge of the gods not to be trifled with by mortals, launching a crusade against the mainlands of Kandarin, Asgarnia, and Misthalin. While the crusade dealt little permanent damage to the major settlements of these areas, many lives were taken by the ferocity of these Fremennik.

Barbarians who participated in this conquest followed the Path of the Fremennik Crusader. These warriors specialized in making combat with spellcasters and laying siege to Human settlements defended by them. While the Fremennik have since made relative peace with other Humans and their use of magic, the Path of the Fremennik Crusader is still practiced by barbarians looking to get the upper hand against magic users.

Tough Skinned

At 3rd level, you've trained your body to withstand injury from some of the most common types of damaging magic. While raging, you have resistance to acid, cold, fire, lightning, poison, and thunder damage.

Sense Magic

Also at 3rd level, you have honed your senses to detect the presence of magic, manifesting as a foul stench in the air or a tingling sensation on your skin. As an action, you can focus your senses to hone in on nearby magic. Until the end of your next turn, you sense the location of any visible creature or object that bears magic within 30 feet of you.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Mage Slayer

Also at 3rd level, you strike more vigorously against users of magic. When you see a creature cast a spell, you can choose to deal an extra 1d4 damage to it when you hit it with a weapon attack on your next turn. You can only deal this extra damage once per round.

The extra damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Magic Resistance

At 6th level, you've grown more impervious to all kinds of magical effects. When you make a saving throw against a spell or magical effect you can see, you add your Constitution modifier to the roll. When you make a Constitution saving throw in this way, you instead double your Constitution modifier for the roll.

Distrupting Strike

At 10th level, you've learned to interrupt mages and warriors alike before they can even act. While raging, when a creature within reach or range of a weapon you are holding is about to cast a spell or make an attack, you can use your reaction to interrupt them with a weapon attack. If the attack hits, the target must make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failure, the target's attack or spell is lost and any action used

to make it is wasted. Any spell slot that would be consumed by a spell triggering this reaction is also lost.

Destroy Magic

At 14th level, you can destroy magical effects through sheer strength alone. When you would make a weapon attack, you can forgo the attack to strike at a creature, object, or magical effect within your weapon's reach. The target doesn't take any damage, but any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make a Strength check. The DC equals 10 + the spell's level. On a successful check, the spell ends.

You can also use this feature to temporarily disable any magical effects of a magic item. In this case, the DC for the Strength check depends on the rarity of the item, as shown in the Magic Item DC's table. On a successful check, the item loses any of its magical properties until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus. When you finish a long rest, you regain all expended uses.

Magic Item DC's
Item Rarity Strength Check DC
Common 10
Uncommon 13
Rare 16
Very Rare 19
Legendary 22
Artifact 25
Class Options — DragonZaid

Druid: Circle of Guthix

Druids of the Circle of Guthix are followers of the god of the same name. In accordance with Guthixian philosophies, they seek to preserve the beauty of nature and achieve balance in all things: body and mind, chaos and order, darkness and light, and good and evil. Members of the Circle of Guthix also practice the art of herblore, or potion making, and have a strong connection to the spirit plane, from which they can summon a variety of otherworldly beings to aid them.

Infuse Pouch

At 2nd level, you gain the ability to imbue pouches with a connection to the spirit plane in order to conjure familiars. When you finish a long rest, you can infuse up to two ordinary cloth pouches you touch with magic, transforming them into summoning pouches. You must be holding a druidic focus or material pouch to do so. When you make the pouches, choose one of the following familiars for each pouch: spirit meerkats, spirit spider, spirit terrorbird, or spirit wolf.

You can activate a summoning pouch using an action to summon the chosen familiar, causing it to appear in an unoccupied space of your choice within 10
feet. The pouch then loses its magic,
returning to its original state. The
familiar lasts for 1 hour or until you
die or dismiss it using an action. If
you summon a familiar while you
already have one active, the first one
vanishes. If you attempt to infuse a new
pouch while you've already made two that
haven't yet been activated, the oldest pouch vanishes.

The familiar is friendly to you and your companions and obeys your commands. In combat, the familiar acts during your turn. It can move, use its reaction, and use any available bonus actions on its own, but the only action it takes is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the familiar can take any action of its choice, not just dodge.

Beast Speech

Also at 2nd level, your bond with nature's creatures allows you to easily communicate with animals. You always have the speak with animals spell prepared, and it doesn't count against the number of spells you can prepare each day. Whenever you cast speak with animals, you can speak to and understand your familiars in addition to beasts.

Herblore Apprentice

Also at 2nd level, you gain proficiency with alchemist's supplies.

Greater Familiars

At 6th level, your connection with the spirit plane has strengthened, allowing you to summon more powerful familiars. When you infuse a summoning pouch, you can also choose the following familiars: bunyip, fruit bat, spirit graahk, steel minotaur, and war tortoise.

Class Options — DragonZaid

Spirit Weapons

Also at 6th level, damage dealt by your familiars is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Herblore Prodigy

At 10th level, when you use your alchemist's supplies or herbalism kit to brew a potion, you only need half the normal amount of materials and can make it twice as quickly as normal.

Inner Balance

Also at 10th level, you can use an action to allow a creature you touch to achieve true balance of body and mind. For the next 10 minutes, whenever that creature makes an ability check or saving throw in which they are not proficient, they can add half their proficiency bonus to the roll. Once you use this feature, you cant use it again until you finish a short or long rest.

Titanic Familiars

At 14th level, you are so in tune with the spirit plane that you can summon and command some of its most powerful beings. When you infuse a summoning pouch, you can also choose the following familiars: geyser titan, pack yak, steel titan, and unicorn stallion.

Familiars

Statistics for each of the familiars are provided in this section. The stat blocks use your proficiency bonus (PB) in several places.


Spirit Meerkats

Medium swarm of tiny celestials, neutral


  • Armor Class 8 + PB
  • Hit Points 17 + 5 times your PB
  • Speed 30 ft., burrow 5 ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (0) 3 (-4)

  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 10
  • Languages Understands the languages you speak
  • Challenge

Keen Hearing and Smell. The meerkats have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny meerkat. The meerkats can't regain hit points or gain temporary hit points.

Sense Treasure. While they are standing on dirt, sand, stone, or other natural terrain, the meerkats can sense the presence of any nonnatural objects underground within 10 feet.


Actions

Bites (meerkats have more than half HP). Melee Weapon Attack: +PB to hit, reach 0 ft., one target in the meerkats' space. Hit: 7 (2d6) piercing damage.

Bites (meerkats have half HP or less). Melee Weapon Attack: +PB to hit, reach 0 ft., one target in the meerkats' space. Hit: 3 (1d6) piercing damage.

Class Options — DragonZaid

Spirit Spider

Medium celestial, neutral


  • Armor Class 11 + PB
  • Hit Points 11 + 5 times your PB
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Spider Climb. The 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, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +1 + PB to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the 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 regaining hit points, and is paralyzed while poisoned in this way.

Magical Web (1/Day). The spider magically creates a spiderweb as in the web spell in a cube of length equal to 5 times your PB feet. Creatures in the web make saving throws against your spell save DC. The web disappears after 1 hour, if the spider dies, or if you dismiss the spider.


Spirit Terrorbird

Medium celestial, neutral


  • Armor Class 10 + PB
  • Hit Points 11 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Beast of Burden. The terrorbird is considered to be a Large creature for the purpose of determining its carrying capacity.


Actions

Bite. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Tireless Run (1/Day). The terrorbird places an enchantment on a creature it touches, increasing its speed by 10 feet for one hour. During this time, the creature's speed cannot be reduced unless its speed becomes 0 or the creature is completely unable to move.

Class Options — DragonZaid

Spirit Wolf

Medium celestial, neutral


  • Armor Class 11 + PB
  • Hit Points 11 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Howl (1/Day). The wolf emits a magical howl that can scare off enemies. Each creature of its choice within 30 feet must make a Wisdom saving throw against your spell save DC or become frightened of the wolf until the start of the wolf's next turn.


Bunyip

Medium celestial, neutral


  • Armor Class 10 + PB
  • Hit Points 26 + 5 times your PB
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 5 (-3)

  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak
  • Challenge

Amphibious. The bunyip can breathe air and water.

Mend Wounds (2/Day). Using the magic of the spirit plane, the bunyip slowly mends the wounds of its allies. For the next 1 minute, the bunyip can use its bonus action to cause one creature of its choice that it can see within 30 feet to regain 1d6 hit points.

Slippery. The bunyip has advantage on ability checks and saving throws made to escape a grapple.


Actions

Claws. Melee Weapon Attack: +PB to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.


Reactions

Intercept Healing. When a creature the bunyip can see within 30 feet casts a spell that restores hit points, it can use its reation to intercept and redirect some of the healing magic, causing a creature it can see within 30 feet other than a target of the spell to regain 1d4 hit points.

Class Options — DragonZaid

Fruit Bat

Medium celestial, neutral


  • Armor Class 10 + PB
  • Hit Points 18 + 5 times your PB
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Senses blindsight 60 ft., passive Perception 11
  • Languages Understands the languages you speak
  • Challenge

Echolocation. The bat can't use its blindsight while deafened.

Flyby. The bat doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Fruitfall (1/Day). The bat conjures nourishment from the spirit plane, causing various fruits weighing a number of pounds equal to 10 times your proficiency bonus to appear on the ground or in containers within 10 feet. The fruit spoils if uneaten after 24 hours.


Actions

Bite. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.


Spirit Kyatt

Large celestial, neutral


  • Armor Class 9 + PB
  • Hit Points 22 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses passive Perception 13
  • Languages Understands the languages you speak
  • Challenge

Keen Smell. The kyatt has advantage on Wisdom (Perception) checks that rely on smell.

Pounce. If the kyatt moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the kyatt can make one bite attack against it as a bonus action.

Ambush (3/Day). The kyatt can use a bonus action to teleport to a creature it can see within 30 feet, landing in an unoccupied space within 5 feet of it. It must then immediately make an attack against that creature as part of the same bonus action.


Actions

Bite. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Class Options — DragonZaid

Steel Minotaur

Large celestial, neutral


  • Armor Class 13 + PB
  • Hit Points 25 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 13 (+1) 9 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages The languages you speak
  • Challenge

Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away or knocked prone.

Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled.


Actions

Greataxe. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Steel Bull Rush (3/Day). The minotaur rushes at a creature, moving up to its speed and immediately making a greataxe attack against it. If the attack hits, the target must succeed on a Constitution saving throw against your spell save DC or be incapacitated until the start of the minotaur's next turn.


War Tortoise

Large celestial, neutral


  • Armor Class 14 + PB
  • Hit Points 28 + 5 times your PB
  • Speed 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 6 (-2) 16 (+3) 4 (-3) 16 (+3) 7 (-2)

  • Skills Athletics +6, Perception +5
  • Senses passive Perception 15
  • Languages Understands the languages you speak
  • Challenge

Beast of Burden. The tortoise is considered to be a Huge creature for the purpose of determining its carrying capacity.

Sure-Footed. The tortoise has advantage on Strength and Dexterity saving throws that would knock it prone.

Testudo (1/Day). The tortoise magically enhances the defenses of a number of creatures of its choice within 30 feet equal to your proficiency bonus, granting them a +2 bonus to AC for 1 minute.


Actions

Bite. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Withdraw. The tortoise withdraws into its shell. While in its shell, it gains +5 to its AC. It can emerge using a bonus action.

Class Options — DragonZaid

Geyser Titan

Large celestial, neutral


  • Armor Class 12 + PB
  • Hit Points 35 + 5 times your PB
  • Speed 30 ft., swim 90 ft.

STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Resistances acid
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses passive Perception 10
  • Languages Aquan, the languages you speak
  • Challenge

Amphibious. The titan can breathe air and water.

Water Form. The titan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.


Actions

Multiattack. The titan makes two weapon attacks.

Slam. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Water Spout. Ranged Weapon Attack: +3 + PB to hit, range 60 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. The target must succeed on a DC 16 Strength saving throw or be pushed up to 10 feet away from the titan.

Boil (3/Day). The titan douses a creature within 30 feet in boiling hot water. The creature must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 18 (4d8) bludgeoning damage plus 18 (4d8) fire damage and has disadvantage on the next attack they make before the end of their next turn. On a success, the creature takes half as much damage and suffers no further effect.


Pack Yak

Large celestial, neutral


  • Armor Class 9 + PB
  • Hit Points 40 + 5 times your PB
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages Understands the languages you speak
  • Challenge

Beast of Burden. The yak is considered to be a Huge creature for the purpose of determining its carrying capacity.

Pouches of Holding. The yak is equipped with two magical pouches which are larger on the inside than the outside. Each bag uses the statistics of a bag of holding. If a pouch is separated from the yak, its contents spill forth, unharmed, and the bag must be returned to the yak's possession before it can be used again.


Actions

Gore. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Winter Storage (1/Day). The yak opens a portal to an extradimensional space in an unoccupied space within 30 feet. The space can hold as many as 8 Large or smaller creatures. The yak can use a bonus action to close or reopen the portal. While closed, the portal disappears from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 6-foot-by-10-foot window. The space lasts until the yak vanishes, dies, or dismisses it using an action, at which point anything inside drops out.

Class Options — DragonZaid

Steel Titan

Large celestial, neutral


  • Armor Class 14 + PB
  • Hit Points 35 + 5 times your PB
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 18 (+4) 5 (-3) 10 (+0) 8 (-1)

  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned
  • Senses passive Perception 10
  • Languages Primordial, the languages you speak
  • Challenge

Fire Absorption. Whenever the titan is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.


Actions

Multiattack. The titan makes two melee attacks.

Slam. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.

Steel of Legends (2/Day). The titan conjures a barrage of steel that hurtles toward a creature it can see within 30 feet. The target must make a Dexterity saving throw against your spell save DC. On a failed save, it takes 22 (5d8) bludgeoning damage and is restrained as the steel bends itself around the creature. The creature can use an action to make a DC 15 Athletics or Acrobatics check (target's choice) to free itself from the steel. On a successful save, the target takes half as much damage and isn't restrained.


Unicorn Stallion

Large celestial, neutral


  • Armor Class 11 + PB
  • Hit Points 32 + 5 times your PB
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1)

  • Senses passive Perception 12
  • Languages Understands the languages you speak
  • Challenge

Charge. If the unicorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Healing Aura (2/Day). As a bonus action, the unicorn can emit a mending light around itself, shedding bright light in a 20-foot radius and dim light for another 20 feet. For 1 minute, each creature of the unicorn's choice regains 1d6 hit points when the creature enters the area of bright light for the first time on a turn or starts its turn there. Creatures inside the same area have advantage on saving throws against being poisoned and have resistance to poison damage.


Actions

Hooves. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +2 + PB to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Class Options — DragonZaid

Monk: Way of Brutality

Monks of the Way of Brutality follow a tradition that values the complete domination of one's enemies. Favoring sheer strength over the nimbleness of other monks, they are masters of physical combat. Many monks of this tradition are followers of chaotic gods that value individual prowess such as Bandos, Zamorak, and Tuska.

Intimidating Presence

Your ruthless combat techniques have taught you how to better manipulate others' fears. When you choose this tradition at 3rd level, you gain proficiency in Intimidation.

Brutalize

Also at 3rd level, each time you attack a creature with your Flurry of Blows, you can showcase your brutal fighting skills to attempt to strike fear into their mind. Make a Charisma (Intimidation) or Strength (Intimidation) check (your choice) against that creature contested by their Wisdom (Insight) check. If you succeed, the target is frightened until the end of your next turn. If the creature succeeds, it is immune to this feature until the end of your next turn.




























Strength Techniques

Also at 3rd level, you have learned to take advantage of your physical prowess in a wider variety of ways than other monks. You can use your Strength modifier instead of your Dexterity modifier when determining your AC from Unarmored Defense and the damage reduced by Deflect Missiles.

Brutal Strikes

At 6th level, your strength allows you to deliver devastating blows more frequently. Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. Once per turn when you score a critical hit with an unarmed strike or monk weapon, you can spend 1 ki point to immediately make another unarmed strike or monk weapon attack as a free action.

Brutal Presence

At 11th level, you can make a Strength (Intimidation) check in place of a Charisma (Intimidation) check wherever it is deemed appropriate by the GM. When you do, your proficiency bonus is doubled for that check.

Adrenaline Rush

At 17th level, you can gain a burst of adrenaline at the sight of your enemies being brutalized. When you reduce a creature to 0 hit points, you can spend 5 ki points to gain temporary hit points equal to twice your monk level. While you have these temporary hit points, your monk weapons and unarmed strikes deal one additional die of damage and your speed increases by 10 feet. The temporary hit points are lost after 1 minute unless you use this feature again.

Class Options — DragonZaid

Ranger: Mirage Nomad

Mirage Nomads take after the ways of those who dwell in and wander the Kharidian Desert. By magically heating and manipulating the air around them, they can form illusions far more potent than those of other rangers. The Mirage Nomad fends off those who would combat the forces of nature, using their illusions to gain the upper hand via trickery and even direct harm.

Mirage Magic

At 3rd level, you learn the minor illusion cantrip, which counts as a ranger cantrip for you. You also learn additional spells when you reach certain levels in this class, as shown on the Mirage Spells table. Each of these spells counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Mirage Spells
Ranger Level Spells
3rd silent image
5th mirror image
9th major image
13th hallucinatory terrain
17th mislead

Create Mirage

Also at 3rd level, you can control mirages to create illusory copies of yourself. Using an action or when you make an attack, you can create a mirage in an unoccupied space within 10 feet. The mirage mimics your attacks in an attempt to confuse your adversaries. The mirage shares your AC and saving throw bonuses and is immune to all conditions. The mirage disappears after 1 minute or if you create another mirage. You can use this feature a number of times equal to your proficiency bonus. You regain any expended charges after you finish a long rest.

  • Whenever a creature that can see the mirage targets you with an attack or spell, it must make an Intelligence (Investigation) check against your spell save DC. On a failure, the creature must target the mirage instead of you. If the attack or spell cannot reach the mirage, the creature must either move so that it can, choose another target other than you, or forfeit it. If the mirage takes any damage or fails a saving throw, it becomes blurry and obviously magical, no longer able to fool any creatures in this way.
  • You can use a bonus action to move the mirage up to 20 feet and have it make an attack. The mirage makes either a melee or ranged spell attack with a reach of 5 feet or a range of 60 feet, respectively, using your spell attack bonus. On a hit, the target takes psychic damage equal to 1d4 + your Wisdom modifier.

Desert Survival

Also at 3rd level, your mastery of desert magic and dwelling has made it easier for you to survive in all sorts of environments. You are naturally adapted to hot climates, ignoring the effects of Extreme Heat (see page 110 of the GM's Guide). In all other climates, you require only half the normal amount of food and water to sustain yourself.

Sand Stride

At 7th level, you can use a bonus action to teleport, magically swapping places with your mirage if it is within 30 feet.

Additionally, moving through nonmagical difficult terrain costs you no extra movement.

Discern Illusions

At 11th level, your mastery of illusions has made you more impervious to those created by others. You have advantage on saving throws against spells in the school of illusion and ability checks you make to discern illusions.

15th level feature

At 15th level, your control of mirages has become more potent. You gain the following features:

  • The range at which you can create your mirages increases to 30 feet.
  • Your mirages can withstand up to 10 damage before becoming blurry and obviously magical.
  • You can have up to 2 mirages active at once. When you use a bonus action to control a mirage, you can move and attack with up to 2 mirages at once.
  • When you make an attack or cast a spell, you can originate that effect from the mirage's space, provided that both you and the mirage can see the target.

Class Options — DragonZaid

Sorcerer: Moon Clan

Unlike the other Fremennik tribes, those born to the Moon Clan posses particularly potent innate magic. This clan isolated themselves from the rest of the Fremennik after the God Wars of the Third Age, developing their magical skills into some of the greatest on Gielinor. Trained sorcerers of this origin are masters of telepathy, telekinesis, and Lunar Magic, a branch of magical study that focuses primarily on non-hostile effects. The most learned of these mages are also capable of visiting the Dream World, a bizarre realm that exists within one's own mind.

Lunar Magic

You learn additional spells when you reach certain levels in this class, as shown on the Lunar Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Lunar Spells
Sorcerer Level Spells
1st faerie fire, unseen servant
3rd lesser restoration, moonbeam
5th create food and water, sending
7th divination, fabricate
9th dream, telepathic bond

Telekinesis

At 1st level, you can telekinetically manipulate small objects around you. As an action, choose an object you can see within 30 feet that weighs no more than 10 pounds and isn't being worn or carried by a creature. You move the object up to 30 feet, and can allow it to hover in place. You lose control of the object if it is ever more than 30 feet away from you or if you choose to manipulate a different object. The object can be moved against your will if something exerts more than 10 pounds of force on it.

Telepathy

Also at 1st level, you have the ability to communicate with others using your mind. You can telepathically speak to any creature you can see within 30 feet of you, though they gain no ability to telepathically speak in return.

Levitation

At 6th level, you've mastered the Moon Clan's ability to continuously levitate. You gain a flying speed equal to your walking speed and can hover. This levitation is limited; if you fly more than 15 feet above the ground, cross a gap wider than 15 feet, or end your turn while more than 5 feet in the air, you fall if nothing else is holding you aloft.

Dream Mentoring

At 14th level, you are able to gain useful knowledge and skills from your visits to the Dream World. When you finish a short or long rest, you can choose one skill or tool and one saving throw. You gain proficiency in the chosen options until you use this feature again to choose a different one. If you already had proficiency in any of your choices, you double your proficiency bonus for that choice instead.

Rend Through Nightmare

At 18th level, you can trap other creatures in dangerous pockets of the Dream World. Using an action, choose a creature you can see within 30 feet. The creature must make a Wisdom saving throw. On a failure, the creature falls unconscious for 1 minute, its mind entering the Dream World. While in this state, the creature cannot be roused by anything in the real world around it. The creature is bombarded by the hostile environments and twisted abominations of the Dream World, taking 4d8 psychic damage at the start of each of its turns. It can repeat the saving throw at the end of each of its turns, ending the effect early on a success. Upon exiting the Dream World, the creature temporarily gains 2 levels of exhaustion until the end of its next turn. If the creature succeeds on the initial saving throw, it suffers the exhaustion and no further effects. Once you use this feature, you can't use it again until you finish a short or long rest.

Class Options — DragonZaid

Paladin: Oath of Balance

The Oath of Balance is most often taken by paladins that worship Guthix and practice his teachings. These paladins may be members of the Void Knights, a group of Guthixians which defend Gielinor from otherworldly threats, or part of the Crux Eqal, a secretive order of Guthixian druids and worshippers. Paladins of this oath have a stronger connection to nature than most others, and seek to preserve a careful balance of all things good, evil, orderly, and chaotic in the world.

Tenets of Balance

The tenets of the oath of balance closely follow the teachings of Guthix.

Achieve Balance. You must be balanced in all things. Good and evil, light and darkness, war and peace, order and chaos, body and mind.

Preserve Nature. Nature is paramount to the wellbeing of all creatures. It must be protected.

Quell the Extreme. Extremism of any kind must be brought to a balance. Too much of anything, even something good, can be harmful.

The Greater Good. You must strive to achieve the greater good for all, even if it means that some must suffer.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Balance Spells
Paladin Level Spells
3rd animal friendship, speak with animals
5th calm emotions, spike growth
9th plant growth, protection from energy
13th freedom of movement, grasping vine
17th tree stride, wrath of nature

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Zone of Equalization. As a bonus action, you can use your Channel Divinity to create a magical zone of balance. The zone is a 20-foot-radius sphere centered on a point you can see within 30 feet. Whenever a creature in the zone makes an ability check, attack roll, or saving throw, any advantage or disadvantage on that roll is negated. The zone lasts for 1 minute.

Charm Animals and Plants. As an action, you can use your Channel Divinity to present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Aura of Equilibrium

At 7th level, you emanate an aura that negates extremes. Any critical hit against you or a friendly creature within 10 feet of you becomes a normal hit.

At 18th level, the range of this aura increases to 30 feet.

Inner Balance

Starting at 15th level, you have attained a potent balance of body and mind. You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Champion of Balance

At 20th level, you become an avatar of balance, which gives you the following benefits.

  • Any of your ability scores that are less than 12 become 12.
  • When a creature you can see within 30 feet takes damage, you can use your reaction to magically intercept a portion of it. You and the creature each take half the original amount of damage, and you have resistance to the damage that you take in this way.
  • When a creature you can see within 30 feet makes a roll, you can replace the number rolled on each die used for that roll with a number equal to half the maximum of that die (no action required). The chosen roll must be an attack roll, a damage or healing roll for an attack
    or spell, an ability check, or a saving
    throw. You can only use this feature
    once per turn, and any modifiers
    to the roll are still applied. For
    example, if a wizard casts
    chromatic orb at 1st level, you
    can replace the 3d8 damage
    roll with a total of 12, or you
    can replace the number
    rolled for the attack roll
    with 10. You can use this
    feature 3 times, regaining
    all expended uses when
    you finish a short or long
    rest.
Class Options — DragonZaid

Warlock: The Vampyre

Your patron is an ancient being from Vampyrium, one of the oldest worlds created by the Elder Gods. This immortal creature possesses immense physical and magical power far beyond that of even the most powerful turned Vampyres, such as vyrewatch and vyrelords. It may be motivated by a variety of goals depending on its peronality and allegiance, perhaps even hiding its true intentions behind a web of lies and misdirection in an attempt to secure its current status. Your patron may desire for its subjects to bring destruction or misfortune upon followers of Zaros, Zamorak, or Saradomin—three adversaries of vampyric rulers at different times through the ages—it may wish for you to advance complex schemes to advance its own status or power, possibly extending well beyond your lifetime, or it may simply be toying with you, its food. Beings of this sort include true Vampyres such as Lowerniel Drakan, his siblings Ranis and Vanescula, high ranking members of other royal houses of Vampyrium, and other particularly powerful vampyric creatures.

Expanded Spell List

The Vampyre lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Vampyre Spells
Spell Level Spells
1st disguise self, inflict wounds
2nd pass without trace, suggestion
3rd animate dead, bestow curse
4th death ward, polymorph
5th contagion, dominate person

Beguiler

At 1st level, when you cast an enchantment spell and all targets of the spell succeed on their saving throws, you can regain the spell slot used to cast it. Once you use this feature, you can't use it again until you finish a long rest.

Life Drain

Also at 1st level, you can use your magic to siphon the life of others. When you damage a creature with a melee attack or necrotic damage, you can gain 1d8 hit points. You can use this feature twice, regaining all uses after you finish a long rest.

The number of hit points you regain from this feature increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level.

Misty Escape

At 6th level, you've learned to alter your form to attempt to escape death. When you are reduced to 0 hit points and not killed outright, you can transform into a cloud of mist instead of falling unconscious. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 40 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. You transform back into your normal form at the end of your next turn or if you take any damage, becoming unconscious and stable. Once you use this feature, you can’t use it again until you finish a long rest.

Vampyric Precognition

At 10th level, you've inherited the ability to telepathically read your opponents' actions in order to mitigate them, just as your Vyre patron can. When you are hit with an attack or fail a saving throw imposed by a creature you can see, you can use your reaction to add your proficiency bonus to your AC or saving throw, potentially changing the result of the roll. If your proficiency bonus was already included in such a saving throw, you double it instead.

Form of the Vyre

At 14th level, you can take on the form of a Vampyre for a short time using a bonus action. The transformation lasts for 1 minute and ends early if you become unconscious or choose to end it using a bonus action. Once you use this feature, you can’t use it again until you finish a long rest. While transformed, you take on the appearance of a Vampyre, with pale skin, bat-like wings, and sharp teeth, and you gain the following features:

  • You have a flying speed of 50 feet.
  • You grow large claws and sharp teeth that you can use to make unarmed strikes. When you hit with them, the strike deals 1d8 + your Strength modifier slashing or piercing damage, respectively, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you can instead use your Charisma modifier in place of your Strength modifier for the attack and damage rolls.
  • Your Life Drain feature heals you for an additional 2d8 hit points when you use it with a bite attack.
  • You gain darkvision out to a range of 60 feet. If you already have darkvision, your darkvision range increases by 60 feet.
  • You can take the dash or disengage action as a bonus action on each of your turns.
Class Options — DragonZaid

Wizard: Ancient Magicks

The Second Age saw a vast region of Gielinor conquered by Zaros and his armies. Among the most significant of his military forces were his mages. These wizards wielded the power of the Ancient Magicks, a combat-oriented study of magic consisting of the ancient elements of blood, ice, shadow, and smoke. When Zaros was defeated and his followers hunted down and exterminated, the knowledge to wield these elements was nearly lost. However, a few ancient texts and immortal beings have managed to survive to pass down their knowledge to capable wizards willing to learn from them and harness the Ancient Magicks once again.

Ancient Power

At 2nd level, you've begun to learn the secrets of the ancient magicks. You have a pool of points, Ancient Power, representing your ability to manipulate the four elements of ancient magicks. You have a number of Ancient Power equal to your Intelligence modifier. You can expend 1 Ancient Power to use one of the following abilities:

  • Blood Blitz. When you deal necrotic damage with a spell of 1st level or higher, you regain hit points equal to twice the spell's level.
  • Ice Blitz. When you deal cold damage with a spell of 1st level or higher, you can chill a target with magical ice. Choose one creature targeted by the spell that failed its saving throw or that was hit with a spell attack. The creature's speed is reduced by 10 feet until the start of your next turn. If the spell already reduces the target's speed, the speed reduction is increased by 10 feet.
  • Shadow Blitz. When you cast a spell of 1st level or higher that inflicts the blinded condition, creates magical darkness, or creates an illusion, you can cause shadows to linger in a nearby creature's vision. Choose a creature within an area affected by the spell, that is targeted by the spell, or that is within 30 feet of you. The next time that creature makes an attack roll, it must roll a d6 and subtract the number rolled from the attack roll.
  • Smoke Blitz. When you cast a spell of 1st level or higher that deals poison damage, inflicts the poisoned condition, or creates an area that is heavily obscured by something other than darkness (such as fog cloud), you can buffet a creature with toxic smoke to inflict lingering damage. Choose a creature within an area affected by the spell, that is targeted by the spell, or that is within 30 feet of you. The creature takes 1d6 poison damage at the start of its next turn.

You regain any expended Ancient Power after you finish a long rest.

Alter Element

At 6th level, you've learned to channel spells into the ancient elements. When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change its damage type to cold, necrotic, or poison. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses when you finish a short or long rest.

Improved Techniques

Also at 6th level, you've improved upon the basic ancient magicks techniques through study and practice. You gain the following features:

Class Options — DragonZaid
  • When you use Blood Blitz, you can also impede outside influences to your victim's lifeforce. Choose one creature targeted by the spell that failed its saving throw or was hit with a spell attack. The creature can't regain any hit points until the start of your next turn.
  • When you use Ice Blitz, instead of slowing a creature, you can cause it to be restrained by ice until the start of your next turn.
  • When you use Shadow Blitz, the creature also suffers a -2 penalty to their AC until the start of your next turn as shadows hinder its ability to see incoming attacks.
  • The poison damage you deal with Smoke Blitz ignores resistance. When you use Smoke Blitz, the targeted creature becomes poisoned until the start of your next turn. If it was already poisoned, the poison damage it takes at the start of its next turn increases to 2d6.

Burst Spells

At 10th level, your ancient magicks have grown potent enough to affect multiple creatures at once. When you use Blood Blitz, Ice Blitz, Shadow Blitz, or Smoke Blitz, you can impose the feature's negative effects on another creature within 15 feet of the original target of the feature. If the second creature didn't fail a saving throw or get hit with a spell attack, it must make a Constitution saving throw, avoiding the effect on a success.

You can use this feature once, after which you must expend 1 Ancient Power (in addition to the original cost of the Blitz feature) to use it again.

Barrage Spells

At 14th level, you've improved the reach of your ancient elements even further. When you use your Burst Spells feature, you can target two additional creatures instead of one.

Might of Zaros

Also at 14th level, your command of the ancient elements has climaxed. Your pool of Ancient Power increases to twice your Intelligence modifier, and you gain the following features:

  • When you use Blood Blitz, you can spend 1 additional Ancient Power to increase the number of hit points you regain to four times the spell's level.
  • When you use Ice Blitz, you can spend 1 additional Ancient Power to encase the target in a solid block of ice. Instead of being restrained, the target is petrified. The ice thaws and the target returns to normal at the end of your next turn.
  • When you use Shadow Blitz, you can spend 1 additional Ancient Power to cause shadows to linger on the target for a longer time. The target's AC is reduced and it suffers the penalty to the first attack roll it makes on each of its turns for 1 minute. At the end of each of its turns, the target makes a Wisdom saving throw, ending the effect on a success.
  • When you use Smoke Blitz, you can spend 1 additional Ancient Power to buffet the target with smoke for a longer time. The target takes the poison damage at the start of each of its turns and is poisoned for the next 1 minute. At the end of each of its turns, the target makes a Constitution saving throw, ending the effect on a success.
Class Options — DragonZaid

Wizard: Runecrafting

While many spellcasters rely on runes, small stones imbued with pure magical energy of a particular force, wizards of the arcane tradition of runecrafting use them to even greater effect. They devote their studies to learning how to create special, empowered runes out of the ambient magical energy in all things. These runes can then be used to supplement their spells with a variety of additional effects. The most expert of runecrafters can coax extra power out of their runes and even combine the effects of multiple runes simultaneously.

Runecrafting

At 2nd level, you have unlocked the secrets of crafting special empowered runes which can be used to augment and empower your spells. When you finish a long rest, you gain a number of runecrafting points equal to your wizard level which can be spent to create any combination of available runes of your choice. You can instantly craft any number of runes at the end of your long rest or use an action at any time to craft one rune. The next time you finish a long rest, any leftover runecrafting points you have are lost, and any remaining runes disappear.

When you cast a wizard spell on your turn, you can consume one rune to gain its effect for that casting. If the rune's effect targets an unwilling creature, that creature must have been hit with an attack or failed a saving throw to be affected. Unless specified otherwise, the rune's effect takes place just after the spell's instantaneous effects.

Basic Runes

At 2nd level, you can craft basic runes at a cost of 1 runecrafting point each, which produce the following effects:

Air Rune. You add a gust of air to the spell. One target of the spell is pushed 5 feet in a direction of your choice. This movement does not provoke opportunity attacks.

Water Rune. Your spell splashes a target with ice-cold water. One target of the spell becomes drenched in water. The water extinguishes any uncovered flames on objects they are wearing or carrying and they have disadvantage on the next weapon attack they make before the start of your next turn.

    Earth Rune. You manifest heavy and cumbersome stones which cling to one of your victims. One target of the spell is laden with stones which reduce their speed by 10 feet. The stones disappear after 1 minute or if any creature uses an action to remove them.

Fire Rune. You weave harmful flames into the spell. One target of the spell takes an additional 1d4 fire damage when you cast the spell and another 1d4 fire damage at the start of its next turn.

Mind Rune. You add an enchantment to the spell that sharpens the wit. Either you or one target of the spell has advantage on the next Charisma, Intelligence, or Wisdom saving throw they make within the next 1 minute.

Body Rune. You augment the spell with protective magic. Either you or one target of the spell gains 1d6 temporary hit points.

Advanced Runes

At 6th level, you can also craft advanced runes at a cost of 2 runecrafting points each, which produce the following effects:

Cosmic Rune. You weave an additional enchantment into the spell which temporarily enhances the target's equipment. Choose a weapon, armor set, or shield that either yourself or one target of the spell is wielding to receive the enchantment. The enchantment lasts 1 minute and grants a +1 bonus to the AC of a chosen shield or armor set or a +1 bonus to attack and damage rolls made with a chosen weapon.

Chaos Rune. You strengthen the spell with chaotic magic. One target of the spell that took damage from it takes an additional 1d6 damage of one of the spell's damage types. If you instead choose to deal damage of a random type, the extra damage increases to 2d6.

Astral Rune. You enhance the spell with a magical vengeance effect. Choose either yourself or one target of the spell to receive the effect. The next time the chosen creature takes damage from an attack, the attacker receives half of the same damage.

Class Options — DragonZaid

    Nature Rune. You add restorative nature magic to the spell. Either you or one target of the spell regains 2d6 hit points and their maximum hit points increases by the same amount for 1 hour.

Law Rune. You augment the spell with a short-range teleportation. Either you or one target of the spell teleports up to 15 feet to an unoccupied space that you can see.

Master Runes

At 10th level, you can also craft master runes at a cost of 3 runecrafting points each, which produce the following effects:

Death Rune. You weave powerful necrotic magic into the spell, hastening the inevitability of death. One creature targeted by the spell takes an additional 1d6 necrotic damage, and any hit points they regain for the next 1 minute are reduced by half.

Blood Rune. You augment the spell with blood magic, siphoning the life force of your target into an ally. One creature targeted by the spell takes an additional 2d6 necrotic damage, and you can then choose for another creature within 30 feet of the target to regain hit points equal to the necrotic damage dealt by the rune.

Soul Rune. You enhance the spell to temporarily strengthen the bond between body and soul. Choose either yourself or one creature targeted by the spell. For the next 1 minute, when the chosen creature drops to 0 hit points, they are not knocked unconscious. They still must make death saving throws, and they suffer the normal effects of taking damage while at 0 hit points. However, if the creature would die due to failing death saving throws, they instead become unconscious and stable, and the effect ends.

Wrath Rune. You strengthen the spell with intense emotional magic. One target of the spell that took damage from it takes an additional 2d6 damage of one of the spell's damage types and the target becomes frightened of you for 1 minute. The target makes a Wisdom saving throw against your spell save DC at the end of each of its turns, ending the effect on a success.

Runeweaving

At 14th level, you have mastered two highly advanced methods of utilizing the runes you craft: runesplitting and combination runes. You can use only one of these effects at once when you cast a spell.

Runesplitting. You coerce even more power out of each rune you expend. If you consume a rune which affects one target of your spell, you can spend 1 runecrafting point to instead cause it to affect two targets of the spell.

Combination Runes. You fuse the magic of two runes together before unleashing a greatly empowered spell. When you consume a rune, you can consume one additional basic rune to also gain its effects for that spell against the same or another target. You cannot combine the effects of two of the same rune.

Class Options — DragonZaid

Races of
Gielinor

Races of Gielinor — DragonZaid

Airut


Airut are strange, boar-like humanoid creatures that somewhat resemble the minotaur. Their bizarre mouths, many horns, skin colors, and bulkier physique, however, distinguish them. They are cruel, chaotic creatures that take great pleasure in combat. They are proud warriors who love not only to brawl and battle with one another, but to completely pulverize their enemies in combat.

Appearance

Airut are similar in appearance to the minotaur, but actually bear more resemblance to the boar than to the bull. They have between four and six front-curving horns, one larger pair sprouting from just behind the eyes, and one to two smaller pairs along the side of the jaw. They have strange mouths with mandible-like flaps that open laterally, revealing their small, pointed teeth within. Many Airut wear masks made of poorly fashioned together bits of metal or leather; they are better warriors than craftsmen. Their heads are small in comparison to their massive bodies, even wider and bulkier than most Minotaurs. They have massive, bulging necks, a huge torso, bulky arms, large hands, and small, comparatively thin legs. Their skin is either a pale purple or beige color and they have no hair, but they usually cover their bodies partly with crude clothing made from black fur around their chest, back, hands, and waist. Airut can walk bipedally or on all fours, similar to an ape.

Airut Names

Airut use a single given name, typically of just one or two syllables.

Typical Airut names: Cormes, Durzag, Krar, Tuz.

Tuska

Most Airut praise Tuska, a powerful beastly goddess that shares not only their boar-like appearance, but their viciousness and lack of sympathy for their foes. If enough Airut gather together, it is said that they can summon Tuska in order to crush their enemies with ease.



    Long ago as Tuska wandered about the universe, she attacked the home plane of the Airut. Mutually impressed by one another's strength, Tuska and the Airut joined forces, traveling together to conquer more worlds. Upon approaching their enemies, the Airut would repeatedly chant the name of their goddess in order to incite fear upon them. After much bloodshed, the Airut would leave the mark of Tuska branded on their victims bodies and carved into the walls of buildings, a permanent reminder of the Airut's dominance. Gradually, the Airut became more reliant on their newly formed symbiotic relationship with the goddess, taking giant hairs from her body and forming them into clothing and armor, supposedly to increase their strength. This behavior continued for many millenia.

Races of Gielinor — DragonZaid

Airut Traits

     Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Airut reach maturity at the same age as Humans, and live about 80 years on average.

Alignment. Most Airut are chaotic in nature and are typically evil.

Size. Airut are similar in size to minotaurs, but are considerably shorter and more bulky. They average about 6 feet tall when standing upright, and weigh between 400 and 500 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

All Fours. You can drop down on your hands and feet, running quadrupedally, in order to move more quickly. Your movement speed increases by 10 feet while both of your hands are free.

Relentless Strikes. You can occasionally attack with blazing speed, using your hands, feet, head, and horns⁠—whatever is available—to pulverize your foe. When you deal damage with your horns on your turn, you can use a bonus action to follow up with a flurry of relentless strikes, causing the target to take an extra 3d4 bludgeoning damage. After you use this trait, you can't use it again until you finish a short or long rest.

Hulking. You have proficiency in the Athletics and Intimidation skills.

    Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Common and one other language of your choice.

Year 1239, The Week of Lightglow


It's been a week or so since the arrival of the beast, and there are hundreds of them now. Some Naragi in the camp are calling them "Airut" - since they wear masks, like the warrior Airut from our histories. The Airut have been attacking the camp, killing our people, and we've been fleeing when we can. It does not help. The first Airut was a harbinger: now they are flooding into our world.


Some of us have been tasked with scout duty, trying to anticipate their attacks. I am one of them, and I was among those who made the latest discovery. Through the Airut's portal, a new breed of their race appeared, dressed in furred robes, carrying a staff. They looked something like priests, and their leader - her face without a mask - gathered the Airut about her. She raised her staff and shouted, in a language that our light-weaver twisted and reformed as: "Tuska will eat of them, and they will be of Tuska! They will fill the belly of a god! This is the gift of Tuska!" The leader then led the Airut in a chant of "Tus-ka, Tus-ka, Tus-ka", waving her arms to encourage them to shout louder and louder.

Races of Gielinor — DragonZaid

Aviansie


Aviansie are a race of avian humanoid creatures that were originally from a world of floating islands called Abbinah. They bear a strong connection to Armadyl, god of justice, who was once an ordinary Aviansie as well. They are a majestic and dexterous people, capable of maintaining free flight nearly constantly. They generally share Armadyl's belief in upholding law, justice, and the greater good.

Appearance

Aviansie have humanoid shaped bodies, but bear many distinct, bird-like features. Their bodies are completely covered with feathers, they have talon-like hands and feet, and their small heads are shaped like those of birds. Sprouting from their backs are a large pair of wings powerful enough to give them fully mobile flight, even while wearing light combat equipment. Though the majority of the Aviansie on Gielinor have an appearance that resembles the hawk, with brown plummage and large, curved beaks, many different types of Aviansie are known to exist. Some have appearances that more closely resemble owls, herons, phoenixes or other birds. In Aviansie culture, it is considered very rude to point out such differences in appearance.

From Chaos to Order

The Aviansie lived on Abbinah in a tribal society for many centuries. They constantly struggled to survive on this world. Deadly storms ravaged the skies, water was scarce, food needed to be competed for with other creatures and one another, and the floating islands frequently collided with one another, causing massive destruction. Armadyl sought to improve the chaotic lives of his people, so during the Second Age, he united the species and brought almost the entirety of their people to Gielinor, promising that this new world would allow them to live and thrive in peace. While uncomfortable in their new environment at first, the Aviansie adjusted quickly to life on Gielinor, making new friends and allies with some groups of Humans.

Near Extinction

Despite Armadyl's best efforts to avoid any involvement in the conflicts of the Third Age, he and the Aviansie were inevitably pulled into the God Wars. The Aviansie proved to be capable and wise warriors, fighting valiantly under their god and hoping to be able to bring long lasting peace to Gielinor. During the largest battle of the wars, forces from all sides involved fought at Forinthry. Zamorak destroyed the entire region in a last ditch effort, turning the once beautiful landscape of Forinthry into the now barren and lifeless Wilderness, and taking the lives of almost the entire Aviansie race among countless others. With the weight of these lost lives on his shoulders, Armadyl quickly gathered up as many of the surviving Aviansie as he could and returned them to Abbinah. A small number of Aviansie who were separated, forgotten, or thought to have died remained on Gielinor. With the gods now banished from the world, they had little hope of ever rejoining their people.

Races of Gielinor — DragonZaid

Aviansie Names

Aviansie use a single gendered given name typically between one and three syllables. Their names often utilize apostrophes.


Male Names: Gere'dyl, Hasma'dae, Kree'arra, Kree'gal, Obi'sooth, Skree, Taka'ara, Tepras
Female Names: Gee'ka, Geerin, Ka'larma, Kilisa, Len'ulen, Ra'ath, Taw'paak

Aviansie Traits

    Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Aviansie mature at around the same rate as Humans, and can live as long as 80 years.

Alignment. The teachings of Armadyl are deeply ingrained in Aviansie culture, giving most of them a strong sense of justice and a lawful bent. They are most often good, striving to achieve the greater good for everyone.

Size. Aviansie have light and slender builds. They weigh around 80 pounds and are between 5 and just over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Flying. You have a flying speed equal to your walking speed. You can't use this speed if you're wearing medium or heavy armor.

Aviansie Weapon Training. You have proficiency with the javelin, hand crossbow, shortbow, and longbow.

Talons. You can use your talons as natural weapons to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and Aviansie.

Kree'arra - the war's gone on too long.


I can't recall how many months have passed since we got trapped here. In those first weeks, we only had K'ril to worry about. We held his forces back with little trouble, but we struggled to break from him. You requested aid from our allies, and they neglected to come; you told them of the Godsword and they rushed to help us. We should have anticipated their greed. Graardor joined forces with K'ril, and Zilyana staged her own attack. I feared for our own survival.


Yet, Armadyl be praised, we survived. We repelled their attacks. You made peace with Zilyana. A wise decision; we couldn't battle on three fronts at once. Soon after, your decisions became much more questionable, but it wasn't my place to criticise, so I did not speak.


Look where it's got me: both wings broken, my body and arm trapped beneath a rockfall. The stones hide me from my enemies, but not the view of the battle. There are no words to describe watching your flock die...

Races of Gielinor — DragonZaid

Dorgeshuun


The Dorgeshuun, often referred to as Cave Goblins, are a race and tribe of subterranean Goblins that inhabit networks of tunnels beneath the surface. The name Dorgeshuun in the ancient Goblin language means "Goblins of the Strong Spears." They share ancestry with typical Goblins, but their tribe became separated from the rest long ago. Ordered by the war god Bandos to kill an enemy they could not possibly defeat, the Dorgeshuun tribe faced certain death. They then decided to defy these orders, hiding underground and starting a new life for themselves.

Appearance

Dorgeshuun appear similar to ordinary Goblins, but with a few differences that developed as a result of living exclusively underground. They are of the same approximate height, have hunched backs, pointed ears, and large noses. However, due to never being exposed to sunlight, they have much paler gray-green skin as opposed to the much more vivid green skin of surface Goblins. They are also a little less bulky and their limbs are slightly longer, aiding them in climbing and navigating underground caverns. The most distinguishing feature of the Dorgeshuun, however, is their eyes. They have incredibly large, bulbous eyes in comparison to the size of their heads, an important adaptation for effective vision while living underground.

Isolated Advancement

Over the course of several thousand years, the isolated Dorgeshuun deviated greatly from their ancestors. Whereas ordinary Goblins stagnated in advancement, the Dorgeshuun thrived culturally, biologically, and technologically. They established the city of Dorgesh-Kaan, a thriving underground capital in which nearly the entirety of the race lives. They are ruled by the Dorgeshuun Council, an elected group of seven Dorgeshuun that have been largely successful since their establishment. The Dorgeshuun are non-religious in nature, preferring to base their decisions on logic and reason rather than religion. Most maintain no religious devotion to any deities, some even going so far as to teach their children that the gods are a myth.

     The Dorgeshuun adapted wide, bulbous eyes to allow them to see in the darkness of the underground. They also have longer arms than normal Goblins and are adapted to climbing and scaling the vast cave walls of their underground home. While slightly less sturdy than their surface-dwelling counterparts, they are much more intelligent.

City of Innovation

Some time after beginning their new life beneath the surface, the Dorgeshuun established their capital city of Dorgesh-Kaan, which is home to almost every member of their race. For an underground establishment, the city is incredibly large, rivaling many moderately-sized surface cities. The city's design is very intricate, and its maze-like layout and strange architecture could confuse those unfamiliar with it. Its citizens live as councilmembers, miners, artisans, cooks, hunters, teachers, merchants, and inventors. Dorgesh-Kaan is lit by a complex system of magical light orbs, an ingenious design which utilizes a combination of magic and technology in order to illuminate the city with soft light. The Dorgeshuun have even harnessed geothermal energy from below the city to begin to develop primitive forms of steam powered machinery.

Dorgeshuun Names

Dorgeshuun typically use a single gendered name with two syllables.

Male Names: Barlak, Dartog, Fandom, Gamdin, Kazgar, Oldak, Turgok, Undak.
Female Names: Andil, Caldi, Elzik, Gundik, Inglin, Kenti, Torzek, Zanik.

Races of Gielinor — DragonZaid

Dorgeshuun Traits

     Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Dorgeshuun reach adulthood at age 8 and live up to 60 years.

Alignment. Dorgeshuun typically maintain peace with any other race they happen to come by while living underground. The structured society in which they live gives them a slightly lawful bent. Most Dorgeshuun are good and are more often lawful than neutral or chaotic.

Size. Dorgeshuun possess a similar short and thin stature to other Goblins. They are between three and four feet tall and weigh between 40 and 80 lbs. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. Dorgeshuun have large, powerful eyes adapted to seeing in the dim underground. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Natural Tinkerer. You have proficiency with Tinker's Tools. Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to two such devices active at a time. When you create a device, choose one of the following options:

  • Portable Light Orb. This device is a smaller, more compact version of the light orbs used to illuminate the city of Dorgesh-Kaan. It has the appearance of an ordinary sphere of cloudy glass and is small enough to be held in your hand. When operated using an action, the light orb casts bright light in a 30-foot radius, and dim light for an additional 30 feet. The orb can be deactivated at any time (no action required) so long as you are holding it. The light can't be extinguished by a lack of oxygen, such as from being submerged in water.
  • Dorgeshuun Alarm. This device appears similar to an ordinary hourglass. It can be activated using an action and, after a delay, emits a very loud metal rattling noise for 1 minute or until deactivated using an action. The delay can be set to 1 minute or 1 hour when activated.
  • Oldak Coil. This device has a rectangular base with a thin, vertical rod tipped with a round metal ball. The base of the device contains a set of tiny and complex switches and dials. You can activate and deactivate the device using an action. While active, the device will deliver a small shock to any creature within 5 feet of it when it enters the area for the first time on a turn or starts its turn there, dealing 1d4 lightning damage. You can safely activate and deactivate the device provided you don't start or end your turn within its range while it's active.

Wide-Eyed. Your eyes are better adapted to dim underground caves than bright sunlight. When you make a Wisdom (Perception) skill check relying on sight while you and whatever you are trying to perceive are in dim light or darkness, you can add your proficiency bonus to the roll. If you are proficient in Perception, you double your proficiency bonus for the roll instead.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write Common and Goblin.

Races of Gielinor — DragonZaid

Dwarf


Dwarves are a race of short humanoids that have mostly remained hidden underground until recent centuries in Gielinorian history. They are particularly fond of ale and enjoy using any chance they get to drink together and socialize. As one of the most technologically advanced races, they are highly skilled craftsmen known across the world for their unmatched smithing and tinkering capabilities. Though some follow the ideologies of Guthix, most modern Dwarves are not particularly religious, preferring to dedicate themselves entirely to increasing their profits and wellbeing.

Appearance

Dwarves stand significantly shorter than most humanoids, but have very stocky, wide builds. They have large heads, hands, and feet, and long, muscular arms—a stark contrast to their short legs. They are fair-skinned with brown eyes and hair of shades ranging between brown, blond, black, and copper. Almost all male Dwarves grow out beards or other styles of facial hair, taking great pride in them and often decorating them with braids, hoops, or other ornaments.

Zamorak's Curse

At the dawn of the God Wars, the god Zamorak sought the aid of the Dwarves to fight for him with his chaotic forces. Hoping to avoid the bloodshed of the wars altogether, the Keldagrim Dwarves decided to hide themselves underneath the mountains east of Rellekka. The other primary group of Dwarves, the Imcando, decided to side with Saradomin. Furious that neither group would side with him, Zamorak placed a curse on the entire Dwarven race, tainting the magic in their blood so that their bodies and minds would slowly become corrupted.

    Saradomin protected the Imcando Dwarves from this curse, but the Guthixian Keldagrim Dwarves were on their own. After much panic, their wizard elders were able to find a solution, but it came at a great cost. The Dwarves could be alleviated of the curse completely, but they would have to completely forfeit their ability to use magic.

The dark god Zamorak has corrupted the magic that Guthix placed in our blood, such that all Dwarves will slowly transform into twisted abominations. Saradomin has protected his Imcando Dwarves from the curse, but our god is sleeping and cannot help us. The city is already falling as chaos Dwarves run amok in the streets.


Our greatest wizards have found a remedy, but at a terrible cost: all Keldagrim Dwarves will permanently lose their ability to work magic. The curse will remain dormant in our blood, but - starved of magical power - it will not take effect.


The sudden end of Dwarven magic will throw our city into chaos almost as dire as that which Zamorak hopes to cause. Without magical farms, we will starve; without magical lights, we will be blind. No band of petty councilors can preserve this city through its darkest days - only a king. We will therefore use the last of our authority to install Captain Gozdaron as absolute ruler, and pray that he will quickly win the inevitable civil war and bring order to the city.


Recorded by Archmage Azdaran, Head of the Council of the Elder Magi of Keldagrim. May the sleeping God forgive us when he wakes.

Life Underground

Initially, the Dwarves were devastated by their inability to use magic any longer. Despite this, they were able to quickly adapt to living underground. They established Keldagrim, an entirely underground establishment known only to the Dwarves. In the thousands of years that followed, Keldagrim flourished into a thriving underground city rivaling the size of many great cities at the surface. The city was surrounded by natural resources they could use to build their city and economy. They also developed some of the most advanced technology Gielinor has seen, including rudimentary coal-powered boats that could traverse the underground rivers near Keldagrim.

Dwarf Names

Dwarves use gendered names with one to three syllables.

Male Dwarf Names: Alvis, Blandebir, Boric, Dromund, Ferd, Grimsson, Hreidmar, Isak, Jorzik, Lukas, Medwin, Nurmof, Obert, Randivor, Suak, Sven, Teplin, Thurgo, Veldaban
Female Dwarf Names: Agmundi, Anleif, Brae, Fjoila, Freda, Grenda, Haera, Hilda, Jari, Kara, Meike, Sagira, Sieglinde, Vermundi

Races of Gielinor — DragonZaid

Dwarf Traits

     Ability Score Increase. Your Constitution score increases by 2.

Age. Dwarves reach adulthood at the same rate as humans. On average, they live about 200 years.

Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.

Size. Dwarves stand about 4 feet tall and average around 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.

Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, tinker's tools, or mason's tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a Dwarf might speak.

Subrace. Two main subraces of Dwarves are present on Gielinor: Imcando Dwarves and Keldagrim Dwarves. The two share a very similar appearance, but the Imcando Dwarves can be recognized by their slightly shorter and stockier build and larger, wide noses. Choose one of these subraces.

Imcando Dwarf

The Imcando Dwarves descended from a clan of Dwarves that decided to follow Saradomin during the God Wars. Imcando Dwarves are fond of the use of magic to aid their already unparalleled smithing skills. They are believed to have inhabited Ice Mountain, but their numbers dwindled drastically during the barbarian invasions of the early Fifth Age, in which great Fremennik forces lashed out against users of magic. Very few Imcando Dwarves are known to still be alive at present day.

Ability Score Increase. Your Wisdom score increases by 1.

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Keldagrim Dwarf

During the God Wars, a large group of Dwarves hid beneath the surface of Gielinor in order to avoid the bloodshed that ensued throughout the Third Age. These Dwarves established the underground city of Keldagrim, and have only recently revealed themselves to the rest of the world.

Ability Score Increase. Your Strength score increases by 1.

Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny Dwarven device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to two such devices active at a time. When you create a device, choose one of the following options:

  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Lock Melter. The device can be used to break a single ordinary, nonmagical lock. You can attach the device to a lock and activate it using an action. The device then takes 1 minute to break the lock, making loud mechanical noises while activated. Once the lock is broken, you must spend 1 hour repairing the device before it can be used again.
  • Dwarven Sparkler. The device creates a small, harmless shower of bright sparks. Once activated, the device remains active for 1 minute or until deactivated using an action. Using the device requires your action.

Note: According to the lore of Gielinor, Keldagrim Dwarves are unable to cast magic without succumbing to Zamorak's curse. However, players should have the option to avoid such a limitation if they wanted to create a magic-using Keldagrim Dwarf character. Perhaps the character was blessed by a powerful priest of Saradomin, lifting the curse, or perhaps the character has made a deal with Zamorak himself to negate the effects of curse.

Races of Gielinor — DragonZaid

Elf


Elves are a tall, graceful, and diverse people that mainly live in Tirannwn, the westernmost region of Gielinor. They are a race with one of Gielinor's longest lifespans. Making little use of Human magic and technology, Elven society utilizes tools, weaponry, and magic based on the use of crystals. Elves have a deep connection with the crystal goddess Seren. Because of their rarity outside of the westernmost areas of Gielinor, many people regard the Elves as merely a myth.

Appearance

Elves have a similar appearance to Humans, but are slightly taller and more slender on average and have long, pointed ears. They are renowned for their beauty and grace. While most have fair skin with faint tints of pink or beige, Elves can have a variety of skin colors ranging from very fair to dark mahogany. Many have tattoos of swirling or sometimes angular patterns, usually on their faces. Most Elves, male and female, have long, straight hair that is typically either let down beyond shoulder length or put up with decorative circlets or other accessories. Their hair can be of any typical color—including blond, brown, black, and red—as well as any manner of unusual colors like green or magenta.

Bound to Seren

Before coming to Gielinor, the Elves lived on Tarddiad, a world covered in trees and crystalline structures. They lived in a peaceful and harmonious society organized into nine clans. When Seren arrived, she took an interest in the world and its inhabitants. She bestowed upon them many gifts of knowledge to improve their quality of life, such as the ability shape crystals into useful forms through a type of magical chanting known as crystal singing. The Elves quickly grew to adore Seren, and she grew very fond of them as well. She loved and cherished them, and saw herself as a maternal figure to them.

During Seren and the Elves' time on Tarddiad, one of Seren's most beloved Elves died of old age. In a desperate attempt to prevent something similar from happening in the future, the heartbroken goddess attempted to extend the lifespan of the Elves. In doing so, she inexplicably tied the race to herself, creating a powerful and unusual magical bond between them. Due to this bond, any Elf that wasn't in Seren's presence for an extended period of time would slowly grow ill and feverish, eventually leading to their death. For many years Seren sought a way to break the Elves' dependence on her so that they could live freely, but her search was fruitless.

Shattered Goddess

The Elves were one of the earliest races to arrive on Gielinor, being brought there by Seren in the early First Age. Most were very resistant to the idea of relocating, but Seren was able to convince them, emphasizing the world's great beauty and abundance of resources. Seren also hoped that she might find some way to wean the Elves off their dependence on her on this new world. The Cywir clan, which placed great value in history and tradition, decided to stay behind on Tarddiad. Seren and the Elves created Prifddinas, a great crystal city and one of the first establishments on Gielinor.

Races of Gielinor — DragonZaid

    The Elves remained mostly isolated from the bloodshed of the God Wars, with the exception of a small minority who chose to leave Tirannwn in order to fight. When the wars ended and the gods were being banished from Gielinor, Seren knew she couldn't simply leave her Elves behind, for they would almost certainly all grow ill and die once separated from her. Instead, she shattered herself into many shards of crystal containing her very being. The process would destroy her, but the pieces of crystal would fulfill the bond, preventing the Elves from dying. The Elves mourned the loss of their beloved goddess, but for the first time in generations, they were free of their dependence on Seren.

I cannot help but wonder if it is this strange new arrival. A woman, of sorts, not Elven but something...different. Her skin sparkles in the sun and it is as though she is made from brilliant crystal. She is remarkable.


She calls herself Seren and she wishes to be our friend. She has fallen in love with our world and with our people and she has offered us gifts of knowledge and magic. There are talks that she is more than she seems. Are the rumours true, has a god come to raise us up?


She has brought us together in a way I never thought possible. So many of the families gather now at her side and she follows through with her promise. She has taught us how to tend the fields, how to grow our food rather than hunt it. Only house Cywir holds back from her teachings, those traditionalists despise change.


We invited her to the harvest celebration. She seemed to delight in our quaint customs and she performed miracles, causing flowers to bloom out of season and causing the crystals around her to sing along with us. It was wonderful. She is wonderful. She has pledged to stay with us and Ceidwadd has begun spreading word of her divinity. We are a blessed people.

The Lost City

With Seren gone, the Elves were without guidance for the first time. The current ruler of the Elves, King Baxtorian Cadarn, and the Cadarn Clan attempted to retain order within Elven society as well as expand their presence eastward. They lead the construction of a route through the Galarpos Mountains to the east of Tirannwn and created establishments in what is now the Kingdom of Kandarin.

While the King and much of the Cadarn clan were away, issues arose in Prifddinas. The Iorwerth Clan abandoned Seren, turning instead to a being known as the Dark Lord. They took control of the city, sparking the Elven Civil War between the Iorwerth and the other seven clans of Tirannwn. The Iorwerth were powerful warriors, crushing their opponents with relative ease. The lives of many Elves on both sides were lost in the war.

After failed attempts to suppress the Iorwerth Clan and liberate Prifddinas, King Baxtorian organized efforts to rescue the Elven Council of Elders. The council then performed a powerful ritual beneath the city, reverting the entirety of Prifddinas into the form of a crystal seed. Anyone within the city at this time was also preserved within the crystal.

While the majority of the forces of the civil war were preserved within the crystal seed of Prifddinas, the Iorwerth Clan was still able to maintain power over much of Tirannwn due to a significant amount of Elves having been outside the city at the time of the ritual. The other clans attempted to retake Tirannwn, but were hunted down by the Iorwerth. Those that remain now hide in the forest of Isafdar and the small village of Lletya, while the Iorwerth control the chasm left behind by Prifddinas and its surroundings.

After a few weeks Adwr returned, the only one of the five scouts that made it back. A council was called to listen to his news. He told us of the chaos he had seen; Elves killing Elves in the streets of Prifddinas and the seizing of the Tower of Voices by Iorwerth Clan, their forces denying access to all those not of their bloodline. Hearing all this sparked a debate that continued for days.


Many plans were put forward of how we should deal with the problems back home. Ideas ranging from the assassination of Lord Iorwerth to just leaving the western Elves to kill each-other were suggested. It was at this suggestion that the Baxtorian quoted the Cerddi, telling all those present that "Only together as the eight clans can we hope to survive in this hostile new world", he then pledged Clan Cadarn to stop the madness that had befallen Prifddinas and so started the Baxtorian campaign.

Elven Clans

Elven society is divided into nine clans, families from their home world of Tarddiad. The clans are distinguished by bloodline, and each specializes in a particular craft or set of skills. Before the Elven Civil War, the clans ruled over Elven society equally.

Cywir Clan

The Cywir Clan was the only one to remain on Tarddiad when Seren brought the rest to Gielinor. They chose to do this due to the great value that they placed in history and tradition.

Amlodd Clan

The Amlodd Clan holds a strong connection with nature and the spirit plane. They specialize in conjuration and transmutation magic.

Cadarn Clan

The Cadarn Clan have military roots, holding the responsibility of protecting the other clans. They specialize in archery and evocation magic.

Races of Gielinor — DragonZaid

Crwys Clan

Like the Amlodd Clan, Elves of the Crwys Clan hold a strong connection with nature. They are skilled botanists and farmers in charge of growing food, herbs, and trees for the other clans.

Hefin Clan

The Hefin Clan are a pious clan with an especially strong connection to Seren. They are some of the most dexterous of the Elves, and many members of the clan serve as monks, priests, and clerics.

Iorwerth Clan

The Iorwerth Clan is comprised of warriors, assassins, and slayers of beasts. They initiated the Elven Civil War and still rule over most of Tirannwn at present day.

Ithell Clan

The Elves of the Ithell Clan are talented craftsmen who pursue a variety of trades, including woodworking, pottery, jewelry, and construction. They are also the most skilled at crystal singing.

Meilyr Clan

The Meilyr Clan are herbalists known for their experimentation with herbs and other ingredients to create useful potions. They are also knowledgeable explorers and delvers of dungeons.

Trahaearn Clan

The Trahaearn Clan are hard working Elves that specialize in mining and metalwork. They are responsible for harvesting useful ores and creating the majority of the metal objects required by the other clans.

Elf Names

Elves have gendered names between one and four syllables.

Male Names: Alfon, Arianwyn, Briallen, Cynog, Daffyd, Dilwyn, Erethdor, Essyllt, Gethin, Gruffydd, Helwyr, Idris, Islwyn, Morvran, Nissyen, Oluien, Rhodri, Sior, Teclyn, Trevelian, Wythien

Female Names: Adyna, Auron, Bronwyn, Eilwynn, Eirlys, Eluned, Gwir, Haluned, Heriau, Ilfeen, Iona, Lunet, Mawrth, Merethiel, Mhistyll, Myfi, Oronwen, Rhiannon, Tiwlip

Elf Traits

    Ability Score Increase. Your Dexterity score increases by 2, your Wisdom score increases by 1, and one other ability score of your choice increases by 1.

Age. Elves mature at a much slower rate than Humans, and are still considered children until they are about a century old. Elves can live to be about 500 years old.

Alignment. Before the Iorwerth Clan rose to power, Elves lived in a cooperative society where each clan worked together for the benefit of all. At the same time, Elves believe that it is important for people to have the freedom to live as they choose. Most Elves are neutral or good, and they range between the gentler aspects of law and chaos. Certain Elves, however, such as some members of the Iorwerth Clan, may be more inclined toward evil.

Size. Elves have a similar build to Humans, but are slightly taller and more slender. They are between just under and well over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Elven Versatility. You gain proficiency in any combination of two skills or artisan's tools of your choice.

Crystal Singing. Once you reach 3rd level, you can cast the magic weapon spell as a 2nd-level spell once with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for this spell. When you cast this spell using this trait, the targeted weapon takes on a crystalline appearance for the spell's duration.

Languages. You can speak, read, and write Common and Elvish.

Races of Gielinor — DragonZaid

Fairy


Fairies are a race of small, winged, humanoid-fey creatures from Zanaris, Gielinor's moon. They take great delight in all things to do with magic and mischief. They mostly stay completely hidden from the inhabitants of Gielinor, but have a strong connection with its balance of nature.

Appearance

While they bear a strong resemblance to humans, Fairies are not too dissimilar from bugs, with fast beating wings, antennae, and large eyes. They have one to two pairs of wings resembling those of a butterfly, which are typically white with brightly shaded tips of various colors. Their small and slender bodies allow them to fly almost constantly, though they have trouble maintaining height.

Zanaris

Fairies live primarily on Zanaris, Gielinor's only moon. Zanaris is a strange world completely alien to Gielinor. The Fairies have developed a society there, ruled over by a Fairy Queen, where they live amongst the trees and glowing mushrooms. The moon is inhabited by many unusual creatures in addition to Fairies. Dangerous aberrations referred to as otherworldly beings stalk the remote areas of Zanaris. It is also home to friendly alien creatures which the fairies call the Gatekeepers, which hold the responsibility of guarding the entrances of the Fairies’ establishments and protecting them from harm. A variety of strange plants and plant creatures live on Zanaris as well. Mutated zygomites lurk the wilds of Zanaris, burying themselves mostly beneath the ground and disguising themselves as ordinary mushrooms as they wait for unsuspecting victims to come near before ambushing them. Other aggressive plant creatures known as Tanglefootii that bear a resemblance to tree roots dwell in caves beneath the ground, emerging occasionally to attack the Fairies.

One With Nature

Zanaris and the Fairies were created by the elder god Bik in an effort to create a perfect world. In present day, the majority of fairies are followers of Guthix, as he and them share a strong connection to nature. The most powerful Fairies hold the responsibility of maintaining Gielinor’s weather, the growth of its crops, and the passing of its seasons, traveling to Gielinor in order to do so. These efforts are overseen by a Fairy known as the Co-ordinator. The Fairies travel between Gielinor and Zanaris utilizing fairy rings, a system of concentric rings of magical mushrooms placed throughout Gielinor and Zanaris. Only the Fairies know how to operate the rings, and they do their work on Gielinor in secret, utilizing their natural stealth and small size to remain unseen.

Fairy Names

Fairies typically use a single given name, and sometimes choose to precede their given name with the word "Fairy".

Given Names: Aeryka, Bethan, Cait, Chaeldar, Cormac, Donnacha, Fionn, Jukat, Lunderwin, Nuff, Ronan, Rosie.

Fairy Traits

     Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Age. Fairies age at a similar rate to humans in their early lives, but cease aging almost entirely once they reach early adulthood, living lives of prolonged youth. They can live for as long as about two centuries.

Alignment. Fairies love freedom, living in a loosely structured society that embraces gentle aspects of chaos. They value the freedom and wellbeing of others, and are more often good than not.

Size. Fairies are considerably small creatures, even compared to the smallest humanoids. They average about 3 feet tall and weigh between 20 and 30 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Flight. You have a flying speed equal to your walking speed. You can't use this speed if you're wearing medium or heavy armor.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Zanarian Talent. You have proficiency in your choice of one of the following skills: Deception, Nature, Persuasion, and Stealth.

Fairy Magic. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the misty step spell once with this trait, and regain the ability to do so when you finish a long rest. You are briefly surrounded by a colorful swarm of fluttering butterflies, rather than silvery mist, when you cast this spell with this trait. Charisma is your spellcasting ability for these spells.

Hybrid Nature. You have two creature types: humanoid and fey. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Common and one other language of your choice.

Races of Gielinor — DragonZaid

Gnome


Gnomes are a race of small humanoids that can be found sparsely throughout many regions of Gielinor. The majority of them, however, make their residence in remote establishments in the Kingdom of Kandarin. Gnomes have a strong connection with nature, usually choosing to make their homes in treetops or thick forests. Many of them are followers of Guthix. The Gnomes are also one of the most intelligent races of Gielinor, having created technology rivalled only by the Dwarves and the Dorgeshuun.

Appearance

Gnomes are very short in stature and have slender figures, making them one of the lightest races of humanoids on Gielinor. They have big, wide heads and large noses, eyes, and pointed ears. Most Gnomes are fair-skinned, but some have slightly darker, tanned skin. They have hair in various shades of brown, copper, and black, and brown or pale blue eyes.

Resurfacing

During the Second Age, the Gnomes constructed large cities with sophisticated technology that has since been lost to time. When the God Wars began, they hid below ground in order to avoid the bloodshed and heavy casualties many other species suffered. Once the wars were over, around the start of the Fourth Age, they returned to the surface and created new establishments in Kandarin. A great, magical tree called the Grand Tree was planted in northern Kandarin, and the Tree Gnome Stronghold was constructed in and around it. The Gnomes also founded Tree Gnome Village, surrounding it by a complex maze of tall hedges and foliage in order to prevent outsiders entering.

At present day, Gnomes have a developed society where many live as craftsmen, farmers, tinkerers, wizards, rangers, chefs, teachers, and workers. They have a powerful military that is capable of overwhelming most armies due in part to their sheer numbers, and train terrorbirds and giant tortoises to be mounts in combat as well as for civilian use. Most Gnomes lead cheerful lives, finding fulfillment in friends, family, nature, religion, and life's simple pleasures.

Gnome Names

Gnomes use one to two gendered given names and a single surname.

Male Names: Aluft, Blurberry, Bolkoy, Caranock, Daero, Dalbur, Elkoy, Ferrnook, Gloughrie, Hazelmere, Heckel, Klemfoodle, Lumdo, Montai, Narnode, Spanfipple, Timble, Wurbel, Zooknock
Female Names: Ani, Anita, Azalea, Cheri, Dalila, Damwin, Fara, Femi, Golrana, Laidee, Meegle, Mieliki, Prissy, Sarble, Terri
Surnames: Arblenap, Avlafrim, Blinkin, Butternut, Cianta, Funch, Gianne, Glyph, Gnonock, Imblewyn, Manglethorp, Oakheart, Onglewip, Scilla, Shareen, Skernip, Squecks, Tapio, Winkin

Gnome Traits

    Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.

Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.

Alignment. Gnomes are generally good. Those who tend towards law are sages, engineers, researchers, investigators, or inventors. Those who tend towards chaos are often minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are light-hearted, and even the tricksters amongst them favor harmless pranks over vicious schemes.

Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.

Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts. Through sound and gestures, you may communicate simple ideas with Small or smaller beasts.

Languages. You can read, speak, and write Common and Gnomish.

Races of Gielinor — DragonZaid

Goblin


Goblins are short, green-skinned humanoids that take great enjoyment in fighting, stealing, and mischief. They are some of the most devoutly Bandosian creatures of Gielinor. Goblins can be found all throughout Gielinor, living in small groups or moderately sized villages between towns in the kingdoms of Misthalin, Asgarnia, and Kandarin among other places.

Note: For the Dorgeshuun race, also known as Cave Goblins, see Dorgeshuun.

Appearance

Goblins are smaller than most humanoids, usually standing with a hunched posture. They have green skin, yellowish eyes, and long, outward-pointing ears. Their lower jaws have underbites with a few long teeth that poke upward, resting outside the mouth. The least strong of Bandos' followers, Goblins' bodies are generally thin and lanky with long limbs.

Blind Servitude

Goblins were originally a gentle, more intelligent race living on a fertile world filled with beautiful plant life called Yu'biusk, where they survived primarily as hunter-gatherers. In the First Age, the war god Bandos discovered Yu'biusk and the Goblins. Despite their weak physique, Bandos knew he could convince the Goblins to be expendable and extremely loyal footsoldiers. The Goblins quickly came to revere Bandos, calling him "The Big High War God", a nickname still frequently used at present day. Bandos trained the Goblins to be stronger, quicker, and deadlier, arming them with powerful weapons, appointing leaders to guide them, and organizing them into twelve tribes. During the Second Age, Bandos brought the Goblins to Gielinor. During the God Wars, the Goblins were deployed in massive numbers, suffering heavy casualties. Blinded by their faith in Bandos, however, the Goblins cared little for their fallen brethren.

The Chosen Commander

After the gods were banished from Gielinor and the wars ended, the Goblins' loyalty to Bandos remained strong. However, without Bandos' leadership, the race fell into disarray. The many tribes of Goblins warred with one another for years. During one battle, now known as the Battle of the Plain of Mud, all twelve of the tribes fought one another, resulting in heavy bloodshed and massive losses. During the night after the battle, Bandos proclaimed a message to the leaders of each tribe, telling them that one day he would send a "Chosen Commander" to Gielinor. What exactly the purpose of the Chosen Commander will be is still debated. At present day, some Goblins believe that the Chosen Commander will guide the Goblins to conquer all of Gielinor, and others think it will bring peace to the race.

Goblin Names

Goblins refer to one another using a single given name. Their names typically consist of an adjective or noun, often having to do with nature, followed by a part of the body.


Goblin Names: Bentnose, Clothears, Goutbones, Grimspike, Grubfoot, Lumpnose, Mosschin, Mossfists, Mudknuckles, Redeyes, Slimetoes, Smellytoes, Snailfeet, Snothead, Steelwill, Strongbones, Wartface, Wormbrain

In beginning all gods have big war. Each god find army to fight for him. Big High War God not have army. Big High War God go to short-beardy-people and ask, Will you fight in my army? But beardy-short-people say, No, we fight for god of shiny light.


Then Big High War God go to demons and ask, Will you fight in my army? But demons say, No, we fight for God of Dark Fire.


Then Big High War God go to tall people with keen blades and ask, Will you fight in my army? But tall people with keen blades say, No, some of us fight for god of shiny light and some of us fight for God of Dark Fire, but none of us fight for you!


Big high war god very sad. He travel east and west, north and south, across land looking for army to fight for him.


Then Goblins say, We fight for you! At that time Goblins very weak, very small, soft skin. Not like Goblins today! But Big High War God say, I will make you my army. So Big High War God train Goblins so they very strong. He give them good armour so they not be harmed. He make them strong in spirit so they not afraid of battle. He give them commanders so they know which way to go. He divide Goblins into twelve tribes and send them into battle!

Races of Gielinor — DragonZaid

Goblin Traits

    Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1.

Age. Goblins reach adulthood at age 8 and live up to 60 years.

Alignment. Goblins are typically neutral evil, putting their own needs before anyone else's. A few Goblins tend toward neutrality or, in rarer cases, good, and some tribes form shaky peace treaties with nearby settlements.

Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Languages. You can speak, read, and write Common and Goblin. The Common language is typically not taught amongst Goblins very well, causing them to often speak and write with broken grammar while using it.

The war of gods last many lifetimes. Battle is glorious and many heroes live and die! Then all gods leave world, leave their armies behind. But Goblins still soldiers, still fight! Goblins fight against tall people with keen blades. But tall people build cities with walls, they not want to fight. They not true soldiers like Goblins! But now Goblins not have enough to eat, and have no commanders to tell them who to fight. So Goblin tribes fight one another. At last all Goblin tribes have big battle on plain of mud. Battle last many days and many Goblins die, battle is glorious! But Goblin corpses cover the ground and it look like all die.


Then Hopespear of the Narogoshunn tribe have vision of Big High War God. In night while soldiers rest he call leaders of all tribes together to give them message.


This is the word of Big High War God: Battle is indeed glorious and Goblins are soldiers but if there too much battle all Goblins die! No more must Goblin fight against Goblin or tribe against tribe. Goblins must find other enemies to fight, but not fight each other!


And this is the word of Big High War God: Today I cannot lead you, but someday I will send a new Commander to lead you. Under new Commander Goblins will conquer all of Gielinor, every race and every god! And then Big High War God will return and sit on throne of bronze and rule over all. War will end in victory and victory will last forever!


So leaders of tribes stop battle. And on plain of mud all tribes build temple to Big High War God and offer sacrifices.

Races of Gielinor — DragonZaid

Gorajo


Gorajo are a race of humanoid creatures that were accidentally brought to Gielinor from the spirit plane. They live in tight-knit tribes with strict roles that work in close unison in order to succeed. Gorajo vary in appearance and ability depending on their role. They have a strong belief in reincarnation, believing that when they die, their souls are reincarnated into the body of another Gorajo or other creature from their plane.

Appearance

Gorajo share a similar size and shape to most humanoids, but have several animalistic features. They are slightly shorter than humans, with varying skin tones ranging between pale hues of blue, orange, and beige. They have jagged, tribal patterns of darkened skin all over their bodies. They have blank, white eyes, and long, lizard-like tails. One to two pairs of goat-like horns sprout from their heads and curve in various directions. Their hands have three fingers each, which are tipped with claws.

Everything for the Tribe

Gorajo work together in tight unison with their tribe. The individual has no place among the Gorajo. Everything they do is for the benefit of the tribe, and it is not the Gorajo way to feel wanderlust or the need to be alone. Those are said to be the thoughts of Ramokee, or exiled Gorajo.

Arrival

In the Fourth Age of Gielinor, a powerful Mahjarrat named Bilrach excavated and created the mysterious dungeons of Daemonheim in hopes of using the power he believed to be below the ground to aid Zamorak. To help with this process, he experimented with portal magic, intending to use them to facilitate the excavation as well as keep others away from his operation. During his experimentation, Bilrach accidentally opened a portal to the spirit plane, bringing the Gorajo to Gielinor. He initially tried to get them to join in his cause, but they protested to his use of necromancy and summoning of demons. Many Gorajo were killed in the ensuing fight, but some escaped into the rest of Gielinor.

Races of Gielinor — DragonZaid

Ramokee

If a Gorajo commits a serious enough crime or mistake against their tribe, it is exiled to live alone without their clan. A Gorajo that has been exiled in this way is dubbed a Ramokee. Ramokee live in their own tribes and do not specialize like the Gorajo do. Because they tend to struggle to survive without the help of their tribe, they often resort to stealing from the Gorajo to make ends meet. A Ramokee's exile continues through to any of its descendants as well; any child of a Ramokee is also considered a Ramokee.

Gorajo Names

Gorajo place little value in individuality. They don’t use given names, but instead refer to one another solely by their titles, or “paths.” These paths signify their occupation and skills. When a task needs to be performed, it is not an individual who is needed, but a role. If a Gorajo makes a mistake or is not able to perform their role effectively, it is considered to be a dishonor for all members of their path. The six paths are Skinweaver, Hoardstalker, Worldbearer, Stormbringer, Deathslinger, and Bloodrager.

Gorajo Traits

     Ability Score Increase. Your Wisdom score increases by 1.

Age. Gorajo mature at about the same rate as humans and reach adulthood in their late teens. They live longer than humans do, up to about 250 years.

Alignment. Gorajo tribes have a strong dependence on specific roles and paths to be carried out by each member, and are inclined toward lawfulness. Their ways of life tend to push them toward neither good nor evil.

Size. Gorajo are slightly smaller than most humanoids, and vary in height and weight depending on their subrace. They are between just under 5 feet to 5 and one half feet tall and weigh between 80 and 130 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Horns. You can use your horns as natural weapons to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You can speak, read, and write Common and Gorajo.

Subrace. There are six different types of Gorajo, usually referred to as paths. A Gorajo’s path indicates its occupation, skills, and physical appearance. These paths are Skinweaver, Hoardstalker, Worldbearer, Stormbringer, Deathslinger, and Bloodrager. Choose one of these subraces.

Skinweaver

Skinweavers are often tasked with accompanying groups of warrior Gorajo to tend to their wounds and injuries. They are small with slender bodies and long, thin horns that curve upward. Rather than walking, they levitate a short distance above the ground.

Ability Score Increase. Your Wisdom and Dexterity scores increase by 1, for a total Wisdom score increase of 2.

    Levitation. You have a flying speed equal to your walking speed and can hover. To use this speed, you can’t be wearing medium or heavy armor. If you end your turn while more than 5 feet above the ground, you fall until you reach this height.

Magicweaver. You know the resistance cantrip. When you reach 3rd level, you can cast cure wounds as a 1st-level spell with this trait. When you reach 5th level, you can also cast lesser restoration with this trait. Once you cast cure wounds or lesser restoration with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Each day my shame gets harder to bear, like an ox dragging a mountain to which a pebble is added every day. Of the Skinweavers, I alone was chosen to accompany the party that my brethren sent through to the Dark One's realm. My task was to keep them alive. I am all that remains. The failure of my task is as clear as mountain spring. I cannot return to the Gorajo. I will not inflict my shame upon my people. I will remain in this world, and do what I can to aid those strong or foolhardy enough to challenge the Dark One. This area is full of unstable passages to other worlds that bring unspeakable beings into this one. I seek to stem the flow of evil, to protect the ones from this world from the fate that befell my brethren. Perhaps they can succeed where I could not, and I can take some semblance of comfort from knowing I helped the ones who may one day avenge my fallen brethren, and lift even a little of this mountain of shame from my shoulders.

Hoardstalker

Hoardstalkers have the responsibility of scavenging for materials, creating weapons, and safeguarding assets from the Ramokee and other threats for their tribe. They have short, thick horns that curve upward along the sides of their heads.

Ability Score Increase. Your Intelligence score increases by 2.

Scavenger. You have proficiency with two of the following skills of your choice: Investigation, Nature, Perception, Survival.

Crafter. You have proficiency with one set of artisan’s tools of your choice.

Nature's Artisan. As part of a short rest, you can harvest wood or stone from a tree, bush, boulder, cliff face, or other appropriate source as determined by the GM to create one of the following items: a shield, a club, a javelin, a dagger, a light hammer, or a mace. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as mason’s tools, dependent on the type of materials used.

Worldbearer

Worldbearers are in charge of helping to carry the burdens of the other Gorajo by aiding in travel and other work, such as preparing and serving food. They are the bulkiest of the Gorajo, and have short, wide horns that point forwards along the sides of their heads.

Races of Gielinor — DragonZaid

    Ability Score Increase. Your Constitution score increases by 2.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Steady Moving. As a Worldbearer, you are accustomed to constantly working and moving at an unyielding pace. Your speed cannot be reduced by magic unless it reduces your speed to zero, prevents you from moving entirely, or causes you to become exhausted.

Reduced Burden. You have the ability to magically shrink objects to a smaller size in order to make it easier to carry them. You can touch an object no larger than Medium for 1 minute, causing it to shrink. The object’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category–from Medium to Small, for example. You can use this feature three times. You regain all expended uses of it when you finish a long rest. You can spend 1 minute touching an object that has been shrunk in this way to revert it back to its original size without expending a use of this feature.

Stormbringer

Stormbringers act as warriors that utilize magic, and have a particular talent for thunder and lightning spells. They are small with slender bodies and long, thin horns that curve upward. Similar to the Skinweavers, they levitate a short distance above the ground rahter than walking.

Ability Score Increase. Your Charisma score increases by 2.

Levitation. You have a flying speed equal to your walking speed and can hover. To use this speed, you can’t be wearing medium or heavy armor. If you end your turn while more than 5 feet above the ground, you fall until you reach this height.

Storm Magic. You know the shocking grasp cantrip. When you reach 3rd level, you can cast thunderwave as a 1st-level spell with this trait. When you reach 5th level, you can also cast gust of wind with this trait. Once you cast thunderwave or gust of wind with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Deathslinger

Deathslingers act as warriors that typically utilize stealth and ranged weaponry to hunt prey and defend their tribe. They are light on their feet with slender bodies and long, thin horns that curve backward from the sides of their heads.

Ability Score Increase. Your Dexterity score increases by 2.

Nimble. You have proficiency in the Acrobatics and Stealth skills.

Fleet of Foot. Your base walking speed increases to 35 feet.

Poisonous Touch. Using an action, you can touch one piercing or slashing weapon or up to 5 pieces of ammunition, enchanting them with a magical poison. For the next 1 minute, any attacks made with the weapon or ammunition deal an extra 1d4 poison damage. You can use this feature once, and regain the ability to do so when you finish a short or long rest.

Bloodrager

Bloodragers act as warriors that usually utilize their brute strength and melee weaponry to hunt prey and defend their tribe. They are the strongest of the Gorajo, with muscular bodies and large, thick horns that curl outward from the sides of their heads.

Ability Score Increase. Your Strength score increases by 2.

Natural Athlete. You have proficiency in the Athletics skill.

Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.

Bloodrage. The sight of your enemies’ blood bolsters your adrenaline, helping you to occasionally shrug off later wounds. When you hit a creature with a melee attack and reduce it to 0 hit points, you can use your reaction to gain temporary hit points equal to 1d10 + your Constitution modifier. After you use this trait, you can’t use it again until you finish a short or long rest.

Races of Gielinor — DragonZaid

Hobgoblin


Hobgoblins are a race of stocky, green-skinned Humanoids said to be descended from the Ork and Goblin races, having some of the greatest characteristics of each. They are among the most devout followers of Bandos, having passed down his teachings for many generations and taking them as law.

Appearance

Hobgoblins bear visual traits similar to their Goblin and Ork ancestors. They have dark green skin which is lighter around their faces, chests, stomachs, and parts of their arms. They are slightly shorter than Humans on average, but have a significantly stockier build. Their arms are muscular and very long, and they have large heads, hands, and feet. Their grimacing grins consist of large pointed teeth and a pair of wide tusks that jut from the backs of their lower jaws. They have yellowish eyes, huge, curved noses, and long ears that angle outwards from the sides of their heads.

Dual Ancestry

According to legend, Bandos sought to create a new type of warrior for his wars and games some time after the Goblins and Orks were brought to Gielinor in the Second Age. Rather than being a simple half-breed race, Hobgoblins were created through generations of selective breeding between these two races. Bandos was pleased with the eventual result, having created a race that combined some of the best traits of their ancestors. Hobgoblins made for excellent soldiers with more well-rounded combat skills, inheriting some of the brutish strength and fortitude of the Orks and some of the dexterity and cunning of the Goblins. They turned out to be a slightly more intelligent race than either the Orks or Goblins, and could act more strategically and cohesively in combat, being especially skilled in guerilla combat techniques.

Hobgoblin Names

Hobgoblins typically have brutish sounding names that are ungendered.

Names: Bogal, Gra'magor, Granob, Gundak, Hobnob, Hor'makog, Lorgon, Magtol, Reldak, Urgun'tal, Vukto'gal

Hobgoblin Traits

    Ability Score Increase. Your Strength, Dexterity, Constitution, and Intelligence scores each increase by 1.

Age. Hobgoblins mature at the same rate to Humans and have lifespans similar in length to theirs.

Alignment. Hobgoblins’ devout following of Bandosian ideologies makes them more often lean lawful than chaotic. They are most often evil.

Size. Hobgoblins have a slightly shorter and stockier build than humans, averaging about 5 feet tall and weighing between 150 and 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bandosian Training. You gain proficiency with two martial weapons of your choice and with light armor.

Guerrilla Fighter. You gain a bonus to initiative rolls, and on your first turn during combat, you gain the same bonus to the first attack roll you make against a creature that has not yet acted. This bonus is equal to your Intelligence modifier (minimum of 1).

Languages. You can speak, read, and write Common, Goblin, and Ork. The Common language is typically not taught amongst Hobgoblins very well, causing them to often speak and write with broken grammar while using it.

With a gesture, the robed figure collapsed the portal. Before the sides could shutter closed, the Hobgoblin slave passed through the portal and tumbled into the other realm. A wave of energy from the portal rolled him along an insufferably hot stone floor, stopping at the foot of a giant red structure. Lying on his back, the slave could feel his back cooking with the heat. The portal disappeared into nothingness.


"You have done well." The whisper repeated in the Hobgoblin geomancer's ears as he used the red structure to pull himself awkwardly from the floor. Stumbling back on weak legs, he stared about him. There was no mistaking where he was: Kal'Ger's throne room, empty of demons. To his back was the archdemon's throne; to his right a forge; great weapons arrayed on the walls.


In front of him was a spinning ball of demonic energy, crackling as electricity surged about it. The Hobgoblin could feel his strength returning to him, simply by standing within its glow.


"Now, complement your power." Gra'magor, the Hobgoblin, strode purposefully towards it.

Races of Gielinor — DragonZaid

Human


Humans are an adaptable race that in recent Gielinorian history have risen to great power and numbers. They can be found all throughout the world in establishments ranging from remote villages to the largest of cities.

History of Struggle

In the early ages of Gielinor, Humans lived as a nomadic people. They spread across the world, but mostly established only small towns and villages. Many Humans took part in the God Wars, most siding with Saradomin, but some with Zamorak as well. During the bloodshed of the wars, the race, like many others, was nearly wiped out entirely. Those that survived were scarred by the war, becoming more violent and aggressive than their ancestors. This lead to the Humans returning to a nomadic life, this time competing violently with themselves and other races for territory and resources. This behavior continued until the end of the Fourth Age.

Rise to Power

At the dawn of the Fifth Age, the Fremennik people accidentally discovered the Humans' potential to more easily harness the powers of magic. Some Fremennik strongly opposed the use of this magic, believing that it was a power meant only for the gods and that they would be struck down by said gods if they were to utilize it. Others believed the power should be used to defend themselves from other races that were constantly seeking to conquer their land. Eventually, this discovery was spread throughout the world, allowing Humans to much more easily defend their settlements from attackers. Before long, the race had become the most populous and dominant species of Gielinor, establishing large kingdoms throughout the world.

Human Names and Ethnicities

Humans belong to a variety of different cultures and live in many different locations throughout Gielinor. While most religious Humans are followers of Saradomin, many others dedicate themselves to Guthix, Zamorak or other gods. On Gielinor, five basic Human ethnic groups are widely recognized. These groups and the typical names of their members can be used as inspiration no matter where a Human character comes from. Although this list contains the most prominent Human ethnic groups, there are countless smaller groups and subgroups of ethnicities in addition to those listed here.

Mainland Kingdoms

Humans from the mainland kingdoms of Misthalin, Asgarnia, and Kandarin make up a very large portion of the Humans on Gielinor. Most are of an average size, are fair-skinned or lightly tanned, and have dark hair and eyes. However, these traits are hardly universal. As they occupy such a large portion of the world, they are very diverse with a wide variety of skin and hair colors and appearances.

Races of Gielinor — DragonZaid

Male Mainland Kingdom Names: Aubury, Baraek, Caden, Charles, Edmond, Flynn, Horacio, Jerico, Lawrence, Milton, Orlando, Richard, Straven, Thias, Wilfred
Female Mainland Kingdom Names: Alrena, Anna, Elena, Elsie, Gertrude, Iffie, Katrine, Launa, Marion, Martina, Thessalia
Mainland Kingdom Surnames: Ardignas, Azro, Brigson, Carnillean, Clerksin, Doar, Enroy, Giste, Galen, Hurma, Jones, Leacke, Remanis, Rovin, Scorsby, Smith, Torpe

Kharidian

Found primarily in the scorching Kharidian Desert and surrounding areas, Kharidians are slender, tawny-skinned folk with brown hair and eyes. They live in small villages, such as Nardah, and large cities, such as Al Kharid, all across the desert region.


Male Kharidian Names: Ali, Batal, Ellis, Fadli, Faruq, Hassan, Ima, Jadid, Karim, Khamud, Malik, Psamtik, Qaseem, Rhotep, Sedu, Tarik, Usi, Waseem, Zeke
Female Kharidian Names: Acenath, Bes, Charnak, Dafi, Dalal, Eshe, Habibah, Jeed, Meena, Munsim, Nefertari, Pia, Ranael, Shiratti, Tafani, Wafa, Zahra

Fremennik

The Fremennik people are fair-skinned Humans with brown eyes and hair ranging from brown to dark blond. They are slightly bulkier and more muscular than most other Humans, and make their residence in the Fremennik Province north of Kandarin, isolated from much of the technology and magic of most other Human establishments. Many live in the town of Rellekka, while some others live on various islands in the sea to the northwest. One such island, Lunar Isle, is home to the Moon Clan, a group of Fremennik who fully embraced the rise of Human magical ability.


Male Fremennik Names: Baldor, Barkur, Daltin, Denkar, Doklak, Jarkur, Jikvald, Larkal, Lartor, Raktor, Rillah, Sigvald, Taldor, Thorkir, Tonlor
Female Fremennik Names: Ballah, Barton, Darkal, Doklah, Jardar, Jiktor, Larlak, Lartin, Rakdur, Raldur, Sigtin, Tallim, Thordur, Tontin

Karamjan

The Karamjan people are native to the giant jungle island of Karamja. They are slightly taller and more slender than many other Humans, and have dark eyes, dark hair, and skin tones ranging from tawny to dark mahogany. They mainly live in small establishments such as Shilo Village and Tai Bwo Wannai. Other establishments on Karamja, such as the pirate town of Brimhaven, attract a more diverse group of people from all around Gielinor.


Male Karamjan Names: Duradel, Fanellama, Jagbakoba, Kangai, Luthas, Murcaily, Obli, Rionasta, Safta, Saniboch, Sharimika, Tamayu, Timfraku, Tinsay, Yanni
Female Karamjan Names: Buffeta, Jiminua, Kuradal, Layleen

Wushankan

The Humans of the Wushanko Isles, or eastern lands, come from a diverse group of cultures and have equally diverse appearances. They have skin tones ranging from fair to tanned. Many Wushankans who reach mainland Gielinor

come from The Arc, the westernmost region of the Wushanko Isles.


Male Wushankan Names: Ahoeitu, Alder, George, Hubbub, Max, Sarkhan, Ted, Xiang
Female Wushankan Names: Evie, Halia, Jade, Lidyllad, Ling, Olivia, Rosie

Human Traits

    Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and one other language of your choice.

Variant Human

If your campaign uses the optional feat rules, your GM might allow these variant traits, all of which replace the Human's Ability Score Increase trait.

Ability Score Increase. Two different ability scores of your choice increase by 1.

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice.

Races of Gielinor — DragonZaid

Ilujanka


The Ilujanka are a race of reptilian humanoids originally from a peaceful, marshy world known as Iaia. After showing their talent at riding dragons during the Zarosian empire, they also became known as the Dragon Riders.

Appearance

Ilujanka bear a lizard-like appearance, with scaly skin in light shades of green, cyan, and purple. Their small heads have pointed snouts and a few short, externally resting teeth. They are slightly shorter than many humanoids, but have long arms and necks. They have four long fingers on each of their large hands and their feet are slightly webbed. Their fingers and toes are tipped with short claws that are used more often as tools than as weapons. A handful of short spines jut from their tails and wide necks. They have frills on their heads, backs, and tails which can expand and contract based on their mood.

Natural Riders

Ilujanka have a well-developed culture, although it is fairly primitive due to the lack of magic or technology on Iaia. They live mostly as farmers and craftsmen. They live in peace with one another and with large creatures inhabiting Iaia's marshland known as gurhs. In return for helping them search for food and tending to their eggs, these animals allow the Ilujanka to use them to plow their fields.

Troubled Future

There used to be many tribes of Ilujanka, but in present day, only one village remains; the result of the species mysteriously becoming infertile. Only one new Ilujanka is known to have been born in the last decade.

Olun'dai

Superstition is an important part of the Ilujanka's lives. They believe in an Olun'dai, a sort of predestined fate in accordance with which all events occur. Ilujanka highly value their own role in the Olun'dai, called the Olun'det. Because of this philosophy, they see themselves as equals to the other species on their planet, even if only they are sentient. In the philosophy of the Olun'det, they do not fear their extinction. They prepare the world for the other species and have accepted death. Ilujanka believe that when they die, their spirits are brought to an afterlife they call the Forest Beyond.

Races of Gielinor — DragonZaid

Ilujanka Names

Due to the small, secluded, and cooperative society they come from, Illujanka use only a single name. Their names are typically three to four syllables and are gender neutral.

Typical Ilujanka names: Ablenkian, Apropos, Balustan, Carthalo, Hannibus, Morvannon, Sharrigan, Vindicta.

Ilujanka Traits

     Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Ilujanka reach maturity at around age 25, and can live up to 300 years.

Alignment. The Ilujanka's strong belief in the Olun'Dai gives them a lawful bent. They see themselves as equals to all other species regardless of intelligence or even sentience, and are typically neutral.

Size. Ilujanka are slightly smaller than humans in size, with colorful frills that make them appear a little larger than they are when expanded. They average about 5 feet tall and weigh between 100 and 140 pounds. Your size is Medium.

Speed. Your base walking speed is 30 ft.

Beast Handler. While you can see a friendly creature you conjured, beast, or dragon within 30 feet, if you or the creature miss with an attack roll or fail an ability check or saving throw, you can add your proficiency bonus to the roll. If the roll already included your proficiency bonus, your proficiency bonus is doubled for the roll. You can use this feature once for a roll you make and once for a roll another creature makes, and you can't use it again until you finish a short or long rest.

Coevolved Heritage. You have proficiency in the Animal Handling and Survival skills.

Ilujankan Technique. You have proficiency with the lance, pike, and spear.

Mind Bond. Ilujanka have the unique ability to form a bond with the minds of animals. You can spend 10 minutes bonding with a willing beast or dragon within 5 feet. You learn its emotional state and the surface thoughts of the creature—what is most on its mind in that moment. You are also able to learn its memories from the past 24 hours, and you can choose for it to learn the same information about you. What useful information you are able to determine from the creature's memories is at the discretion of the GM. You might be able to learn general information about the nearby terrain, the location of a grove of edible plants, or what types of predators lurk the area. Once you use this trait, you can't use it again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Draconic.

Long ago, we lived on a world with no stars in the sky. It was a simple, beautiful world, and we had no reason to war each other. There were no enemies, threats or lies, and we were at peace with all creatures, including the great gurhs—huge creatures that roamed the marshes. We helped them to find food and—in turn—they allowed us to ride them, to plough our fields. We looked after their eggs, which was hard on many of us; while we longed to have children, our bodies had become infertile. No child has been born for decades, and soon the youngest of our people would be past childbearing age.

One night, when all three moons were clear in the sky, a shadowy figure appeared on the outskirts of our settlement. When we approached him he would disappear; when we called to him he would not answer. After a time we grew accustomed to his watching. We returned to tending the gurhs, riding them as we ploughed our fields.

Eventually, the shadowy man approached us. He spoke as if several voices were speaking at the same time: "I have an offer for your people: I can cure your infertility. You must stop playing nanny to these beasts and have children of your own. Come away from this world and receive my gift."

Races of Gielinor — DragonZaid

Ork


Orks are a race of bulky, green-skinned humanoids that, like the Goblins, originated from a world called Yu'biusk. During the God Wars, they fought as some of Bandos' fiercest warriors. Like many of his other followers, however, they lacked in intelligence what they possessed in strength.

Appearance

Orks have bulky, more muscular builds compared to most humanoids, and they usually stand with a slightly hunched posture. They have green skin, red eyes, and a single pair of large tusks protruding from their lower jaws. They have small legs compared to the rest of their bodies with long, muscular arms and outward pointing ears.

Built for War

Bandos discovered Yu'biusk and the Orks, among other species, some time around the First Age. Like the Goblins, the Orks quickly took to worshiping Bandos, referring to him as the "Big High War God". During their time on Yu'biusk, the Orks were subjected to many wars and games of combat in order to please their god as well as to be trained in the art of war. The Orks proved themselves to be a valuable asset to the war god, despite their lack of cunning, due to their strength and brutality. During the Second Age, they were brought by Bandos to Gielinor, where they eventually became a considerable portion of his armies during the God Wars. They fought as some of his fiercest warriors, specializing in melee combat, though many took up ranged weaponry or magic with considerable skill. By the time the wars were over and the gods were banished from Gielinor, many of the Orks had already been slaughtered in the bloodshed. The majority of those that remained were slowly wiped out or went into hiding away from large settlements.

Ork Names

Orks use simple, blunt names that are ungendered, typically with only a single syllable.

Names: Bork, Dak, Gar, Gok, Gon, Horg, Kog, Lorg, Nob, Tal, Tog, Urg, Vuk, Zek

Ork Traits

    Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Orks reach maturity slightly more quickly than Humans. They can live up to around 70 years, but most do not die of natural causes.

Alignment. Most Orks closely follow Bandosian ideologies, and enjoy dominating their foes or anyone who gets in their way. They are typically evil and can range between slightly chaotic and slightly lawful tendencies.

Size. Orks are slightly shorter than Humans, but considerably bulkier. They average about 5 feet tall and weigh between 200 and 260 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Menacing. You have proficiency in the Intimidation skill.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Common and Ork. The Common language is typically not taught amongst Orks very well. This combined with their relatively low intelligence causes them to often speak and write with broken grammar while using it.

Races of Gielinor — DragonZaid

Siren


Sirens are a peaceful race of aquatic humanoids native to the eastern lands of the Wushanko Isles. Also known as seasingers, they share a deep connection with the ocean, and are known for their beautiful singing voices.

Appearance

Sirens have very slender figures compared to most humanoids, and are of average height. They have eyes and skin tones ranging from sea green to light blue. They have vertical fins on the tops of their heads, and hair-like tentacles hanging from their heads that typically fall just past the shoulder.

Seasingers

Sirens originate from Siren's Shell, an island in an area of the Wushanko Isles known as The Skull. Many others make their living in the coastal areas of The Arc, the westernmost region of Wushanko. Sirens have the innate ability to intertwine their singing voices with magic in a process known as seasinging, allowing them to speak with aquatic creatures and control water and the wind. While most Sirens are very peaceful, the most powerful and devious of them are said to be able to control colossal sea monsters and even the sea itself to do their bidding, to the detriment of unsuspecting sailors.

Siren Names

Sirens have gendered names between one and three syllables.

Male Names: Alder, Hari, Seaworth
Female Names: Boni, Keri, Name, Quin, Jemi, Kaula, Hakase, Umi, Remora

Siren Traits

    Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age. Sirens mature at a rate similar to Humans and live just over a century.

Alignment. Most Sirens are good, living peaceful and harmonious lives with those around them. They and typically don't sway strongly toward either law or chaos.

Size. Sirens are of a similar size to Humans, but are usually significantly more slender. They are between 5 and 6 feet tall and weigh between 70 and 120 pounds.

Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

Amphibious. You can breathe air and water.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Convincing. You have proficiency in your choice of one of the following skills: Deception and Persuasion.

Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

Seasinger. You can perform a special type of singing interwoven with magic to cast charms and control air and water. You can cast charm person as a 1st-level spell with this trait. When you reach 3rd level, you can also cast gust of wind with this trait, and when you reach 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast it again until you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and one other language of your choice.

Races of Gielinor — DragonZaid

TzHaar


TzHaar are a race of golem-like creatures that inhabit magma-lit caves deep beneath the Karamja volvano. The word "TzHaar" means "sacred fire". The TzHaar society is unlike most others, and only vaguely resembles any that exists on the surface.

Gentle Monsters

Despite their fearsome and powerful appearance, the TzHaar are a peaceful race and have existed beneath the surface for thousands of years. Even presently, the finer aspects of their society remain a point of great mystery among scholars.

Biologically, the TzHaar are a great marvel. They appear like burning rocks and are made of solid obsidian and magma. Although they might appear strong and brutish, they are actually gentle and kind. They possess four powerful arms, each of which has four fingers. TzHaar are physically very strong, and they rarely suffer from disease. They feed on large mammals and rodents that tunnel beneath the surface.

TzHaar live very long lives, although the exact length is unknown. The TzHaar have the unique ability of memory transfer; a TzHaar will retain all of the knowledge and memories of its ancestors had before it. This makes TzHaar a very wise race.

From Lava, To Lava

TzHaar are born from eggs which are incubated in pools of molten lava. Even stranger than their birth is their death. When a TzHaar dies, their body hardens and loses all mobility. Even as their body fails, their mind remains eternally locked within their corpse, which is often displayed in a statue-like state or broken down into the TzHaar's holy currency known as tokkul. Despite this horrible fate, the TzHaar seem to accept this, and believe that when they die their souls will eventually be brought to the heart of the volcano and given new life.

Castes

One of the most prominent parts of TzHaar society is its caste system, which dictates what a TzHaar will do in life. These castes are the TzHaar-Ket, TzHaar-Xil, TzHaar-Mej,

and TzHaar-Hur. At birth, a TzHaar's caste is chosen based on their physical and mental traits, and they strictly follow this for the rest of their life. TzHaar of the same caste may look remarkably similar to the eye of an outsider, but they can tell each other apart by subtle differences in the shapes of their rocky bodies and patterns of magma that cover them.

When a TzHaar reaches an age at which they can no longer perform the jobs their caste dictates, they are relieved of their duties and are permitted to enter a life of retirement. Even as elders though, the TzHaar are powerful, and will often occupy their time by mining or having friendly battles with one another for entertainment.

Honor

The TzHaar value honor and chivalry above all else. Throughout their history, no TzHaar has ever committed a crime, although crime is the subject of some of their fictional tales and plays. Because most humanoids have no such values in the eyes of the TzHaar, they are cautious in dealing with them and keep most of their establishments blocked off from outsiders.

Amongst the fighting castes, combat is incredibly popular. The TzHaar partake in gladiator-style combat, and fight ancient creatures that live deep underground. To excel in friendly combat is a major goal of most fighting TzHaar. Ultimately, however, to perform the duties of one's caste well is the primary goal of the TzHaar.

TzHaar Names

TzHaar are genderless. They have a unique naming system consisting of multiple hyphenated names. The first part of their name is always "TzHaar", indicating their race. The second is the name of their caste and the third is the individual's given name. TzHaar given names are typically very short with one syllable.. For example, a TzHaar-Hur might be called TzHaar-Hur-Lek. TzHaar will typically refer to creatures of other species by their given name preceded by "JalYt". This prefix translates literally to "cold foreigner".

Given Names: Ak, Brekt, Ix, Jal, Kah, Lek, Lor, Roh, Tel, Zuh.

Races of Gielinor — DragonZaid

Appearance

TzHaar vary greatly in appearance depending on their caste. All of them, however, have bulky bodies made of jagged, black obsidian and glowing orange magma. The magma forms swirling or jagged patterns on the surface of their bodies. They wear very little clothing or armor, if any. TzHaar typically wear just a few ornamental metal objects such as decorative bracelets and chains.

TzHaar Traits

     Ability Score Increase. Your Constitution score and Wisdom score both increase by 1.

Age. TzHaar don't age in the same way most humanoids do. Their true natural lifespan is not known for certain, but many have been known to live for centuries.

Alignment. TzHaar value honor and chivalry above all else. Throughout their history, no TzHaar has ever committed a crime. As such, TzHaar are incredibly lawful. They typically range between neutral and good.

Size. TzHaar vary widely in height, weight, and appearance based on their subrace. Your size is Medium.

Speed. TzHaar are big and incredibly heavy creatures that aren't as swift as most humanoids. Your base walking speed is 25 feet.

Natural Armor. Your rocky body provides you with natural protection, but you cannot wear regular armor except for a shield. Your AC is equal to 12 + your Constitution modifier, and a shield's benefits apply as normal. You can't use your body to ignite or burn creatures or objects.

Volcano Body. You have resistance to fire damage.

Hybrid Nature. You have two creature types: humanoid and elemental. You can be affected by a game effect if it works on either of your creature types.

Many Arms. TzHaar have four arms. One pair acts as the primary arms, behaving normally, and the other pair are secondary arms. Your secondary arms are much smaller than your primary arms and not as strong or mechanically skilled. You can grasp things with your secondary arms with a reach of 5 feet, and they each can lift a number of pounds equal to three times your Strength score. You can use them to do the following simple tasks: lift, drop, hold, push, or pull an object; open or close a door or a container; or make an unarmed strike. The GM might allow other simple tasks to be added to this list of options. Your secondary arms can't wield weapons or shields or do anything that requires manual precision, such as using magic items, performing the somatic components of a spell, or grappling or shoving creatures.

Languages. You can speak, read, and write Common and TzHaar. The TzHaar language is mutually intelligible with Ignan, Primordial, and Terran. TzHaar speak with a unique accent that can occasionally make it difficult to understand them. They lack the system of internal muscles and organs used by most humanoids to create speech, and rely on twisting, contorting, and grinding the rocky interiors of their bodies to replicate the sounds as best they can. The TzHaar accent can best be described as normal sounding speech of a very deep pitch, overlaid with scratching and crumbling earthy noises.

    Subrace. Each TzHaar is born into a caste based on their shape, size, and ability. Each of the TzHaar castes is considered equal in power and respectability, but differs in its role in society. By dividing themselves, the TzHaar are able to effectively manage their people and retain a power balance. Choose one of these subraces.

TzHaar-Ket

The TzHaar-Ket are the guardians and police force of the TzHaar. If ever a TzHaar city were threatened, TzHaar-Ket would be the first to defend it. With their tall and wide stature, TzHaar-Ket are fearsome soldiers that follow a code not unlike the concept of chivalry.

TzHaar-Ket have very bulky legs and primary arms. Their heads sit in the center of their large, round torsos. They are the bulkiest of the TzHaar. They are between 7 feet and just under 8 feet tall and weigh between 1,000 and 1,500 pounds.

Ability Score Increase. Your Strength score increases by 1.

Earthly Grip. You can use both of your secondary arms together to grapple a single creature.

Burly. You gain proficiency in Athletics.

TzHaar-Xil

Races of Gielinor — DragonZaid

    The TzHaar-Xil are the hunting caste, being agile, yet adept in combat. They are primarily in charge of gathering food by hunting prey that live underground. Like the TzHaar-Ket, they take great pride in their skills in combat.

TzHaar-Xil have hunched torsos with long limbs. They have small heads at the end of their long necks, which slope forward and downward from the top of their torsos. Their long arms make them particularly skilled with thrown weapons. Their long legs and tails also make them more light-footed than the other castes. They are between 7 feet and just under 8 feet tall and weigh between 700 and 1,000 pounds.

Ability Score Increase. Your Strength score increases by 1.

Skilled Hunter. You have proficiency with the javelin and handaxe. You aren't imposed disadvantage when you make a thrown weapon attack at long range. You can also draw a thrown weapon as part of your attack action, either before or after attacking, without using your free object interaction so long as at least one of your secondary arms is free.

Strong and Swift. TzHaar-Xil are swift on their feet despite their massive weight. Your base walking speed increases to 30 feet, and you gain proficiency in the Acrobatics and Stealth skills.

TzHaar-Mej

The TzHaar-Mej are the mystic class of the TzHaar, although they are also the race's leading and governing class. As mystics, TzHaar-Mej are generally the wisest, and are responsible not only for governing the TzHaar, but for recording their people's history in their libraries.

TzHaar-Mej are slightly taller and less bulky than the other TzHaar. They have thin, cone-shaped torsos, and small feet and hands. Their thin primary arms are only slightly larger than their secondary arms. Atop their torsos sit their pointed heads, which are flanked by two wide, arched spikes. Between these spikes, directly above their heads, lies a large floating ball of magma. They are between 7 and 8 feet tall and weigh between 500 and 700 lbs.

Ability Score Increase. Your Wisdom score increases by an additional 1, for a total bonus of 2.

Comes in Handy. You can use either of your secondary arms to satisfy the somatic components of spells you cast, provided at least one of them is free.

Fire Mage. You know the dancing lights cantrip. When you reach 3rd level, you can cast flaming sphere at 2nd-level once with this trait, and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. Whenever you cast a spell using this trait, the spells' effects appear as spheres of bubbling lava rather than their normal appearance.

TzHaar-Hur

The TzHaar-Hur are the craftsman class of the TzHaar. If pressed to combat, a TzHaar-Hur will often prefer to use only their fists. Despite their lack of innate combat ability, TzHaar-Hur are incredibly important to the TzHaar and are capable of forging weaponry from obsidian found in the volcanoes where they dwell. In addition, TzHaar-Hur are excellent miners, architects, and sculptors.

TzHaar-Hur are the smallest of the TzHaar, standing much shorter than the other castes. They have no legs, instead using a rotating ball of magma at the bottom of their torsos to push themselves across the ground. Their small heads poke out from between their shoulders. They have smaller primary arms which, like the TzHaar-Mej, are only slightly larger than their secondary arms. They average barely 4 feet tall and weigh between 400 and 600 lbs.

Ability Score Increase. Your Intelligence score increases by 1.

Skilled Artisan. You gain proficiency with one type of artisan's tools of your choice, and your proficiency bonus is doubled for any ability check you make using it. You can operate tools using your secondary arms.

Scholar. You gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, and Religion.

Volcanic Touch. Using an action, you can touch a weapon or up to 5 pieces of ammunition, causing them to heat up and glow with pale orange light. For the next 1 minute, attacks made with the weapon or ammunition deal an extra 1d4 fire damage. The weapon or ammunition must be made of or tipped with metal, stone, or another inflammable material. Once you use this trait, you can't use it again until you finish a short or long rest.

Races of Gielinor — DragonZaid

Ugthanatos


The Ugthanatos are a strange race, the creation of a powerful being in need of an army of desert-dwelling warriors. Also known as Camel Warriors, these creatures have a similar anatomy to the centaur, though they do not share a direct relation. They roam the remote areas of the Kharidian Desert, where they gather in small groups, grazing on and cultivating desert plantlife. A few live in larger desert establishments, but a creature as odd as an Ugthanatos would be a rare sight even to someone native to the desert.

Creation

Wishing to form an army capable of conquering the desert, a powerful Mahjarrat called Akthanakos stumbled upon a type of semi-intelligent and aggressive camel. Choosing to depict himself with the head of a camel, he allied himself with the

creatures, naming them the Ugthanki. The Ugthanki praised Akthanakos and did his bidding, but Akthanakos was not yet satisfied. Using his magic, he then created a new creature from the Ugthanki; one that was wiser, more intelligent, and of a different form that would make for much more powerful and capable warriors. Thus, the Ugthanatos were born, named after their predecessors and their creator. The Ugthanatos also followed the will of Akthanakos, praising him and even going so far as to call him "the camel god".

Appearance

No less strange than their origin is the Ugthanatos's appearance. The lower half of their bodies is nearly identical to that of a camel. They have four long, thin legs ending in large hooves. Their backs have a single hump, and thin tails reach down to their knees. Their upper bodies are similar in shape to those of Humans, but with the large, pointed head of a camel. They have long arms that allow them to reach the ground when bending down despite their height, and their hands have three large fingers each. Their entire bodies are covered in light beige fur, the same color as the desert sand. They often clothe themselves with colorful textiles which help protect them from the harsh desert heat, and sometimes wear lightweight leather or padded armors.

Races of Gielinor — DragonZaid

Behold, the ritual was successful and my mighty Ugthanatos are now here. They are everything I had hoped they would be. They have all the beauty and grace of their Ugthanki origins. Their faces possess that noble camel profile. Their backs adorned with magnificent humps. Their voices a delightful nasal ogulation. Then they have the powerful warrior skills denied to the Ugthanki because of their depressing lack of manipulating limbs. Perfection. It was a genius idea to take spiritual creatures and swap them with creatures from our plane, even if I do say so myself. Getting the Ugthanki to tell each other stories of these marvellous beasts caused them to slowly manifest in the spiritual realm. It's a novel way of recreating an army, though perhaps not without its flaws. I really should find a way to mask the smell. They're very personable creatures and seem quite happy to call me 'the camel god', which is very touching I must say. They do make marvellous cups of tea and are surprisingly witty. Why only the other day Syrus was telling me a hilarious joke about an insect worker and a penguin. Apparently they really don't like penguins, not quite sure where that one has come from. These Ugthanatos are intelligent, noble and deadly warriors. Let's see Enakhra deal with these.


Ugthanatos Names

Ugthanatos use a single given name and use mostly gendered names, typically of two or three syllables.

Male Names: Ali, Darius, Hassan, Karim, Syrus, Urluk, Ximen.
Female Names: Ali, Dorri, Hana, Hestia, Maryam, Melody, Zenja.

Ugthanatos Traits

     Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Age. Ugthanatos reach maturity at the same age as humans, and live just over a century on average.

Alignment. Ugthanatos rarely sway strongly toward good or evil. Their willingness to follow their creator's will demonstrates their natural lawful tendencies.

Size. Ugthanatos are similar in size to the centaur, but slightly more lean. The average Ugthanatos is between six and nine feet tall. They have been known to weigh between 800 and 1200 pounds. Your size is Medium.

Speed. Your base walking speed is 40 feet.

Kick. Your feet are natural melee weapons you can use to make unarmed strikes in the form of forceful kicks. If you hit with a kick, the target takes bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Equine Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, any climb that requires hands and feet is especially difficult for you because of your hooves. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot.

Control Mirages. You can control ambient heat in the air around you in order to create illusions. You can cast silent image with this trait. When you reach 3rd level, you can also cast mirror image with it. Once you cast a spell with this trait, you can't cast it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

Desert Dweller. You were born to travel the scorching Kharidian Desert and can do so with relative ease. You are naturally adapted to hot climates.

Hybrid Nature. You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

Languages. You can speak, read, and write Common and Ugthanki.

Races of Gielinor — DragonZaid

Vampyre


Vampyres are cruel, bat-like creatures who originated from a plane called Vampyrium. Most are created through a magical vampyrization process, granting them innate abilities and an altered appearance. They are the ruling race of Morytania, led by the ruthless Lord Lowerniel Vergidiyad Drakan.

Many Forms

Vampyres have a highly structured society consisting of several classes, each corresponding to a different socioeconomic status. The many forms of the Vampyres, including true-born Vampyres and several forms of turned Vampyres, determine each individual's social class. Each type of the turned, or human-born, Vampyres are created through a Vampyrization process involving the use of powerful blood magic known as haemalchemy.

Feral Vampyres are a devolved type of Vampyre that typically roam within the haunted forest of Morytania. These Vampyres are perhaps better described as beasts than as Vampyres, and are treated as such by Vampyre society.

The lowest class of Vampyres are the Vampyre Juveniles, short and fiendish creatures that can move with impressive speed. The next highest class is the Vampyre Juvinates, more cunning Vampyres that are more humanoid-looking than the other human-borns.

The remaining classes of turned Vampyres are known as Vyres, possessing large bat-like wings and a powerful precognitive ability to foresee other creatures' intentions, making them nearly impossible to defeat by conventional means. The Vyrewatch, Vampyres who patrol the Sanguinesti region, as well as the higher-ranking Vyrelords and Vyreladies, fit within this tier of social status.

Finally, the highest tier of the social hierarchy is the true-born Vampyres. True-borns are not created through Vampyrization, but are born in a similar fashion to most humanoids. They make up the very top of the ruling class of the Vampyres, including Lord Drakan himself. Very few true-born Vampyres are known to exist on Gielinor, and they possess extremely potent innate powers that have allowed them to keep the entirety of Morytania under their strict rule.

Blood Tithes

Vampyre society within Morytania enforces a strict blood tithe, a type of taxation in which residents must occasionally pay not in currency, but in blood. The blood is collected by tithers and distributed amongst the Vampyres. In place of giving their own blood to fulfill a tithe, some citizens of Morytania opt to have others to give blood in their place, sometimes by means of force.

Sanguinesti

Almost all Vampyres hail from the evil lands of Morytania, and of those, most live within the Sanguinesti region. The dark clouds that loom over all of Morytania are concentrated most thickly over Sanguinesti, preventing any trace of natural sunlight from reaching the ground. Sanguinesti is comprised of two adjacent cities, Darkmeyer and Meiyerditch, the former being where the Vampyres make their residence. Meiyerditch is a massive ghetto, rivaling the size of large cities, in which hoards of Humans are imprisoned by the Vampyres to be bred and raised like cattle in order to satisfy their unending thirst for blood. These Humans live in squalor and are barely given enough food and drink to survive, all while being forced by the Vampyres to endure frequent blood tithing. Many of these Humans are also put to work in mines below Meiyerditch, few of which having been known to return. Locked in by high walls and constantly patrolled by Vyres, the citizens of Meiyerditch have little hope of escape. Some non-Vampyric citizens of Sanguinesti are able to live marginally safer and more comfortable lives by working as servants or personal blood tithes for high ranking Vampyres.

Vampyre Names

Vampyres typically use one to two gendered given names and a single last name.

Male Names: Albertus, Alexei, Dessous, Grigan, Malachi, Mischa, Sanguinus, Solomon, Tenebra, Vanstrom.
Female Names: Genevieve, Misdrievus, Mornid, Nadezhda, Valentina, Vanescula.
Last Names: Bloodmortis, Draemus, Gorthaur, Kaninus, Kaust, Klause, Lamescus, Malak, Mortshade, Noctantine, Plaguemanst, Remanis, Vakan, Varnis.

Races of Gielinor — DragonZaid

Vampyre Traits

     Ability Score Increase. Your Charisma score increases by 1.

Age. Human-born Vampyres don't age in the same way that most humanoids do. Many have been known to live as long as 400 years after being turned.

Alignment. Vampyres typically value their own benefit above the benefit of anyone else. Their ways of living often force them to take from others what they cannot easily gain themselves, inclining them towards evil. The highly structured society in which they live typically causes them to be lawful, as most wouldn’t dare to defy the laws and hierarchies Lord Drakan has set in place.

Size. Vampyres' shape and size depends on their subrace.

Speed. Your base walking speed is 30 feet.

Darkvision. Your vampyric transformation has granted you improved vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Vampyric Resistance. You have resistance to necrotic damage.

Vampyre Bite. You can drain blood and life energy from a willing creature—or one that is grappled by you, restrained, or incapacitated—by biting it. As a bonus action, you can make a melee attack against such a creature. If the attack hits, you deal piercing damage equal to 1 + your Strength modifier and 1d6 necrotic damage, you regain hit points equal to the necrotic damage dealt, and you cant use this feature again until you finish a short or long rest.

Languages. You can speak, read, and write Common, Infernal, and one other language of your choice.

Subrace. While there are more types of Vampyres present on Gielinor besides the two listed here, they possess innate abilities which make them far too powerful for a blanaced playable race, but too characteristic to be removed while still retaining their identity. Thus, they have not been included. Choose one of these subraces.

Vampyre Juvenile

Vampyre Juveniles are small, feral-looking vampyres that are quick and dangerous. They have pale skin of a light beige tint and stand with a hunched posture. They have flat noses, pointed teeth, long ears, and no hair on their large, round heads. They are the lowest ranking of the Vampyres, yet still have considerable innate Vampyric abilities.

Ability Score Increase. Your Dexterity score increases by 2.

Size. Vampyre Juveniles are small and agile, averaging about 3 to 4 feet tall and weighing about 40 pounds. Your size is Small.

Dextrous Bite. When you attack using your Vampyre Bite trait, you can add your Dexterity modifier to the attack roll and piercing damage instead of your Strength modifier. Additionally, instead of grappling a creature, you can jump and grab onto it. Make grapple checks as you would normally, but use Dexterity (Acrobatics) checks instead of Strength (Athletics) checks. If you do, the target isn't grappled, but its speed is reduced by half and you can use your Vampyric Bite on it using a bonus action.

Quick Footed. When you take the dash action on your turn, your speed increases by an additional 10 feet until the end of your turn.

Vampyre Juvinate

Vampyre Juvinates look much more similar to Humans. They have pale, gray skin and slim figures. Vampyre Juvinates are slightly more high-ranking Vampyres than the Juveniles, but still low in the hierarchy of social status.

Ability Score Increase. Your Constitution and Charisma scores each increase by 1, for a total Charisma score increase of 2.

Size. Vampyre Juveninates are very similar in size to Humans, standing between 5 and 6 feet tall and weighing between 120 and 160 pounds. Your size is Medium.

Misty Escape. When you are reduced to 0 hit points and not killed outright, you can transform into a cloud of mist instead of falling unconscious, provided that you aren’t in sunlight. If you can't transform, you begin rolling death saving throws normally. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, you can do so without squeezing, and you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage. You transform back into your normal form at the end of your next turn, becoming unconscious and stable. Once you use this trait, you can’t use it again until you finish a long rest.

Races of Gielinor — DragonZaid

Werewolf


Werewolves are a race of people from the evil lands of Morytania that have the ability to shapeshift between a humanoid and humanoid-wolf hybrid form. They are aggressive, blood hungry creatures that possess great physical strength and agility.

Appearance

While in their humanoid form, Werewolves appear almost identical to humans. The only real distinguishing features they have in this form are their intimidating, blood-red eyes and a faint beastly odor. In their hybrid form, their bodies are covered in gray or brown fur, and they grow bulkier and taller. Their heads change to the shape of a wolf's, with pointed ears, sharp teeth, and canine snouts.

Village of Werewolves

Werewolves are most densely populated in Canfiis, a small village in northern Morytania. Almost every inhabitant of Canifis is a Werewolf, and they despise outsiders who visit the village. Canifis is governed by a powerful Vampyre noble named Lord Malak, who is hated and feared by its inhabitants. Some Werewolves also live in Darkmeyer, the city of Vampyres. Among the Vampyres, Werewolves are considered to be of low social ranking status, almost as low as Humans, but many have still been able to make a living there, some even operating businesses. Other Werewolves might live elsewhere in Morytania, with few having successfully been able to pass to the west of the River Salve.

Races of Gielinor — DragonZaid

Devoted to Chaos

Most Werewolves proudly devote themselves to the god of chaos, Zamorak. In the God Wars of the Fourth Age, many Werewolves fought in Zamorak's armies, where they made for vicious and formidable soldiers. In modern times, Werewolves celebrate a holiday called the Festival of Zamorak every year in his honor.

Coming of Age

Werewolves have a much lower rate of breeding compared to Humans and many other humanoids. They treasure each and every newborn pup, considering it to be a great blessing. Because of this, harming a female Werewolf of breeding age is considered to be a particularly heinous crime among Werewolves. It is known that Werewolves are capable of interbreeding with Humans, and the resulting child is always a Werewolf. However, these cases are very rare, due in part to the Werewolves' disdain for Humans.

Young Werewolves speak the Werewolf language until they come of age, at which point they learn the Common tongue, which they will use primarily during their adult life. When a Werewolf child enters adulthood, they participate in a ritual involving the hunting and killing of an innocent person. In doing so, they pledge their devotion to Zamorak and gain the full potential of their innate abilities.

Werewolf Names

Werewolves use a single given name. Their names are gendered and typically have two to three syllables.

Male Names: Boris, Eduard, Gar'rth, Imre, Jeroen, Joseph, Jerrod, Lev, Nikolai, Roavar, Rufus, Sbott, Yuri.
Female Names: Alexis, Galina, Irina, Ksenia, Liliya, Milla, Nikita, Sofiya, Svetlana, Vera, Yadviga, Zoja.

Werewolf Traits

     Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1.

Age. Werewolves reach adulthood at about the same age that humans do, but can live for several centuries.

Alignment. Most Werewolves praise Zamorak and fully embrace his chaotic ideologies. They often put others in harm's way in order to benefit themselves, and are more often evil than neutral or good.

Size. In their humanoid form, Werewolves have very similar builds to humans and range from barely 5 to over 6 feet tall. In their hybrid form, they grow slightly bulkier and taller. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Werewolves are accustomed to lurking in the night to hunt their prey, giving them superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses. You have proficiency in the Perception skill.

Menacing. You have proficiency in the Intimidation skill.

Shapechanger. As a bonus action, you can polymorph into your humanoid-wolf hybrid form or back into your true form, which is humanoid. Your statistics are the same in each form. You revert to your true form if you are reduced to 0 hit points or die. When you transform, you gain temporary hit points equal to your level + your Constitution modifier. Any temporary hit points that remain when you revert to your humanoid form are lost, but the amount left over is regained if you transform into your hybrid form again. You can gain the full amount of temporary hit points once with this trait, and regain the ability to do so when you finish a long rest.

Bite. While you are in your hybrid form, you can make a bite attack as an unarmed strike. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Blood Hunger. The sight, smell, and taste of blood and destruction can occasionally empower your animalistic strength. When you reduce a creature to 0 hit points with a melee attack, you can choose to gain advantage on the next bite attack you make before the end of your next turn. If this attack hits, it deals an extra 1d6 piercing damage and you can't use this trait again until you finish a short or long rest.

Languages. You can speak, read, and write Common and Werewolf.

Races of Gielinor — DragonZaid

Magic Items
of Gielinor

Magic Items of Gielinor — DragonZaid

Gielinor is home to many interesting and unique magical items. Some are extra sharp weapons only able to be crafted by the finest smiths. Others are incredibly durable armors with ancient origins or items crafted from the bones of powerful monsters. While it would be impossible to detail all of Gielinor's unique items in this section, background information and statistics for many of the world's most common and most iconic magical items are provided.

Many of of the magic items from standard 5th edition are similar enough to items that exist or could conceivably exist on Gielinor. For a campaign set on Gielinor, the items listed in this section may be considered more as a supplement to the complete list of 5th edition magic items rather than a replacement for it. Additionally, many 5th edition magic items can be renamed or altered slightly to better resemble well known items from Gielinor. For instance, if a character obtains a magical longsword, the GM may choose to present it as a rune longsword rather than a longsword, +1.

Weapons


All manner of unique and interesting magical weapons can be found throughout Gielinor. Some are available in many weapon or magic shops, such as rune and yew weapons, though most are not very easy to come by.

Abyssal Whip

Weapon (whip), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this weapon.

The whip has 3 charges. When you hit a creature with an attack using the whip, you can expend a charge to use its magic to drain the creature's energy. The creature must succeed on a DC 16 Constitution saving throw or have their speed reduced by 10 feet until the start of your next turn. The whip regains 1d3 expended charges daily at dawn.

This deadly red whip is covered with black spikes. It is made from the spine of an abyssal demon.

Ancient Mace

Weapon (mace), uncommon (requires attunement)

The mace has 3 charges. When you hit a creature with this magic weapon, you can expend a charge to use its power to decrease the creature's AC by 1 for 1 minute. A creature's AC can't be reduced by more than 1 in this way. The mace regains 1d3 expended charges daily at dawn.

This mace was crafted by Goblins many years ago and has ancient symbols of their language carved into it. Its magic can be used to help penetrate the target's defenses.

Armadyl Crossbow

Weapon (hand crossbow), very rare

You gain a +3 bonus to attack and damage rolls made with this weapon.

This crossbow is one of the most powerful and elegant ranged weapons known to Gielinor. Its magic and quality of craftsmanship makes it extremely accurate and deadly compared to typical crossbows. It has a blue stock and is beautifully adorned with silver, gold, and large sapphires. The crossbow once belonged to General Kree'arra of Armadyl's army, but was stolen by Saradomin's Commander Zilyana during the God Wars.














Balmung

Weapon (greataxe), rare

You gain a +1 bonus to attack and damage rolls made with this weapon.

When you hit a dagannoth with this weapon, the dagannoth takes 3d6 additional damage. For the purpose of this weapon, "dagannoth" refers to any creature with dagannoth in its name.

This dual-bladed greataxe is extremely powerful when used against dagannoth. It belongs to Queen Sigrid of the island of Etceteria in the sea north of the Fremennik Province.

Barrows Weapons

This set of six ghastly weapons is used by the six Barrows Brothers, powerful wights created by the Mahjarrat Sliske. Each barrows weapon has a matching armor set also used by the wights. When you are wearing a barrows armor set and using the corresponding barrows weapon, you gain the use of an additional effect. You must attune to the weapon and armor set (counts as attuning to one item) to unlock the set's additional effect.

Ahrim's Staff

Staff, rare (requires attunement by a spellcaster)

You gain a +1 bonus to spell attacks while holding this staff. It can also be used as a magic quarterstaff.

Blighted Aura. Ahrim's equipment causes the wearer's magic to drain the fortitude of their enemies. When you are wearing Ahrim's battle robes and use Ahrim's staff to hit a creature with a spell attack on your turn, the primary target must succeed on a DC 13 Wisdom saving throw or suffer a -2 penalty to Constitution saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this staff and robes set (counts as attuning one item) to use this feature.

Belonging to Ahrim the Blighted, this massive staff emanates a ghastly aura. When combined with Ahrim's robes, it can drain the fortitude of enemies when they are hit with spells.

Dharok's Greataxe

Weapon (greataxe), rare

You gain a +1 bonus to attack and damage rolls made with this weapon.

Magic Items of Gielinor — DragonZaid

Wretched Strength. Dharok's equipment causes the wearer to grow in strength as they sustain damage in battle. When you are wearing Dharok's half plate and deal damage with Dharok's greataxe during your turn, you gain bonus damage while your hit points are low. The bonus damage equals 1d6 while below half your hit point maximum, or 1d12 while below one quarter your hit point maximum. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Dharok the Wretched, this massive greataxe emanates a ghastly aura. The base of the blade is decorated with a green-eyed skull design. When combined with Dharok's armor, it can deliver brutally strong attacks while the user is badly injured.

Guthan's Warspear

Melee weapon (martial), rare

Damage: 2d6

Damage Type: Piercing

Properties: Heavy, two-handed

Weight: 6 lb.

You gain a +1 bonus to attack and damage rolls made with this weapon.

Infestation. Guthan's equipment causes the wearer to heal as they inflict damage on their enemies. Once per turn, when you are wearing Guthan's chain mail and use Guthan's warspear to reduce a creature to 0 hit points, you can regain 2d6 hit points. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Guthan the Infested, this large spear emanates a ghastly aura. Its massive pointed blade makes it more powerful and consistent than similar thrusting weapons, such as the pike, though it can't quite reach as far. When combined with Guthan's armor, it can heal the user as they damage their foes.

Karil's Crossbow

Ranged weapon (martial), rare

Damage: 1d10

Damage Type: Piercing

    Properties: Ammunition (range 100/400), heavy, two-handed

Weight: 18 lb.

You gain a +1 bonus to attack and damage rolls made with this weapon.

Tainted Shot. Karil's equipment causes the agility of the wearer's enemies to be drained. When you are wearing Karil's leather armor and hit a creature with Karil's crossbow, the creature must succeed a DC 13 Consitution saving throw or suffer a -2 penalty to Dexterity saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Karil the Tainted, this bulky crossbow emanates a ghastly aura. It uses a combination of clever mechanical parts and magic to load multiple bolts at once without the need for reloading between each shot. Its magic can cause those struck by it to be more susceptible to certain spells and attacks that could otherwise be dodged.

Torag's Hammers

Melee weapon (martial), rare

Damage: 1d6

Damage Type: Bludgeoning

Properties: Light

Weight: 2 lb.

You gain a +1 bonus to attack and damage rolls made with this weapon.

Corruption. Torag's equipment causes the wearer's enemies to be slowed when damaged. When you are wearing Torag's plate armor and wielding both of Torag's hammers and hit a creature with one of them, the creature's speed is reduced by 5 feet until the start of your next turn for each successful hit. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Once belonging to Torag the Corrupted, this pair of hammers emanates a ghastly aura. They are almost as large as a typical warhammer, but are excellently balanced, swinging through the air almost effortlessly.

Magic Items of Gielinor — DragonZaid

Verac's Flail

Weapon (flail), rare

You gain a +1 bonus to attack and damage rolls made with this weapon.

Defiler. Verac's equipment causes the wearer's attacks to be particularly potent. When you are wearing Verac's brassard armor and hit a creature with Verac's flail, the attack ignores any resistances and immunities to bludgeoning damage. Also, if you roll a 1 or a 2 on the damage die, the attack deals an additional 1d8 damage. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Verac the Defiled, this spiked flail emanates a ghastly aura. Its magic allows it to strike with consistent force against almost any target.

Crystal Weapons

Weapon (dagger, halberd, handaxe, longbow, or shortbow), rare

You gain a +2 bonus to attack and damage rolls made with this weapon.

    When you draw a crystal longbow's or crystal shortbow's bowstring without first nocking an arrow, a magical crystal arrow appears on the string, ready to fire. The crystal arrow acts as an ordinary arrow, but it disappears a few moments after first striking something.

Instead of handaxes, Elves use crystal chakrams. For the crystal chakram, use the statistics of a handaxe, +2.

Crystal weapons are crafted through a delicate type of chanting called crystal singing. Only Elves and a few extraordinary individuals of other races are able to perform the necessary techniques to magically transform crystal seeds into useful objects. Common crystal weapons used by Elves are daggers, halberds, chakrams, longbows, and shortbows. They also use crystal to make shields, staves, wands, orbs, tools, armor, and even buildings. These elegant weapons are cyan in color and much more powerful than ordinary ones. Crystal shortbows and longbows produce their own ammunition when their strings are drawn, which disappears after use. Crystal chakrams are ring shaped weapons with a sharp outer edge capable of melee combat and throwing.

Magic Items of Gielinor — DragonZaid

Dark Bow

Ranged weapon (martial), very rare (requires attunement)

Damage: 2d6

Damage Type: Piercing

Properties: Ammunition (range 150/600), heavy, two-handed

Weight: 3 lb.

You gain a +2 bonus to attack and damage rolls made with this weapon.

While you are holding this bow, you gain darkvision out to a distance of 60 feet. If you already have darkvision, holding the bow increases its range by 60 feet.

This massive longbow comes from a darker dimension home to the dark beasts. It is red and black and covered in wide spikes. Its magic allows the user to fire two arrows simultaneously, making it far more devastating than any ordinary bow.

Dragon Weapons

Mysterious weapons made from red metal can be found all throughout Gielinor. These dragon weapons were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. Dragon weapons come in many different forms. They are more powerful than typical weapons and possess innate magic that gives them a variety of different properties.

Dragon Battleaxe

Weapon (battleaxe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Rampage. Before you attack, you can raise this battleaxe into the air and let out a furious roar. If you do, you gain advantage on any attacks made with the battleaxe until the start of your next turn. If you roll a 1 or a 2 on a damage die for an attack you make with it during this time, you can reroll that die, but you must use the new result. Also during this time, the next attack roll made against you is made with advantage. You can use this feature once, and can't use it again until the next dawn.

    Fashioned from a strange red metal and decorated with spikes, this dual-bladed battleaxe exhibits a very foreign style of craftsmanship. Its magic can be harnessed to sacrifice the wielder's defenses for increased strength.

Dragon Claw

Melee weapon (martial), rare (requires attunement)

Damage: 1d4

Damage Type: Slashing

Properties: Finesse, Light

Weight: 3 lb.

You gain a +1 bonus to attack and damage rolls made with this weapon.

Slice & Dice. This pair of weapons has 3 charges. When you are wielding a pair of dragon claws and hit a creature with them on your turn, you can consume a charge to perform a flurry of blindingly fast swipes. When you do so, the attack deals an extra 2d4 damage. This extra damage isn't increased as a result of a critical hit. The claws regain 1d3 expended charges daily at dawn.

Fashioned from a strange red metal and decorated with spikes, these massive claws exhibit a very foreign style of craftsmanship. They are worn on the wielder's hands to be used in up-close, brutal combat and allow them to attack with incredible speed. The claws are flexible enough to allow for simple physical interactions like opening doors and pushing objects, but not enough to allow the wielder fine control, such as the ability to hold and use another weapon or tool while wearing them. You can attune to one claw or a pair of claws using a single attunement slot.

Dragon Dagger

Weapon (dagger), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Puncture. This dagger has 5 charges. When you attack a creature with this dagger on your turn, you can consume a charge to perform a second strike immediately. When you do so, you make one additional attack with this dagger against the same creature. You can only use this feature once per turn. The dagger regains 1d4 + 1 expended charges daily at dawn.

Magic Items of Gielinor — DragonZaid

    Fashioned from a strange red metal and decorated with spikes, this deadly dagger exhibits a very foreign style of craftsmanship. It's magic allows the wielder to perform surprisingly swift attacks.

Dragon Defender

Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with this weapon.

When this dagger is wielded as an offhand weapon with another weapon in your main hand, you gain a +1 bonus to your AC.

Fashioned from a strange red metal and decorated with spikes, this small weapon exhibits a very foreign style of craftsmanship. It has a thick blade and the hilt is fashioned with multiple guards to allow for it to be used defensively.

Dragon Halberd

Weapon (halberd), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Sweep. The halberd has 3 charges. When you attack with it, you can forgo one of your attacks to consume a charge and perform a sweeping attack in front of you, aided by the halberd's magic. If you do, any creatures within a 15-foot cone originating from you must make a DC 13 Dexterity saving throw, taking 2d10 slashing damage on a failed save, or half as much on a successful one. The halberd regains 1d3 expended charges daily at dawn.

Fashioned from a strange red metal and decorated with spikes, this long weapon exhibits a very foreign style of craftsmanship. Its magic can propel it in a sweeping shape, allowing it to strike many enemies at once.

Dragon Longsword

Weapon (longsword), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Cleave. The longsword has 5 charges. Before attacking with it, you can consume a charge to perform a swift downward blow. If you do, the sword's damage dice become 2d6 (or 2d8 if wielded in two hands) for that attack. The longsword regains 1d4 + 1 expended charges daily at dawn.

Fashioned from a strange red metal and decorated with spikes, this long blade exhibits a very foreign style of craftsmanship. Its magic allows it to be used to make powerful cleaving strikes.

Dragon Mace

Weapon (mace), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Shatter. The mace has 3 charges. Before you make an attack with it, you can expend a charge to wind up a magically-powered blow before striking in an upward motion. If you do, you gain advantage on the next attack you make with it. The mace regains 1d3 expended charges daily at dawn.

Fashioned from a strange red metal and decorated with spikes, this bulky mace exhibits a very foreign style of craftsmanship. Its magic allows it to make highly accurate upward strikes.

Dragon Scimitar

Weapon (scimitar), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Sever. The scimitar has 3 charges. When you hit a creature with it, you can expend a charge to use its power to give the creature a penalty to the next saving throw it makes within 1 minute equal to 1d4. The scimitar regains 1d3 expended charges daily at dawn.

Fashioned from a strange red metal and decorated with spikes, this sharp, curved blade exhibits a very foreign style of craftsmanship. Its magic allows it to be used to make a foe more susceptible to certain spells and attacks.

Dragon Spear

Weapon (spear), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Shove. When you hit a creature with this spear, you can utilize its magic to follow up the attack by quickly bashing the creature with its shaft. If you do, the creature must succeed on a DC 13 Strength saving throw or be shoved 5 feet away from you and be stunned until the end of its next turn. You can use this feature once, and can't use it again until the next dawn.

Fashioned from a strange red metal and decorated with spikes, this pointed weapon exhibits a very foreign style of craftsmanship. Its sturdy hilt can be used to quickly bash foes, potentially stunning them.

Dragon Two-handed Sword

Weapon (greatsword), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Powerstab. When you attack with this sword on your turn, you can forgo one of your attacks and thrust the sword into the ground, causing it to erupt around you. Each creature within 5 feet of you must make a DC 13 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save or half as much on a successful one. You can use this feature once, and can't use it again until the next dawn.

Fashioned from a strange red metal and decorated with spikes, this huge sword exhibits a very foreign style of craftsmanship. Its magic allows it to be thrust into the ground to deal damage in an area around the wielder.

Dragon Warhammer

Weapon (warhammer), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this weapon.

Bash. The warhammer has 3 charges. When you hit a creature with it, you can expend a charge to use its power to decrease the creature's AC by 1 for 1 minute. A creature's can't be reduced by more than 1 in this way. The warhammer regains 1d3 expended charges daily at dawn.

Fashioned from a strange red metal and decorated with spikes, this bulky warhammer exhibits a very foreign style of craftsmanship. Its magic allows it to be used to weaken a foe's defenses.

Magic Items of Gielinor — DragonZaid

Excalibur

Weapon (longsword), rare (requires attunement)

While you are holding this magic longsword, you can use a bonus action to activate it, raising it into the air and shouting "for Camelot!" If you do, you gain a +2 bonus to your AC for 1 minute or until you stop holding the sword. You can use this feature once, and can't use it again until the next dawn.

If you obtain a special blessing from the Lady of the Lake at Lake Crystalmere in Asgarnia, the sword becomes enhanced. The enhanced Excalibur gains the following bonuses when you wield it:

  • You gain a +1 bonus to attack and damage rolls made with this weapon.
  • When you use a bonus action to activate the sword, you also regain 1d4 hit points immediately and at the start of each of your turns while its effect is active.

Excalibur is a sword once wielded by the legendary King Arthur, who rules over Camelot, north of Kandarin. It is in the possession of the Lady of the Lake who resides at Lake Crystalmere. If the Lady of the Lake deems someone worthy to wield Excalibur, she may gift it to them. The sword is simple in appearance, very similar to an ordinary longsword, but its pommel is decorated with a large ruby.

Gadderhammer

Weapon (maul), uncommon

When you hit a shade with this magic weapon, the shade takes an extra 2d6 bludgeoning damage.

The gaddderhammer is a magic maul that was created by Gadderanks, a Human man in charge of collecting blood tithes for the ruling Vampyres of Morytania. He is terribly afraid of shades, so he invented the maul to be able to dispatch them easily. It has a rectangular head and is made of wood and gold.

Godsword

Weapon (greatsword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

This weapon was constructed during the God Wars to be capable of killing a god. Each of the four primary forces of the wars, Armadyl, Bandos, Saradomin, and Zamorak, created their own hilt to fit the blade. Each hilt changes the appearance and magical properties of the sword. Attaching a hilt to a godsword blade is permanent, and only one hilt can be fitted to a single blade. Once the hilt has been attached, the godsword is complete and gains one of the following properties.

Armadyl Godsword

The godsword has 3 charges. When you make an attack with it, you can attempt to cast down Armadyl's judgement, performing an upward swipe with immense force. If the attack hits a creature, the creature takes an additional 4d6 force damage, the creature is knocked into the air and must succeed on a DC 18 Dexterity saving throw or land prone, and a charge is consumed. The godsword regains 1d3 expended charges daily at dawn.

This weapon is created by attaching an Armadyl hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade appears reminiscent of a massive feather. The hilt is curved slightly and marked with the symbol of Armadyl on its pommel.

Bandos Godsword

The godsword has 3 charges. When you make an attack with it, you can attempt to perform a warstrike, slamming the sword downwards onto the creature. If the attack hits a creature, the creature takes an additional 2d6 bludgeoning damage, it must succeed on a DC 18 Constitution saving throw or its AC is reduced by 3 for 10 minutes, and a charge is consumed. A creature's AC can't be reduced more than once in this way. The godsword regains 1d3 expended charges daily at dawn.

This weapon is created by attaching a Bandos hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade is flat on one side and hooked on the other, and is decorated with chains and horns. It is marked with the symbol of Bandos on its pommel.

Magic Items of Gielinor — DragonZaid

Saradmomin Godsword

The godsword has 3 charges. When you make an attack with it, you can attempt to call upon Saradomin's grace to mend your wounds. If the attack hits, the creature takes an extra 2d6 radiant damage, you regain hit points equal to twice the radiant damage dealt, and a charge is consumed. The godsword regains 1d3 expended charges daily at dawn.

This weapon is created by attaching a Saradomin hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade is thin with a wider tip, and is decorated with gold trim, an elaborate crossguard, and bright blue gems. It is marked with the symbol of Saradomin on its pommel.

Zamorak Godsword

The godsword has 3 charges. When you make an attack with it, you can attempt to perform a swift thrust, causing magical ice to form around the creature. If the attack hits, the creature takes an extra 2d6 cold damage, it must succeed on a DC 18 Strength saving throw or be restrained by the ice for 1 minute, and a charge is consumed. The creature can use an action to repeat the saving throw or another creature can make a DC 18 Strength check, ending the effect on a success. The godsword regains 1d3 expended charges daily at dawn.

This weapon is created by attaching a Zamorak hilt to a godsword blade. Once complete, the sword takes on its new appearance. The blade red and black and is decorated with several spikes. It is marked with the symbol of Saradomin on its pommel.

Granite Maul

Weapon (maul), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The maul has 3 charges. When you attack with this weapon on your turn, you can use a bonus action to consume a charge and make one additional attack with it. The maul regains 1d3 expended charges daily at dawn.

This maul is incredibly heavy, but can be swung at great speeds due to its innate magic. Granite mauls can sometimes be found where gargoyles reside.

Guthix Bow

Weapon (longbow), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The longbow has 3 charges. When you hit a creature with this bow, you can consume a charge to invoke the balance of Guthix. If you do, you deal an extra 1d6 force damage to the target and regain hit points equal to the force damage dealt. The longbow regains 1d3 expended charges daily at dawn.

This green bow is carved to look like a twisted branch. It was used long ago by Guthixians to hunt and to fight to restore balance to Gielinor. Its magic allows the user to deal additional damage and heal themselves at the same time.

Keris

Weapon (dagger), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a kalphite with this weapon, the kalphite takes an extra 1d6 piercing damage.

This dagger has a wavy blade. It was created by followers of the Menaphite god Elidinis to be used against the kalphites that worshipped Scabaras.

Magic Bow

Weapon (longbow or shortbow), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The bow has 3 charges. When you make the attack action on your turn, you can use a bonus action to consume a charge, using the bow's magic to attack incredibly swiftly. If you do, you can make one extra attack with the bow. The bow regains 1d3 expended charges daily at dawn.

Constructed from the wood of a magic tree, this bow has a natural pale blue color. Only the most skilled of artisans can craft the tough, yet delicate magic wood into a bow. Not only is it of higher quality than a typical bow, but its magic can be utilized to attack more rapidly than normally possible.

Obsidian Weapons

Weapon (dagger, handaxe, mace, maul, quarterstaff, or sword), uncommon

You gain a +2 bonus to damage rolls made with this magic weapon.

Magic Items of Gielinor — DragonZaid






























These weapons can only be forged by the TzHaar people that live deep underground beneath the Karamja volcano. They are very heavy, extremely durable, and are more deadly than even rune weaponry, though not as accurate. Most obsidian weapons closely resemble typical weapons, but are constructed from jagged chunks of black obsidian rather than brightly polished metal. The Toktz-xil-ak, or obsidian sword, however, has two parallel blades. Additionally, while the Toktz-xil-ul behaves much like a handaxe, it resembles a large ring with a sharp outer edge. Finally, the Toktz-mej-tal, or obsidian quarterstaff, can also be used as an arcane focus. TzHaar exclusively refer to obsidian weapons by their names in the TzHaar language, which are shown in the table below.

Obsidian Weapon TzHaar Names
Weapon Type TzHaar Name Name Meaning
Dagger Toktz-xil-ek Obsidian sharp knife
Handaxe Toktz-xil-ul Obsidian sharp ring
Mace TzHaar-ket-em Sacred fire blunt mace
Maul TzHaar-ket-om Sacred fire blunt maul
Quarterstaff Toktz-mej-tal Obsidian mage staff
Sword Toktz-xil-ak Obsidian sharp twin






























Rune & Yew Weaponry

Weapon (any), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Runite is a very durable type of ore that can be forged into blue rune metal to make all sorts of useful items, including weapons. Any weapon made of metal could potentially be found in rune form, though it takes a highly skilled smith to make one. Similarly, the wood from yew trees is particularly durable and can be made into some of the highest quality ranged weaponry that is widely available. Rune and yew weaponry are excellent ways to reflavor +1 weapons.

Magic Items of Gielinor — DragonZaid

Saradomin Bow

Weapon (longbow), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The longbow has 3 charges. When you hit a creature with this bow, you can consume a charge to invoke the nourishment of Saradomin. If you do, you regain 2d6 hit points. The longbow regains 1d3 expended charges daily at dawn.

This blue and white bow is marked on its ends with the four-pointed star of Saradomin. It was used long ago by Saradominist forces to fight for their god. Its magic allows the user to heal themselves when they use it.

Saradomin Sword

Weapon (greatsword), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you attack with this sword on your turn, you can forgo one of your attacks and raise it into the air, causing blue bolts of lightning to rain down all around you. Each creature within 10 feet of you must make a DC 16 Dexterity saving throw, taking 4d10 lightning damage on a failed save or half as much on a successful one. You can use this feature once, and can't use it again until the next dawn.

This massive blade was constructed by the Icyene people of Saradomin's army during the time of the God Wars. Commander Zilyana of the Saradominist army is one of few creatures known to still possess one. Its gold hilt is shaped like the star of Saradomin and the base of the blade has notches which cause it to resemble a feather from an Icyene's wing. Its powerful magic can be harnessed to cause holy lightning to erupt around the wielder.

Seercull

Weapon (shortbow), uncommon (requires attunement)

This magic weapon has 3 charges. When you hit a creature with this shortbow, you can expend a charge to impose disadvantage on any spell attacks the creature makes until the start of your next turn. The shortbow regains 1d3 expended charges daily at dawn.

This shortbow was created by the Fremennik people to slay the mages of the Moon Clan, a tribe they despised for their use of magic. The Fremennik believed that only the gods were worthy of using magic, and that any mortals who utilized magic must be stopped, even if it meant destroying them.

Silverlight

Weapon (longsword), uncommon

When you hit a demon with this magic weapon, the demon takes an extra 2d6 slashing damage.

This elegant silver longsword gives off a faint blue glow down the center of the blade. During the early Fifth Age, it was used by a commoner named Wally Prysin to slay the demon Delrith and banish him to the Infernal Dimensions. It was passed down to Wally's descendants, and currently resides with Sir Ehntor Prysin at Varrock palace in Misthalin.

Wolfbane

Weapon (dagger), uncommon (requires attunement)

When you hit a Werewolf with this magic weapon, it must make a DC 13 Constitution saving throw. On a failed save, the Werewolf is immediately forced into its Human form if it was not in it already, and it cannot transform for 1 minute.

This unusual silver dagger has two sharp prongs. It belongs to Drezel, the priest of Paterdomus temple in northeast Misthalin. It is extremely useful when dealing with Werewolves, as it can prevent them from transforming into their more powerful hybrid form.

Zamorak Bow

Weapon (longbow), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The longbow has 3 charges. When you hit a creature with this bow, you can consume a charge to invoke the flames of Zamorak. If you do, you deal an extra 2d6 fire damage. The longbow regains 1d3 expended charges daily at dawn.

This red bow is marked on its ends with the horns of Zamorak. It was used long ago by Zamorakian forces to fight for their god. Its magic allows the user to burn their foes with unholy flames when they use it.

Magic Items of Gielinor — DragonZaid

Armor

All manner of unique and interesting magical armor sets can be found throughout Gielinor. Some are available in many armor shops, such as mithril, adamant, rune, and dragonhide armor, though most are not very easy to come by.

Armadyl Armor

Armor (studded leather), very rare

While wearing this armor, you gain a +2 bonus to AC, and you have advantage on Dexterity (Acrobatics) checks against being grappled.

This white and gold set of armor was worn by some of the highest ranking members of Armadyl's army during the God Wars. While it is mostly made of metal, its design allows for the complete flexibility one would normally only expect from leather armors. The helmet resembles an aviansie's head, and is decorated with wings.

Bandos Armor

Armor (half plate), very rare

While wearing this armor, you gain a +2 bonus to AC, and you have advantage on Strength (Athletics) checks against being shoved.

This brutish set of armor was worn by some of the highest ranking members of Bandos' army during the God Wars. It is constructed of metal and thick leather and decorated with several horns and a large symbol of Bandos. The chest is asymmetrical with a massive spiked left shoulder piece and the helmet has a pair of large, curved horns. The armor's magic makes it more protective than it would seem at first glance, while still allowing for some mobility.

Barrows Armor

This group of six ghastly armor sets is used by the six Barrows Brothers, powerful wights created by the Mahjarrat Sliske. Each barrows armor set has a matching weapon also used by the weights. When you are wearing a barrows armor set and using the corresponding barrows weapon, you gain the use of an additional effect. You must attune to the weapon and armor set (counts as attuning to one item) to unlock the set's additional effect, which is detailed below.

Ahrim's Battle Robes

Wondrous item, rare (requires attunement by a spellcaster)

If you aren't wearing armor, your base Armor Class is 12 + your Dexterity modifier.

Blighted Aura. Ahrim's equipment causes the wearer's magic to drain the fortitude of their enemies. When you are wearing Ahrim's battle robes and use Ahrim's staff to hit a creature with a spell attack on your turn, the primary target must succeed on a DC 13 Wisdom saving throw or suffer a -2 penalty to Constitution saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this staff and robes set (counts as attuning one item) to use this feature.

Belonging to Ahrim the Blighted, this set of robes emanates a ghastly aura. It is comprised of fabric with chain links woven into it and is worn as clothing while providing a minimal amount of protection. When combined with Ahrims's robes, it can drain the fortitude of enemies when they are hit with spells.

Dharok's Half Plate

Armor (half plate), rare

While wearing this armor, you gain a +1 bonus to AC.

Wretched Strength. Dharok's equipment causes the wearer to grow in strength as they sustain damage in battle. When you are wearing Dharok's half plate armor and deal damage with Dharok's greataxe during your turn, you gain bonus damage while your hit points are low. The bonus damage equals 1d6 while below half your hit point maximum, or 1d12 while below one quarter your hit point maximum. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Dharok the Wretched, this armor set emanates a ghastly aura. It consists of a breastplate, helmet, shoulder and forearm guards, and greaves. When combined with Dharok's greataxe, the wearer can deliver brutally strong attacks while badly injured.

Guthan's Chain Mail

Armor (chain), rare

While wearing this armor, you gain a +1 bonus to AC.

Infestation. Guthan's equipment causes the wearer to heal as they inflict damage on their enemies. Once per turn, when you are wearing Guthan's chain armor and use Guthan's warspear to reduce a creature to 0 hit points, you can regain 2d6 hit points. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Guthan the Infested, this armor set emanates a ghastly aura. It consists of a horned helmet, chain mail body, chain skirt, and greaves. When combined with Guthan's warspear, the wearer can heal themselves as they damage their foes.

Magic Items of Gielinor — DragonZaid



























Karil's Leather Armor

Armor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC.

Tainted Shot. Karil's equipment causes the agility of the wearer's enemies to be drained. When you are wearing Karil's leather armor and hit a creature with Karil's crossbow, the creature must succeed a DC 13 Consitution saving throw or suffer a -2 penalty to Dexterity saving throws for 10 minutes. The penalty does not increase if a creature is hit more than once, but the duration is reset. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Karil the Tainted, this armor set emanates a ghastly aura. It consists of a hood and a studded leather body and legs. When combined with Karil's crossbow, its magic can cause those struck by it to be more susceptible to certain spells and attacks that could otherwise be dodged.

Torag's Plate Armor

Armor (plate), rare

While wearing this armor, you gain a +1 bonus to AC.

Corruption. Torag's equipment causes the wearer's enemies to be slowed when damaged. When you are wearing Torag's plate armor and wielding both of Torag's hammers and hit a creature with one of them, the creature's speed is reduced by 5 feet until the start of your next turn for each successful hit. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Once belonging to Torag the Corrupted, this armor set emanates a ghastly aura. It consists of bulky plate mail that covers the wearer from head to toe. When used alongside Torag's hammers, its magic can slow the wearer's enemies.

Verac's Brassard Armor

Armor (breastplate), rare

While wearing this armor, you gain a +1 bonus to AC.



























Defiler. Verac's equipment causes the wearer's attacks to be particularly potent. When you are wearing Verac's brassard armor and hit a creature with Verac's flail, the attack ignores any resistances and immunities. Also, if you roll a 1 or a 2 on the damage die, the attack deals an additional 1d8 damage. You must be attuned to this weapon and armor set (counts as attuning one item) to use this feature.

Belonging to Verac the Defiled, this armor set emanates a ghastly aura. It consists of a brassard, chain skirt, greaves, and helmet. When combined with Verac's flail, its magic allows it to strike with incredibly consistent force.

Dragon Armor

Armor (medium or heavy, but not hide), very rare

While wearing this armor, you gain a +2 bonus to AC.

Mysterious armor made from red metal can be found all throughout Gielinor. These pieces of dragon armor were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. Dragon armor sets come in multiple forms. They are more far more durable than typical armor.

Dragonhide and Rune Armor

Armor (any), rare

While wearing this armor, you gain a +1 bonus to AC.

Dragonhide armor is light armor crafted from the hide of green, blue, red, or black dragons, taking on the dragon's color. It is more durable than typical armor without sacrificing any of the wearer's mobility. Runite is a very durable type of ore that can be forged into blue rune metal to make all sorts of useful items, including armor. Any armor made of metal could potentially be found in rune form, though it takes a highly skilled smith to make one. Dragonhide and rune armor are particularly durable and are some of the highest quality armors that are widely available on Gielinor. They are excellent ways to reflavor armor, +1.

Magic Items of Gielinor — DragonZaid




























Fighter Torso

Armor (breastplate), rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC and melee weapon damage rolls.

This breastplate is shaped to have the appearance of a muscular chest. It offers slightly increased protection compared to a typical breastplate while also slightly increasing the wearer's ferocity with melee weapons. This armor is used by some Fremennik warriors.

Ganodermic Armor

Armor (half plate), rare (requires attunement)

While wearing this armor, you gain resistance to poison damage. You also gain darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet.

This armor is crafted from materials harvested from the fungal creatures of the Polypore Dungeon. It is dark turquoise in color and covered in fungi, consisting of a visor, body, and legs. Together, they help to protect the wearer from poison and allow them to see in the dark.

Lunar Armor

Armor (leather), rare

While wearing this armor, you gain a +1 bonus to AC. You are considered proficient with this armor even if you lack proficiency with light armor.

This armor is the ceremonial attire of the Moon Clan, a group of magic-using Fremennik that reside mainly on Lunar Isle in the sea north of Kandarin. It consists of several pieces of dyed leather armor, typically in dark shades of blue, green, and maroon. It similar to leather armor, but is easier to use, allowing it to be worn by some mages that lack training with armor.

Shields

All manner of unique and interesting magical shields can be found throughout Gielinor. Some are available in many armor or shield shops, such as adamant and rune shields, though most are not very easy to come by.

Anti-dragon Shield

Armor (shield), uncommon

You have advantage on saving throws against the breath weapons of dragons while you wield this shield.

The front of this shield depicts a dragon being impaled in the neck with a sword, and it has deep claw marks on it. It belongs to Duke Horacio of Lumbridge. Its magic can help to protect the wielder from dragonfire.

Armadyl Buckler

Armor (shield), rare

You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. The buckler is strapped to the wrist, keeping your hand partly free. You can use this hand to perform simple interactions, determined at the GM's discretion, such as holding, pushing, or pulling an object, opening a door, or loading a hand crossbow. You can also use it to make an unarmed strike. You can't use this hand to operate a weapon, tool, or magic item or to grapple or shove a creature.

This special white and gold buckler was used by some of the highest ranking members of Armadyl's army during the God Wars. It is shaped like wings and beautifully adorned with silver, gold, and a large sapphire. Unlike ordinary shields, it keeps the hand partly free, an especially helpful trait for those who wish to use a crossbow with the opposite hand. Its magic makes it far superior to ordinary shields despite its small size.

Bandos Warshield

Armor (shield), rare

You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Magic Items of Gielinor — DragonZaid

    This brutish kiteshield was wielded by some of the highest ranking members of Bandos' army during the God Wars. It is constructed of metal decorated with several chains and a large symbol of Bandos. The shield's magic makes it far superior to an ordinary shield and can help to prevent the wielder from being pushed around on the battlefield.

Crystal Shield

Armor (shield), rare (requires attunement)

You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.

The shield has 3 charges. When you are subjected to a Dexterity saving throw while you are wielding it, you can expend a charge to gain advantage on the throw. The shield regains 1d3 expended charges daily at dawn.

Crystal shields are crafted through a delicate type of chanting called crystal singing. Only Elves and a few extraordinary individuals of other races are able to perform the necessary techniques to magically transform crystal seeds into useful objects. They also use crystal to make weapons, staves, wands, orbs, tools, armor, and even buildings. This elegant shield is cyan in color and much more protective than an ordinary shield. Its magic can also enhance the wielder's evasiveness.

Dragon Shield

Armor (shield), rare

You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.

Mysterious shields made from red metal can be found all throughout Gielinor. These shields were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. They come in square and kite shapes. Half of a dragon square shield is in possession of the Legends' Guild in Kandarin, but the location of the other half is a mystery. They are more far more durable than typical shields.

Dragonfire Shield

Armor (shield), very rare (requires attunement)

You gain a +1 bonus to AC and resistance to fire damage while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. Additionally, you have advantage on saving throws against the frightful presence and breath weapons of dragons and skeletal wyverns while you wield this shield.

When you are wielding it, you can use a bonus action to expel a blast of dragonfire from the shield in the shape of a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a successful one. You can use this feature once, and can't use it again until the next dawn.

This shield is created by forging together an anti-dragon shield with a draconic visage, which can only be done by the most skilled of blacksmiths. Once complete, the square shield's face has the appearance of an elaborate dragon's head with its mouth open wide. Much like the anti-dragon shield, it can protect the wearer from dragons' breath attacks. It can also protect the wielder from dragons' ability to frighten, can expel extremely hot flames and offers superior protection compared to any ordinary shield.

Elemental Shield

Armor (shield), uncommon

You have advantage on saving throws against the breath weapons of skeletal wyverns while you wield this shield.

This large, circular shield was forged from metal infused with the four elements. It is translucent with a purple outer edge and center. The wielder is partly protected from the icy breath of skeletal wyverns.

Mind Shield

Armor (shield), rare (requires attunement)

You have advantage on saving throws against the breath weapons of skeletal wyverns and gain resistance to psychic damage while you wield this shield.

Magic Items of Gielinor — DragonZaid

    This large, circular shield was forged from metal infused with the four elements and enchanted with mind magic. It is translucent with an orange outer edge and center. The is partly protected from psychic harm and the icy breath of skeletal wyverns.

Rune Shield

Armor (shield), uncommon

You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.

Runite is a very durable type of ore that can be forged into blue rune metal to make all sorts of useful items, including shields, though it takes a highly skilled smith to make one. Rune shields are particularly durable and are some of the highest quality shields that are widely available on Gielinor. They are excellent ways to reflavor shields, +1.

Spirit Shield

Armor (shield), very rare (requires attunement)

You gain a +2 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.

    The shield has 5 charges. When you take damage while holding this shield, you can use a reaction to expend a charge and halve the amount of damage taken. The shield regains 1d4 + 1 expended charges daily at dawn.

This powerful shield is created by combining a blessed spirit shield with a special sigil obtained from the corporeal form of the spirit beast of the Wilderness. It is far superior to any ordinary shield and the wielder can use its connection with the spirit world to reduce the amount of harm done to the wielder. It it is translucent and has a peculiar curved shape, and can be a number of different colors, depending on the type of sigil added.

Toktz-ket-xil

Armor (shield), rare (requires attunement)

You gain a +1 bonus to AC and resistance to fire damage while you wield this shield. This bonus is in addition to the shield's normal bonus to AC.

This shield can only be forged by the TzHaar people that live deep underground beneath the Karamja volcano. It is very heavy and extremely durable. It resembles a circular shield constructed from jagged chunks of black obsidian. Its name means "obsidian sharp defender".

Staves & Wands

A variety of of unique and interesting magical staves and wands can be found throughout Gielinor. Some are available in many magic shops, such as mystic focuses and elemental staves, though most are not very easy to come by.

Ancient Staff

Staff, uncommon (requires attunement by a spellcaster)

The staff has 3 charges. While holding it, you can expend 1 charge as an action to cast one of the following spells from it, using your spell attack modifier and save DC: arms of hadar, fog cloud, ice knife, or inflict wounds. The staff regains 1d3 expended charges daily at dawn.

This purple staff was once used by mages of the Zarosian empire before the God Wars. The top of the staff has a large symbol of Zaros. It is imbued with the four elements of the ancient magicks: blood, ice, shadow, and smoke. The wielder can use the staff to cast basic spells of each of these elements.

Armadyl Battlestaff

Staff, very rare (requires attunement by a spellcaster)

The staff has 10 charges. The staff can be wielded as a magic quarterstaff. While holding it, you gain a fly speed of 50 feet, and you can expend 1 or more charges as an action to cast one of the following spells from it, using your spell save DC: gust of wind (2 charges), storm sphere (4 charges) wind wall (3 charges). You can also expend a charge as a reaction to cast feather fall. The staff regains 1d6 + 4 expended charges daily at dawn.

This battlestaff was formed from shards of the Staff of Armadyl, an unfathomably powerful Elder God Artifact. It is gold and the top has a set of wings with a large green gem. It allows the wielder to fly and control potent wind and storm magic.

Magic Items of Gielinor — DragonZaid

Elemental Staves

Elemental staves are staves that have an orb imbued with one of the four elements—air, water, earth, or fire—attached to the top. These staves can also be enchanted to upgrade their power to become elemental mystic staves. The weaker versions of elemental staves can be found in some magic shops throughout Gielinor.

Mystic Air Staff

Staff, rare (requires attunement by a spellcaster)

The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: gust of wind (2 charges), wind wall (3 charges). You can also use a reaction to expend a charge and cast featherfall. The staff regains 1d6 + 1 expended charges daily at dawn.

Mystic Earth Staff

Staff, rare (requires attunement by a spellcaster)

The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: earth tremor (1 charge), erupting earth (3 charges), Maximillian's earthen grasp (2 charges). The staff regains 1d6 + 1 expended charges daily at dawn.

Mystic Fire Staff

Staff, rare (requires attunement by a spellcaster)

The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: burning hands (1 charge), fireball (3 charges), scorching ray (2 charges). The staff regains 1d6 + 1 expended charges daily at dawn.

Mystic Water Staff

Staff, rare (requires attunement by a spellcaster)

The staff has 7 charges. It can also be used as a magic quarterstaff, +1. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: ice knife (1 charge), wall of water (3 charges), water breathing (3 charges). The staff regains 1d6 + 1 expended charges daily at dawn.

Staff of Air

Staff, uncommon (requires attunement by a spellcaster)

The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use a reaction to expend a charge and cast featherfall. The staff regains 1d3 expended charges daily at dawn.

Staff of Earth

Staff, uncommon (requires attunement by a spellcaster)

The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and cast earth tremor using your spell attack modifier and save DC. The staff regains 1d3 expended charges daily at dawn.

Staff of Fire

Staff, uncommon (requires attunement by a spellcaster)

The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and cast burning hands using your spell attack modifier and save DC. The staff regains 1d3 expended charges daily at dawn.

Staff of Water

Staff, uncommon (requires attunement by a spellcaster)

The staff has 3 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and cast ice knife using your spell attack modifier and save DC. The staff regains 1d3 expended charges daily at dawn.

Magic Items of Gielinor — DragonZaid

Guthix Staff

Staff, rare (requires attunement by a spellcaster of lawful neutral, true neutral, or chaotic neutral alignment)

The staff has 7 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and strike a creature you can see within 60 feet with the claws of Guthix. The creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d10 force damage and suffers a -2 penalty to their AC for 10 minutes. Lesser restoration can remove this effect, and a creature cannot receive this penalty more than once at a time. On a successful save, the creature takes half the damage and suffers no further effects. The staff regains 1d6 + 1 expended charges daily at dawn.

This small staff is marked at the top with the symbol of Guthix. It is used by Guthixian mages at the Mage Arena in the northern Wilderness. The staff can be used to strike foes with purple, magical claws of Guthix that burst from the ground, weakening the target's defenses.

Iban's Staff

Staff, uncommon (requires attunement by a spellcaster)

The staff has 5 charges. While holding it, you can use an action to expend a charge and launch a magical, flaming skull at a creature you can see within 60 feet. Make a ranged spell attack against the creature using your spell attack modifier. If it hits, the target takes 2d6 fire damage plus 2d6 necrotic damage. The staff regains 1d4 + 1 expended charges daily at dawn.

This staff is used by Iban, an evil mage that lives deep within the underground pass between West Ardougne and Tirannwn. It can be used to fire an Iban blast, a magical skull covered in red flames which burns and drains the life force of a foe at the same time.

Master Wand

Wand, rare (requires attunement by a spellcaster)

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

This wand can be obtained from the mages of the Mage Training Arena northeast of Al Kharid. They won't give them away to just anyone, however. They only allow them to be purchased by mages that have proven that they possess the skills necessary to skillfully wield such a wand. The wand makes some of the wielder's spells much more accurate.

Mystic Focuses

Arcane focus (wand, staff, or orb), uncommon (requires attunement by a spellcaster)

While holding this focus, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.

Mystic focuses are ordinary focuses that have been magically enhanced to make some of the wielder's spells more accurate. They can be purchased at some magic shops throughout Gielinor.

Pharoah's Sceptre

Staff, very rare (requires attunement by a spellcaster)

You gain resistance to fire damage while holding this staff.

The staff has 7 charges. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: blight (4 charges), create or destroy water (1 charge), dust devil (2 charges), heat metal (2 charges). The staff regains 1d6 + 1 expended charges daily at dawn.

Legends tell that this staff used to belong to one of the sons of the desert god Tumeken. It is gold and adorned with several rubies. It makes the wielder more resilient against fire and can be used to cast a variety of spells reminiscent of the desert from which it came.

Polypore Staff

Staff, very rare (requires attunement by a spellcaster)

You gain immunity to the poisoned condition while holding this staff.

The staff has 10 charges. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: cloudkill (5 charges), moonbeam (2 charges), sleep (1 charge), stinking cloud (3 charges). The staff regains 1d6 + 4 expended charges daily at dawn.

This large staff is crafted from materials harvested from the fungal creatures of the Polypore Dungeon. It is dark turquoise in color, covered in fungi, and is hooked at the top. The staff prevents the wielder from becoming poisoned and can cast a variety of spells reminiscent of the dungeon from which it came.

Saradomin Staff

Staff, rare (requires attunement by a spellcaster of good alignment)

The staff has 7 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and strike a creature you can see within 60 feet with Saradomin's lightning. The creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d10 lightning damage and suffers a -2 penalty to saving throws for 10 minutes. Lesser restoration can remove this effect, and a creature cannot receive this penalty more than once at a time. On a successful save, the creature takes half the damage and suffers no further effects. The staff regains 1d6 + 1 expended charges daily at dawn.

This small staff is marked at the top with the symbol of Saradomin. It is used by Saradominist mages at the Mage Arena in the northern Wilderness. The staff can be used to strike foes with magical blue lightning.

Magic Items of Gielinor — DragonZaid

Skull Sceptre

Staff, uncommon (requires attunement by a spellcaster)

The staff has 3 charges. While holding it, you can use an action to expend a charge and cast inflict wounds using your spell save DC. The staff regains 1d3 expended charges daily at dawn.

This bizarre staff is constructed from two mismatched halves of skulls and a long rod, all of which can be found at the dungeon beneath the barbarian village of Gunnarsgrunn in Misthalin. It can be used to cast basic necromantic magic.

Staff of Light

Staff, very rare (requires attunement by a spellcaster)

You gain resistance to radiant damage while holding this staff.

The staff has 7 charges. While holding it, you can use an action to expend one or more charges to cast the following spells, using your spell save DC: daylight (3 charges), faerie fire (1 charge), guiding bolt (1 charge), wall of light (5 charges). The staff regains 1d6 + 1 expended charges daily at dawn.

You can use a bonus action to hit the base of the staff against the ground, erecting a shimmering barrier of light around yourself. When you do, you gain resistance to bludgeoning, piercing, and slashing damage for 10 minutes. You can use this feature once. You can't use it again until the next dawn.

This large silver and gold staff is marked with a symbol of Saradomin above the grip and pointed at the tip. It protects the wielder partly from radiant harm, and can be used to cast light magic and protect oneself from physical harm.

Wand of Treachery

Wand, rare (requires attunement by a spellcaster)

While holding this wand, you gain a +2 bonus to spell attack rolls and a +1 bonus to your spell save DC. In addition, you ignore half cover when making a spell attack.

Curse. This wand is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the wand, keeping it within reach at all times. You also have disadvantage on spell attack rolls using focuses other than this one, and creatures have advantage on saving throws against spells you cast using focuses other than this one. When you cast a spell with this wand that targets one or more hostile creatures, you must first make a DC 16 Wisdom saving throw. On a failed save, you instead target the same number of random allies within range of the spell, which may include yourself. If the spell was intended to be cast on one or more allies, you must make the same saving throw, and on a failed save instead target the same number of hostile creatures within range. If there are not enough new targets within range, the spell is not cast for any excess amount of initial targets. On a successful save, you cast the spell normally.

This twisted, black wand greatly enhances the wielder's magic ability. However, it is imbued with a powerful curse that can cause the user to betray their allies, casting harmful spells on them while casting helpful spells on their enemies. The curse also fills the user's mind with tempting thoughts of treachery.

Zamorak Staff

Staff, rare (requires attunement by a spellcaster of evil alignment)

The staff has 7 charges. It can also be used as a magic quarterstaff. While holding it, you can use an action to expend a charge and strike a creature you can see within 60 feet with Zamorak's flames. The creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 4d10 fire damage and suffers a -2 penalty to attack rolls for 10 minutes. Lesser restoration can remove this effect, and a creature cannot receive this penalty more than once at a time. On a successful save, the creature takes half the damage and suffers no further effects. The staff regains 1d6 + 1 expended charges daily at dawn.

This small staff is marked at the top with the symbol of Zamorak. It is used by Zamorakian mages at the Mage Arena in the northern Wilderness. The staff can be used to strike foes with magical flames that weaken them.

Magic Items of Gielinor — DragonZaid

Wondrous Items

A huge variety of wondrous items can be found throughout Gielinor. They are very diverse, ranging from skill enhancing amulets to magical books containing ancient knowledge. Some are available in many magic shops, though most are not very easy to come by.

Amulet of Accuracy

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to ranged weapon attack rolls while wearing this amulet.

This orange amulet has been magically enchanted to increase the wearer's accuracy with ranged weapons. It belongs to Wizard Mizgog of the Wizards' Tower in Misthalin.

Amulet of Defence

Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this amulet.

This gold amulet contains a magically enchanted emerald. Its magic provides the wearer with slight protection from all manner of harm.

Amulet of Fury

Wondrous item, very rare (requires attunement)

You gain a +2 bonus to attack rolls and weapon damage rolls while wearing this amulet.

This black amulet contains a magically enchanted onyx, one of the rarest gems known to Gielinor. Its magic greatly bolsters the wearer's combat ability.

Amulet of Glory

Wondrous item, rare (requires attunement)

You gain a +1 bonus to attack rolls and weapon damage rolls while wearing this amulet.

This gold amulet contains a magically enchanted dragonstone, a very rare purple gem. Its magic increases the wearer's combat ability.

Amulet of Magic

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to spell attack rolls while wearing this amulet.

This gold amulet contains a magically enchanted sapphire. Its magic increases the wearer's accuracy with some spells.

Amulet of Power

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to melee weapon attack rolls while wearing this amulet.

This gold amulet contains a magically enchanted diamond. Its magic increases the wearer's accuracy with melee weapons.

Amulet of Strength

Wondrous item, uncommon (requires attunement)

You gain a +2 bonus to melee weapon damage rolls while wearing this amulet.

This gold amulet contains a magically enchanted ruby. Its magic increases the wearer's physical strength with melee weapons.

Archer's Ring

Wondrous item, rare (requires attunement)

While wearing this ring, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

This gold ring has an elaborate arrow symbol on the top. Its magic causes the wearer's attacks with bows to be much more effective.

Ardougne Cloak

Wondrous item, uncommon

While you wear this cloak with its hood up, you have advantage on Dexterity (Sleight of Hand) checks made to steal items and pick pockets, as the cloak's magic gently guides the movement of your hands. Pulling the hood up or down requires an action.

This dark cloak is used by a few of the wealthiest and most skilled thieves of the city of Ardougne to aid primarily in picking pockets and stealing from market stalls.

Ava's Accumulator

Wondrous item, uncommon

The device can be used as a quiver. While you wear it on your back, any ammunition fired from a weapon you are holding is magically pulled back into your quiver 1 round after it stops moving. The ammunition doesn't move fast enough to deal damage upon returning. The ammunition doesn't return if it is more than 120 feet away, destroyed, held securely by a creature or object, or if there is no unblocked path between you and it. For instance, an arrow fired through a doorway that is closed before 1 round has passed cannot return, and isn't affected by Ava's Accumulator unless it is fired again, even if the door is opened.

This strange device is worn like a backpack. It was designed by the inventor Ava and made from a special magnet, the branches of an undead tree, and an undead chicken. The device magically attracts ammunition back to the wearer after it has been fired.

Berserker Ring

Wondrous item, rare (requires attunement)

While wearing this ring, you have proficiency with the mace, maul, and warhammer, and you gain a +2 bonus to damage rolls on melee attacks made with such weapons.

This silver ring has an elaborate warhammer symbol on the top. Its magic causes the wearer's attacks with bludgeoning weapons to be much more effective.

Magic Items of Gielinor — DragonZaid

Black Mask

Wondrous item, very rare (requires attunement)

The mask has 5 charges. While wearing this mask, you can use a bonus action to expend a charge and designate a creature you can see within 60 feet as a slayer target. You have advantage on melee weapon attack rolls against the slayer target, and your melee weapon attacks to them deal an extra 2d6 damage of the weapon's damage type. Once you designate a slayer target, you can't designate a new one until the next dawn or until it is destroyed. The mask regains 1d4 + 1 expended charges daily at dawn.

This black, wooden mask is worn by cave horrors. Its magic allows the wearer to designate a creature as a target to be slain, greatly increasing their melee skills against it.

Cape of Legends

Wondrous item, rare (requires attunement)

You gain a +1 bonus to AC and you have advantage on saving throws against becoming frightened while wearing this cape.

This long, white cape is bestowed to only the noblest of heroes by the members of the Legends' Guild in Kandarin. Its magic provides a small amount of additional protection and bolsters the wearer's courage.

Desert Amulet

Wondrous item, common

While you wear this amulet, you are adapted to hot climates. You must be wearing the amulet for at least 1 hour for the adaptation to take effect.

This amulet holds a large diamond in the shape of a heart. Its magic protects the wearer from hot climates, such as the harsh conditions of the Kharidian Desert.

Explorer's Ring

Wondrous item, uncommon

While you wear this ring, you and your group can travel 4 miles in the time you would have traveled 3 miles otherwise, so long as you assist with navigation.

This plain-looking ring is made from bronze, silver, gold, or platinum. It helps the wearer and their group to travel at a quicker pace during long-distance travel while the wearer is navigating.

Fire Cape

Wondrous item, very rare (requires attunement)

While you wear this cape, you gain the following benefits:

  • You have resistance to cold damage.
  • You ignore difficult terrain created by ice or snow.
  • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
  • You can use a bonus action to cause the cape to ignite with magical flames. While the cape is lit, it emits bright light in a 30-foot radius and dim light for another 30 feet. Additionally, your weapon attacks deal an extra 1d6 fire damage while it is lit. The cape remains lit for 1 hour or until you douse it as a bonus action.

This orange cape protects the wearer from many of the dangers of cold environments. It can be lit with magical flames to enhance the wearer's weapons with its flames. The cape is awarded by the TzHaar to only the strongest of warriors.

Focus Sight

Wondrous item, very rare (requires attunement)

The sight has 5 charges. While wearing this sight, you can use a bonus action to expend a charge and designate a creature you can see within 60 feet as a slayer target. You have advantage on ranged weapon attack rolls against the slayer target, and your melee weapon attacks to them deal an extra 2d6 damage of the weapon's damage type. Once you designate a slayer target, you can't designate a new one until the next dawn or until it is destroyed. The sight regains 1d4 + 1 expended charges daily at dawn.

Magic Items of Gielinor — DragonZaid

This magical device is shaped like an eyepatch, covering one eye with a special sight. It can be created from parts of a desert strykewyrm. Its magic allows the wearer to designate a creature as a target to be slain, greatly increasing their aim with ranged weapons against it.

God books

Wondrous item, very rare

These ancient books come in several varieties, each associated with a different god and containing information concerning a physical or mental trait. Its binding can be found at the lighthouse west of Rellekka, but its pages have been scattered throughout Gielinor. Once the entire book is assembled, its words become charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, one of your ability scores increases by 2, as does your maximum for that score. The book then loses its magic, but regains it in a century. The ability score increased is determined by type of book, as described in the table below.

God Books
Book Ability Score
Armadyl's Book of Law Dexterity
Bandos' Book of War Strength
Guthix's Book of Balance Your lowest ability score
(determined randomly if a tie)
Saradomin's Book of Wisdom Wisdom
Zamorak's Book of Chaos Charisma
Zaros' Ancient Book Intelligence

God Cloaks

Wondrous item, uncommmon

These white cloaks come in several varieties, each associated with a different god and able to aid the wearer in certain activities. The cloak has 3 charges. While you are wearing it, you can use a bonus action to consume a charge and wrap yourself in the cloak, drawing from the blessing placed on it. When you do, you gain advantage on the next ability check you make using the ability associated with the cloak within 10 minutes, as described by the table below. The cloak regains 1d3 expended charges daily at dawn.

God Cloaks
Cloak Ability
Ancient Cloak Intelligence
Armadyl Cloak Dexterity
Bandos Cloak Strength
Guthix Cloak Any skill with which you are not proficient
Saradomin Cloak Wisdom
Zamorak Cloak Charisma

Hexcrest

Wondrous item, very rare (requires attunement by a spellcaster)

The hexcrest has 5 charges. While wearing this item, you can use a bonus action to expend a charge and designate a creature you can see within 60 feet as a slayer target. You have advantage on spell attack rolls against the slayer target and it has disadvantage on saving throws against your spells. In addition, you ignore half cover when making a spell attack against the slayer target. Once you designate a slayer target, you can't designate a new one until the next dawn or until it is destroyed. The mask regains 1d4 + 1 expended charges daily at dawn.

This magical device is shaped like a headband with a long point coming up from the forehead and is decorated with several sapphires. It can be created from parts of a jungle strykewyrm. Its magic allows the wearer to designate a creature as a target to be slain, greatly increasing the accuracy of their spells against it.

Infinity Robes

Wondrous item, rare (requires attunement by a spellcaster)

You gain a +1 bonus to spell attack rolls and your spell save DC while you wear these robes and you aren't wearing armor.

These bright and colorful robes, consisting of a top, skirt, and hat, can be purchased from the Mage Training Arena northeast of Al Kharid. They won't give them away to just anyone, however. They only allow them to be purchased by mages that have proven that they possess the talent necessary to skillfully use them. The robes make many of the wearer's spells slightly more accurate.

Obsidian Cape

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cape.

This heavy cape is made from black obsidian by the TzHaar. Its magic offers the wearer a small amount of protection against all manner of threats.

Phoenix Necklace

Wondrous item, rare

When you are reduced to 0 hit points and not killed outright while wearing this necklace, you instantly regain 2d8 hit points and the necklace is destroyed.

This gold necklace is decorated with a large diamond. It bursts into magical flames and heals the wearer before crumbling into ash if they would have been killed otherwise.

Ring of Charos

Wondrous item, uncommon (requires attunement)

The ring has 3 charges. While you are wearing it, you can use an action to cast charm person or command from it, using a spell save DC of 13. The ring regains 1d3 expended charges daily at dawn.

This plain-looking, brass ring is said to have been created by Charos, a mysterious Morytanian man best known for being unusually persuasive. The ring was at some point stolen by Dr. Fenkenstrain, a strange scientist who lives in northern Morytania.

Magic Items of Gielinor — DragonZaid

Ring of Recoil

Wondrous item, uncommon (requires attunement)

The ring has 10 charges. When you take damage from a creature within 60 feet, a charge is automatically expended and the creature takes 1d6 force damage as a bolt of magical energy bursts from the ring. When the ring reaches 0 charges, it is destroyed.

This gold ring holds a magically enchanted sapphire. Its magic retaliates against those who attack the wearer a limited number of times before crumbling into dust.

Ring of Visibility

Wondrous item, rare (requires attunement)

The ring has 3 charges. As an action, you can rub the ring and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you press the ring against your temple. The ring regains 1d3 expended charges daily at dawn.

This gold ring gives the wearer the ability to see invisible creatures and objects. It is currently in the possession of Rasolo, a wandering merchant of Kandarin.

Robes of Subjugation

Wondrous item, very rare (requires attunement by a spellcaster)

When you wear these robes while not wearing armor, you gain a +1 bonus to spell attack rolls and your spell save DC, your AC becomes 14 + your Dexterity modifier, and you can understand and speak Infernal.

Curse. These robes are cursed, and donning them for the first time after becoming attuned to them extends the curse to you. As long as you remain cursed, you are unable to remove the robes. While wearing the robes, if you cast a spell that harms a demon or an undead creature, you must make a DC 16 Wisdom saving throw. On a failure, you take 4d8 psychic damage and are stunned until the start of your next turn. On a successful save, you take half the damage and aren't stunned.

During the God Wars, Zamorak was paranoid that his underlings would betray him just as he betrayed Zaros. He gave the mages of his army these black robes so that anyone who wished to turn their back on him would suffer excruciating pain. The robes provide magical protection and enhance the wearer's magical abilities, but they are cursed so that casting spells on demonic or undead creatures causes intense psychic harm.

Magic Items of Gielinor — DragonZaid

Salve Amulet

Wondrous item, rare (requires attunement)

When you wear this amulet, you gain a +2 bonus to attack and weapon damage rolls against undead.

This amulet holds a bright purple crystal imbued with some of the magic of the River Salve. The crystal comes from the haunted mines in southwest Morytania. Its magic enhances the wearer's ability to harm undead creatures.

Saradomin's Hiss

Wondrous item, rare (requires attunement by a spellcaster)

You gain a +2 bonus to spell attack rolls and your spell save DC while you wear this amulet.

Curse. This amulet is cursed, and putting it on for the first time after attuning to it extends the curse to you. As long as you remain cursed, you are unable to remove the amulet. While wearing the amulet, you have disadvantage on attack rolls against creatures of good alignment and on saving throws against their spells and special abilities. Additionally, Commander Zilyana can see and hear anything you see and hear and can subtly influence your thoughts and actions.

During the God Wars, this amulet was gifted by Commander Zilyana of Saradomin's army to members of Zamorak's army as a peace offering. Unbeknownst to them, it would make them less effective in combat as they could be magically sensed and influenced by Zilyana from anywhere.

Saradomin's Murmur

Wondrous item, rare (requires attunement)

You gain a +2 bonus to ranged weapon attack and damage rolls while you wear this amulet.

Curse. This amulet is cursed, and putting it on for the first time after attuning to it extends the curse to you. As long as you remain cursed, you are unable to remove the amulet. While wearing the amulet, you have disadvantage on attack rolls against creatures of good alignment and on saving throws against their spells and special abilities. Additionally, Commander Zilyana can see and hear anything you see and hear and can subtly influence your thoughts and actions.

During the God Wars, this amulet was gifted by Commander Zilyana of Saradomin's army to members of Armadyl's army as a peace offering. Unbeknownst to them, it would make them less effective in combat as they could be magically sensed and influenced by Zilyana from anywhere.

Saradomin's Whisper

Wondrous item, rare (requires attunement)

You gain a +2 bonus to melee weapon attack and damage while you wear this amulet.

Curse. This amulet is cursed, and putting it on for the first time after attuning to it extends the curse to you. As long as you remain cursed, you are unable to remove the amulet. While wearing the amulet, you have disadvantage on attack rolls against creatures of good alignment and on saving throws against their spells and special abilities. Additionally, Commander Zilyana can see and hear anything you see and hear and can subtly influence your thoughts and actions.

During the God Wars, this amulet was gifted by Commander Zilyana of Saradomin's army to members of Bandos' army as a peace offering. Unbeknownst to them, it would make them less effective in combat as they could be magically sensed and influenced by Zilyana from anywhere.

Seer's Ring

Wondrous item, rare (requires attunement)

While wearing this ring, you gain a +2 bonus to spell attack rolls.

This gold ring has an elaborate lightning bolt symbol on the top. Its magic causes the wearer's attacks with magic to be much more accurate.

Speak Amulets

Wondrous item, uncommon

This amulet holds a symbol pertaining to a particular type of creature. While wearing this amulet, you can understand and speak to certain creatures as described by the table below. In a similar fashion to the speak with beasts spell, your ability to communicate with the creatures effectively is limited by their intelligence.

Speak Amulets
Amulet Creature
Cabbagespeak Amulet Cabbages
Camulet Camels and ugthanki
Catspeak Amulet Cats
Crocspeak Amulet Crocodiles
Ghostspeak Amulet Ghosts
Monkeyspeak Amulet Monkeys and apes

Spotted Cape

Wondrous item, uncommon (requires attunement)

You have advantage on Wisdom (Survival) checks made to track beasts while wearing this cape.

This brown, spotted cape is made from the hide of spotted kebbits. It allows the wearer to more easily track animals.

Magic Items of Gielinor — DragonZaid

A Gielinor
Bestiary

The world of Gielinor contains a very wide variety of creatures that originate from all manner of environments. Statistics of monsters from various published 5th edition sources can be used as is or altered slightly for many, many of these monsters. Obviously, there is no way that every monster from every area of Gielinor and the surrounding worlds could be included in this document. However, many of the game's most basic, integral, and unique creatures will be mentioned in this section.

Aberrations


Aberrations are bizarre and terrible creatures that come from other planes of existance. A few aberrations were known to have had a prominent presence in the God Wars of the Third Age, as transportation of creatures to Gielinor from other dimensions was a trivial task for the gods during that time. At present day, aberrations are rarely found on Gielinor.

Goraks

Goraks come from another dimension known only as the Gorak Plane. They have large, vertical bodies with heads at the lower front, two wide tusks and a single large horn. They have a pair of long, powerful legs and small, wing-like appendages that seem to be vestigial. Goraks are extremely dangerous creatures that constantly drain the life-essence of all nearby life. Their attacks, while only moderately powerful in a physical sense, drain the fortitude of their prey. This makes them very threatening to even seasoned warriors who aren't careful when fighting them.


Gorak

Large aberration, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 4 (-3) 11 (+0) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 4 (1,100 XP)

Magic Weapons. The gorak's weapon attacks are magical.

Draining Aura. Any creature that starts its turn within 5 feet of the gorak takes 3 (1d6) necrotic damage.


Actions

Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) bludgeoning damage.

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 3 (1d6) necrotic damage, and the target's Constitution score is reduced by 1d4. The target dies if this reduces its Constitution to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

A Gielinor Bestiary — DragonZaid


Dark Beast

Large aberration, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 114 (12d10 + 48)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 19 (+4) 5 (-3) 14 (+2) 6 (-2)

  • Saving Throws Con +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 120 ft., passive Perception 12
  • Languages
  • Challenge 6 (2,300 XP)

Fear Aura. Any creature hostile to the beast that starts its turn within 15 feet of the beast must make a DC 14 Wisdom saving throw, unless the beast is incapacitated. On a failed save, the creature is frightened for 1 minute. While frightened in this way, a creature must move away from the beast by the safest available route on each of its turns, unless there is nowhere to move. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the beast's aura for the next 24 hours.

Devil's Sight. Magical darkness doesn't impede the beast's darkvision.

Charge. If the beast moves at least 15 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 5 (1d10) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Innate Spellcasting. The dark beast's spellcasting ability is Wisdom. It can innately cast darkness twice per day, requiring no components.


Actions

Multiattack. The beast makes two attacks: one with its bite and one with its horn.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Harming Ray. The beast shoots a crackling ray of magic toward a creature it can see within 90 feet of it. The target must make a DC 14 Dexterity saving throw, taking 16 (3d10) force damage on a failed save, or half as much on a successful one.

Dark Beasts

Dark beasts are terrifying creatures that come from a dark dimension. They vaguely resemble the rhinoceros, with hulking, black bodies, four legs, large heads, and a single massive, long horn that protrudes from their foreheads. Dark beasts were believed to have played a small role in the God Wars, after which they were rarely ever sighted on Gielinor. Currently, they can be found in some dungeons, including the Ancient Cavern in Kandarin, the Mourner Tunnels beneath West Ardougne, and the Forinthry
Dungeon in the Wilderness. Dark
beasts are highly dangerous and aggressive
creatures that have been known to kill people who come across them. They have great physical strength and can charge at their foes with incredible force. They also have considerable magical strength, allowing them to shoot harmful rays of magic, surround themselves in magical darkness, and even force their foes to run in fear.

A Gielinor Bestiary — DragonZaid

Beasts


Beasts are, for the most part, ordinary animals such as bears, wolves, and spiders, and giant versions of animals such as giant rats and giant spiders. Many of the more peaceful areas of Gielinor, including a large portion of the surface of the world, contain such beasts. For these creatures, simply replicate the 5th edition statistics of an equivalent or similar creature.

Mounts and Pack Animals

Riding animals are seldom used on Gielinor, likely due to the complete absence of horses. Their non-existance is often the topic of humor and fourth wall breaking jokes, as there are multiple mentions of hornless unicorns in RuneScape. Some sources claim that these hornless unicorns used to exist on Gielinor long ago, but that they were hunted to extinction for their meat. However, there is very little concrete evidence of them ever having existed.

Donkeys are not explicitly present on Gielinor, but their existence is referenced, such as in the name of a tavern in East Ardougne, the Dancing Donkey Inn. If they did exist, they would likely be present in, around, and between many establishments all throughout Misthalin, Asgarnia, and Kandarin due to their ability to act as cart pullers, pack animals, and mounts. In RuneScape, however, they are nowhere to be found, so it is reasonable to assume that donkeys are not present on Gielinor. Because mules are crossbred from horses and donkeys, they too are absent from Gielinor.

Camels are present in and around the Kharidian Desert region, where they are often domesticated to carry objects and pull carts, but they are not used as mounts, possibly due to their aggressive nature. The same is true of the Ugthanki, a very similar creature that is semi-intelligent and even more aggressive.

    Elephants are not present in RuneScape and rarely, if ever, referenced to exist, so it is reasonable to assume that they are not present on Gielinor. Mammoths are present, however, in the form of the enormous acheron mammoths native to the icy areas in the sea north of Kandarin. These creatures are very rarely tamed, as they are far too large, intelligent, and powerful for practical domesticated use.

Increased Intelligence

Some beasts on Gielinor are fully sentient and have increased intelligence compared to their 5th edition statistics. These beasts include penguins, polar bears, and acheron mammoths, all of which humanoids can speak with and understand normally. Penguins are very intelligent creatures that have developed a highly complex militant society on the icebergs of the sea north of Kandarin. Most penguins who live there are very evil creatures, and they go to extraordinary lengths to train soldiers, develop technology, and spy on humanoids all over Gielinor in hopes of achieving world domination.

Humanoids can also communicate with other creatures such as cats, camels and Ugthanki, crocodiles, and primates through the use of a catspeak amulet, camelspeak amulet, crocspeak amulet, and monkeyspeak amulet, respectively. Of these creatures, primates seem to be the most intelligent, having developed an advanced, monarchial society on the remote Ape Atoll in the sea to the south of Karamja. Each of these creatures can speak with their own kind naturally, and they almost always keep their intelligence and ability to speak a secret to everyone except their own kind.

For each of the aforementioned creatures, consider modifying their corresponding 5th edition statistics to increase their intelligence score to at least 5, depending on the species.

A Gielinor Bestiary — DragonZaid

Terrorbirds

Terrorbirds are large, flightless birds that are often domesticated by Gnomes for civilian and military purposes. Their bodies are covered in leaf-green plumage and their long legs and large feet make them swift mounts for a Gnome, even while carrying heavy loads. They have big heads with red eyes and enormous hooked beaks. Despite their frightening name and appearance, terrorbirds are very mild mannered, peaceful creatures.


Terrorbird

Medium beast, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Pack Tactics. The terrorbird has advantage on attack rolls against a creature if at least one of the terrorbird's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Sabre-Toothed Kyatt

Sabre-toothed kyatts are large feline creatures native to the northern parts of the Fremennik Province north of Kandarin. They have white fur, sharp claws, and very long pointed teeth. For the sabre-toothed kyatts of Gielinor, use the 5th edition statistics for the saber-toothed tiger.

Spined Larupia

Spined larupias are large feline creatures native to the jungles of the Feldip Hills region south of Kandarin. They closely resemble the cheetah, with spotted brown fur, large teeth and claws, and long tails. They also have several sharp spines on their shoulders which they use to defend themselves in combat much like a porcupine would.


Spined Larupia

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 1 (200 XP)

Pounce. If the larupia moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the larupia can make one bite attack against it as a bonus action.

Keen Smell. The larupia has advantage on Wisdom (Perception) checks that rely on smell.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.


Reactions

Spines (3/Day). When a creature within 5 feet makes a melee attack against the larupia, it can make a melee attack to retaliate with its sharp spines. On a hit, the attacking creature takes 7 (3d4) piercing damage. The spines break off the larupia and onto the creature.

Horned Graahk

Horned graahks are large beasts found in the jungle island of Karamja, particularly in its western regions. These creatures vaguely resemble the rhinoceros or the bear, with four legs, a large body, green eyes, hoofed feet, thick, tan fur, and numerous horns all along their heads, necks, and shoulders. The horns range wildly in sizes from a few inches to a few feet long, with the longest horn sprouting from the center of their necks. All their horns are straight, with the exception of one curved pair closest to their heads. While these creatures are normally peaceful, they will defend themselves vigorously if threatened.

A Gielinor Bestiary — DragonZaid

Horned Graahk

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 45 (6d10 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages
  • Challenge 2 (450 XP)

Charge. If the graahk moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.


Actions

Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Tortoises

Tortoises are huge, slow-moving reptiles that have thick shells. They have huge flat bodies, four large legs, and long necks. When pressed to combat, they can deliver powerful bites and withdraw into their shells, making them incredibly difficult to harm. Tortoises are often trained by Gnomes to be used as mounts in battle, able to carry massive loads and as many as three of them on their backs at once. Because they are naturally peaceful creatures, the training process is long and difficult, but a powerful armored mount makes for a very valuable asset to the Gnomish military. Some tortoises are outfitted with wooden barding fastened to their legs and heads to offer them even more protection while in battle. In this case, increase the tortoise's AC to 17.


Tortoise

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 85 (9d12 + 27)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 17 (+3) 4 (-3) 17 (+3) 7 (-2)

  • Skills Athletics +7, Perception +5
  • Senses passive Perception 15
  • Languages
  • Challenge 4 (1,100 XP)

Sure-Footed. The tortoise has advantage on Strength and Dexterity saving throws that would knock it prone.

Beast of Burden. The tortoise can carry up to 1,200 lbs.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.

Withdraw. The tortoise withdraws into its shell. While in its shell, it gains +5 to its AC. It can emerge using a bonus action.

A Gielinor Bestiary — DragonZaid

Celestials


Celestials are angelic creatures that can take a variety of forms. Only a very small number of celestials can be found on Gielinor at present day. During the God Wars of the Third Age and the years leading up to them, one celestial race called Icyene was present in significant numbers. Saradomin brought these creatures from their home world of Hallow to Gielinor in order to make a new home for them. Later, they fought for him in the wars, primarily against Zamorak's Vampyric forces. The vast majority of the Icyene on Gielinor were killed during the God Wars, and now only extremely few remain. Other prominent celestial beings include unicorns, the Icyene Commander Zilyana, and her three bodyguards, Growler, Bree, and Starlight.

Unicorns

Unicorns are graceful, horse-like creatures that have long horns on their heads. They have either bright white hair with yellow manes and tails, or dark black hair with crimson manes and tails. They are powerful and intelligent creatures that are too aggressive to be able to be ridden or domesticated. They can be found in many places on Gielinor, typically in grassy or lightly forested areas far from civilization. Black unicorns can be found in the Wilderness, as well as in the Fremennik Province north of Kandarin.


Unicorn

Large celestial, chaotic good


  • Armor Class 12 (natural armor)
  • Hit Points 52 (7d10 + 14)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1)

  • Senses passive Perception 12
  • Languages Understands Common and Icyene but can't speak
  • Challenge 1 (200 XP)

Charge. If the unicorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.


Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

A Gielinor Bestiary — DragonZaid


Commander Zilyana

Large celestial (Icyene), lawful good


  • Armor Class 17 (leather, shield)
  • Hit Points 133 (14d10 + 56)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

  • Saving Throws Wis +9, Cha +9
  • Skills Insight +9, Perception +9
  • Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses darkvision 120 ft., passive Perception 19
  • Languages Common, Icyene
  • Challenge 11 (7,200 XP)

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

Angelic Weapons. Zilyana's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting. Zilyana's spellcasting ability is Wisdom (spell save DC 17). She can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, light

1/day each: death ward, lightning bolt


Actions

Multiattack. Zilyana can use her Saradomin's Lightning. She then makes two Saradomin Sword attacks.

Saradomin Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 18 (4d8) radiant damage.

Saradomin's Lightning. Blue bolts of lightning shoot out from Zilyana's sword toward a point within 15 feet. Each creature within a 5-foot-radius, 30-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 13 (3d8) lightning damage on a failed save, or half as much on a successful one.

Healing Touch (3/Day). Zilyana touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.


Reactions

Parry. Zilyana adds 4 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.

Commander Zilyana

Commander Zilyana is one of Saradomin's highest ranking leaders and an Icyene. She lies in the heart of the Saradominist encampment in the God Wars Dungeon. As an Icyene, Zilyana bears a strong resemblance to a very large Human with four white, feathery wings. She has fair skin, short orange hair, bright blue eyes, and wears simple leather armor colored blue and yellow and marked with symbols of Saradomin. When pressed to combat, she uses a shield along with a very long sword large enough to be a greatsword for a humanoid, though she wields it in one hand. She is extremely swift in combat due to her flight and agility. Her sword glows as she swings it and hits very hard, damaging its targets with additional radiant magic. She can also use it to rain lightning down at her foes at close range. Zilyana also possesses innate magical capabilities, and is able to heal herself and others and fire huge bolts of lightning.

A Gielinor Bestiary — DragonZaid


Bree

Large celestial, lawful good


  • Armor Class 14 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 12 (+1) 15 (+2) 12 (+1)

  • Skills Athletics +7, Perception +5, Survival +5
  • Condition Immunities charmed, paralyzed
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Icyene
  • Challenge 6 (2,300 XP)

Charge. If Bree moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Archer's Eye (3/Day). As a bonus action, Bree can add 1d10 to his next attack or damage roll with a longbow or shortbow.

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

Magic Weapons. Bree's weapon attacks are magical.


Actions

Multiattack. Bree makes two attacks: one with his pike and one with his hooves or two with his longbow.

Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus 17 (5d6) poison damage. The target must make a 15 Constitution saving throw, taking the poison damage on a failed save, or half as much on a successful one.

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 17 (5d6) poison damage. The target must make a 15 Constitution saving throw, taking the poison damage on a failed save, or half as much on a successful one.

Zilyana's Sergeants

Commander Zilyana is usually accompanied by her three sergeants: Bree, Starlight, and Growler. Bree is a celestial centaur and skilled deadeye with the longbow. Starlight is a powerful unicorn that focuses on up-close combat. Finally, Growler is a celestial lion and powerful mage that focuses on protecting his allies.

A Gielinor Bestiary — DragonZaid

Starlight

Large celestial, neutral good


  • Armor Class 17 (half plate barding)
  • Hit Points 76 (9d10 + 27)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 14 (+2)

  • Condition Immunities charmed, paralyzed
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Icyene
  • Challenge 4 (1,100 XP)

Charge. If Starlight moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

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

Magic Weapons. Starlight's weapon attacks are magical.


Actions

Multiattack. Starlight makes two attacks: one with its horn and one with its hooves.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.


Growler

Large celestial, neutral good


  • Armor Class 17 (half plate barding)
  • Hit Points 85 (10d10 + 30)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 11 (+0) 18 (+4) 7 (-2)

  • Condition Immunities charmed, paralyzed
  • Senses darkvision 60 ft., passive Perception 17
  • Languages Common, Icyene
  • Challenge 5 (1,800 XP)

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

Magic Weapons. Growler's weapon attacks are magical.

Innate Spellcasting. Growler's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring only verbal components:

At will: detect evil and good, detect magic, sacred flame

3/day each: bless, guiding bolt, healing word, shield of faith, spiritual weapon

1/day each: dispel magic, freedom of movement, spirit guardians


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

A Gielinor Bestiary — DragonZaid

Demons


Demons are a large group of creatures that come in a wide variety of shapes and sizes. Most demons are humanoid in shape, though many are quadrupedal instead. Most demons have beastly features, such as horns, claws, or tendrils, and have bodies of hellish shades of red, violet, or black. Some demons have wings, while others are flightless.

In general, demons are fairly powerful, evil, and dangerous creatures feared by commoners. Save for a few of the most powerful demons, their preferred method of combat is typically bare-handed, relying on their claws, horns, or jaws in combat. Some demons even possess magical capabilities, such as the ability to breathe fire or cast spells.

Demons typically travel to Gielinor from other realms, such as the Infernal Dimensions or the Abyss, and most are followers and servants of Zamorak or Zaros. The demons of Infernus have a complex and organized society in which demons create and agree to contracts with one another. They are evil and cunning beings that always try to outwit one another, and some contracts can even end in the death of one party.

Usually, when a demon travels to Gielinor, it exists only partially on the world, manifesting a physical body and then inhabiting it with their soul. If a demon dies or is killed, it destroys the body in a small magical explosion as it bursts into flames, leaving behind nothing but a pile of ashes. This allows the soul to return to Infernus or whatever plane it originated from and begin to create another physical body. This process can make the permanent killing of a demon very difficult.

Note: The distinction between the fiends, demons, devils, and other fiend subtypes of standard 5th edition does not concur with that of similar creatures on Gielinor. Therefore, all such creatures of Gielinor are classified under the demon creature type, which has four main subtypes: fiend, Cthonian, Avernic, and Infernal.

Gargoyles

Unlike the elemental gargoyles of standard 5th edition, the gargoyles of Gielinor are considered demons. They can be found in a small number of rocky dungeons, in the Chaos Tunnels beneath the Wilderness, and inside Viggora's Folly in northwest Morytania. For the gargoyles of Gielinor, use the 5th edition gargoyle statistics, but make the following adjustments:

  • Change the creature type to demon
  • Change the language known to Infernal
  • Change the damage resistances to bludgeoning, piercing, and slashing from nonmagical attacks
  • Remove the condition immunities, except for poisoned
A Gielinor Bestiary — DragonZaid

Fiends

Fiends are a group of small demons that are generally less powerful than many other types of demons. Each type of fiend is associated with a natural element, and could easily be mistaken for an elemental creature rather than a demon by the untrained eye. They tend to live in extreme environments associated with their element.

Icefiends

Icefiends are short, lanky, and humanoid shaped demons with a pair of long, crooked horns that sprout from the tops of their heads. They have short claws and hoofed feet, and their black bodies are covered in a patchwork of chunks and shards of blue ice. Despite being some of the least powerful demons on Gielinor, they can still be dangerous to commoners or the unprepared adventurer, as they are resistant to some weapons and magic and can harm their foes with their icy powers. They inhabit cold environments like Ice Mountain as well as the God Wars Dungeon.


Icefiend

Small demon (fiend), neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 36 (8d6 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 12 (+1) 9 (-1) 10 (+0) 10 (+0)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing, and slashing from weapon attacks that aren't silvered
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Infernal
  • Challenge 1 (200 XP)

Snow Camoflage. While the icefiend is in snowy or icy terrain, it has advantage on stealth checks.

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


Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) cold damage.

Frost Breath (Recharge 6). The icefiend exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 11 Dexterity saving throw, taking 10 (3d6) cold damage on a failed save, or half as much on a successful one.

Pyrefiends

Similar to icefiends, pyrefiends are small demons that possess fiery magical abilities. They are short and thin, with hoofed feet, short claws, and long horns that sprout outward from the sides of their heads. Their bodies are gray and appear as if burning, with small flames around their hands and heads, and puffs of smoke trailing beghind them as they move. They are slightly more powerful than icefiends, able to burn their enemies with their claws, flaming body, and fiery breath. These demons can be found primarily in a few dungeons, such as the dungeon east of Rellekka, the Smoke Dungeon beneath the Kharidian Desert, and the God Wars Dungeon.


Pyrefiend

Small demon (fiend), neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 38 (7d6 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 14 (+2) 9 (-1) 11 (+0) 12 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from weapon attacks that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Infernal
  • Challenge 2 (450 XP)

Heated Body. A creature that touches the pyrefiend or hits it with a melee attack while within 5 feet of it takes 2 (1d4) fire damage.

Illumination. The pyrefiend sheds bright light in a 20-foot radius and dim light in an additional 20 feet.

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


Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage plus 3 (1d6) fire damage.

Fire Breath (Recharge 6). The pyrefiend exhales fire in a 15-foot cone. Each creature in that area must succeed on a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much on a successful one.

A Gielinor Bestiary — DragonZaid

Waterfiends

Waterfiends are considerably more dangerous than their pyrefiend and icefiend counterparts. They are thin and stand slightly shorter than the average human. Appearing to be made almost entirely out of water, their bodies are constantly shifting and changing as they move. A splashing jet of water propels them across solid ground, and they can move through water with alarming speed. When they become aggressive, they can control spouts and even crashing waves of water to bludgeon and shove their foes. Waterfiends can be found in the Wilderness, the Chaos Tunnels beneath it and the arctic region to its west, and the Ancient Cavern in Kandarin.


Waterfiend

Medium demon (fiend), neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft., swim 80 ft

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 15 (+2) 13 (+1) 11 (+0) 15 (+2)

  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Infernal
  • Challenge 5 (1,800 XP)

Amphibious. The waterfiend can breathe air and water.

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


Actions

Multiattack. The waterfiend makes two attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Water Spout. Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 13 Strength saving throw or be pushed up to 15 feet away from the waterfiend.

Crashing Wave (Recharge 6). The waterfiend magically creates a wave of water that crashes down on a 15-foot cube originating from itself. Each creature in the area must succeed on a DC 13 Strength saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.

Dust Devils

Dust devils are strange fiends with magical abilities that allow them to control clouds of blinding dust. They are vaguely humanoid in shape, with small torsos, short limbs and tails, and large, round heads. They have large mouths, small red eyes, and two short, wide horns atop their heads. The exteriors of their red bodies are covered in tough plates of beige hide, providing them with more protection than the average demon. These demons can be found in the Chaos Tunnels beneath the Wilderness and in the Smoke Dungeon beneath the Kharidian Desert.


Dust Devil

Medium demon (fiend), neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 90 (12d8 + 36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 12 (+1) 13 (+1) 14 (+2)

  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Infernal
  • Challenge 6 (2,300 XP)

Dust Shroud. As a bonus action, the devil can surround itself with a shroud of swirling dust that extends around it in a 10-foot radius. The shroud spreads around corners, and its area is lightly obscured and considered to be difficult terrain. It lasts for 1 minute or until a strong wind disperses it.

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


Actions

Multiattack. The devil makes two attacks: one with its horns and one with its bite.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Blinding Breath (Recharge 6). The devil exhales a 30-foot cone of blinding dust. Each creature in that area must succeed on a DC 14 Constitution saving throw or be blinded 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.

A Gielinor Bestiary — DragonZaid

Cthonian Demons

Cthonian demons typically come in even more diverse, horrifying, and disturbing forms than other types of demons. Many Cthonian demons are quadrupedal, though some bear a vague humanoid appearance. Ages ago, Cthonians were the second group of demons to rule over Infernus, overthrowing the Infernal demons and enslaving the Avernic tribes. Some time later, the Cthonians themselves were overthrown by the Avernic demons with the help of Zamorak, and most of the surviving Cthonians were banished to the Abyss. Many Cthonian demons on Gielinor were originally brought there by researchers in Viggora's Folly in northwest Morytania, who managed to open a portal to the Abyss.


Bloodveld

Medium demon (Cthonian), neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 51 (6d8 + 24)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 18 (+4) 5 (-3) 12 (+1) 4 (-3)

  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages understands Infernal but can't speak
  • Challenge 2 (450 XP)

Sense Blood. The bloodveld has advantage on Wisdom (Perception) checks to locate any creature that has blood.


Actions

Multiattack. The bloodveld makes two attacks, only one of which can be with its bite, or uses its tongue and makes one attack.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. If the target has blood, the bloodveld regains hitpoints equal to the damage dealt.

Tongue. The bloodveld reaches out with its long, tentacle-like tongue, wrapping it around a creature no larger than Medium within 5 feet. The creature must succeed on a DC 12 Strength or Dexterity saving throw (target's choice) or be restrained and take 7 (2d6) bludgeoning damage. The target can use its action to repeat the saving throw on each of its turns, and another creature can use an action to make a DC 12 Strength check to free the target.

Bloodvelds

Bloodvelds are quadrupedal demons with bodies that vaguely resemble the shape of a spider. They have four insect-like legs and large, bulbous bodies filled with blood that can be seen flowing and pulsing about beneath the skin. At the front of their bodies is a circular mouth with several wide, pointed teeth. They have long, tentacle-like tongues which are used to ensnare their prey before biting down on them and consuming their blood. Despite having no eyes, these demons are particularly good at tracking creatures.

Vampyres often keep bloodvelds as pets in a similar fashion to how Humans keep dogs, valuing them for their companionship as well as their ability to track creatures and defend their owners. Bloodvelds can be found inside Viggora's Folly in northwestern Morytania, in the Sanguinesti Region of Morytania, and in the God Wars Dungeon.


Nechryael

Nechryael are Cthonian demons of a humanoid shape with giant, gaping maws in place of a chest and stomach. They have bare skulls for a head and glowing red eyes. Their broad shoulders are very muscular, in contrast to their small legs. A handful of long, bony spikes protrude from their purple bodies, including large teeth that sit on either side of their vertical maws. Nechryael have a deadly bite and can summon death spawns, tiny imp-like demons, to aid them in a fight. Nechryael can be found inside Viggora's Folly and in dungeons such as the Chaos Tunnels beneath the Wilderness and the God Wars Dungeon.

A Gielinor Bestiary — DragonZaid


Nechryael

Medium demon (Cthonian), neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 17 (+3) 6 (-2) 8 (-1) 6 (-2)

  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Infernal
  • Challenge 3 (700 XP)

Rampage. When the nechryael reduces a creature to 0 hit points with a melee attack on its turn, the nechryael can use a bonus action to move up to half its speed and make a bite attack.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Summon Spawns (1/Day). The nechryael magically summons 1d4 death spawns. The death spawns remain for 1 hour, until the nechryael dies, or until the nechryael dismisses them as a bonus action.


Death Spawn

Tiny demon (Cthonian), neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 12 (+1) 6 (-2) 7 (-2) 13 (+1)

  • Damage Resistances cold, fire, lightning
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Infernal
  • Challenge 1/2 (100 XP)

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) poison damage.

Abyssal Demons

Abyssal demons are powerful demons that control the power of teleportation. They have four crab-like legs, small bodies, large heads, and short spiky tails. Their bodies are purple and black and covered in thick hide. Their heads are translucent and glow with faint light, and they have large lower jaws with wide, pointed teeth. Sprouting from their heads are six small, squirming tentacles. When in combat, these dangerous demons will constantly teleport around, and can even teleport their foes short distances in order to disorient them.

A Gielinor Bestiary — DragonZaid


Abyssal Demon

Medium demon (Cthonian), neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 76 (9d8 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 18 (+4) 6 (-2) 13 (+1) 8 (-1)

  • Saving Throws Dex +7, Wis +4, Cha +2
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, telepathy 120 ft.
  • Challenge 6 (2300 XP)

Abyssal Gates. When the demon hits a creature no larger than Medium with an attack, it can use a bonus action to teleport the target, along with any equipment it is wearing or carrying, to an unoccupied space the demon can see within 15 feet.

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


Actions

Multiattack. The demon makes two attacks: one with its bite and one with its slam.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 7 (2d6) force damage on a failed save or half as much on a successful one.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Teleport. The demon magically teleports to an unoccupied space it can see within 40 feet.

Abyssal Fusion (1/Day). The demon attempts to magically teleport two targets into the same location, magically rending them as they are forced to collide. The demon chooses two creatures or loose objects no larger than Medium it can see that are within 30 feet and a single unoccupied space it can see within 15 feet of both targets. Each targeted creature must make a DC 15 Constitution saving throw, taking 33 (6d10) force damage and being teleported, along with any equipment it is wearing or carrying, on a failed save., or taking half as much damage and remaing in place on a successful one. A teleported target falls prone in an unoccupied space nearest to the destination.


Reactions

Abyssal Step. When the demon takes damage, it can use its reaction to magically teleport to an unoccupied space it can see within 15 feet.

Avernic Demons

The Avernic demons long served as slaves to the Infernal and Cthonian demons. Eventually, Zamorak managed to convince many Avernics to pledge their loyalty to him, and led them in an uprising against their Cthonian masters. They succeeded, banishing most Cthonians that weren't killed to the Abyss. In general, Avernic demons are the most human-like of all the demons in appearance. They are split into four major classes, the Shakroth, Byzroth, Alyaroth, and Tsutsaroth, with each class acting as servants or slaves for the higher ranking ones.

The Shakroth are the lowest ranking class of the Avernic demons, consisting of creatures such as hellhounds. They are completely incapable of speech and magic.

Lesser Demons

Lesser demons belong to the Byzroth tribe of Avernic demons. Their social ranking is only above that of the Shakroth, so they often serve as slaves to the higher ranking Alyaroth and Tsutsaroth tribes. Lesser demons have hellish red bodies of roughly humanoid shape and size. They have horns of various shapes and sizes on their heads and sometimes also on their arms, backs, necks, or shoulders. They primarily fight with their claws, which can cause wounds that become deadly if left untreated. They also possess minor innate magic, able to hurl small bolts of flame to assail their foes at range.

A Gielinor Bestiary — DragonZaid

Lesser Demon

Medium demon (Avernic), neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2)

  • Skills Intimidation +4, Perception +2
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Infernal, Common
  • Challenge 4 (1,100 XP)

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

Innate Spellcasting. The demon's innate spellcasting ability is Charisma (+4 to hit with spell attacks). The demon can cast the fire bolt cantrip.


Actions

Multiattack. The demon makes two claw attacks.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Greater Demons

Greater demons make up part of the Alyaroth tribe, the second-highest ranking of the Avernic demons. They bear a resemblance to lesser demons, but are much larger and have a pair of red wings sprouting from their backs. Greater demons share with their lesser counterparts similar, but more potent magical capabilities and combat methods, utilizing magical rays of flame at range and deadly claws up close. Greater demons are found primarily in dungeons, such as the Brimhaven Dungeon and various dungeons in the Wilderness.


Greater Demon

Large demon (Avernic), neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 15 (+2)

  • Skills Intimidation +5, Perception +3
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Infernal, Common
  • Challenge 6 (2,300 XP)

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

Innate Spellcasting. The demon's innate spellcasting ability is Charisma (+5 to hit with spell attacks, spell save DC 13). The demon can innately cast the following spells, requiring no material components:

At will: fire bolt

2/Day each: burning hands, hellish rebuke


Actions

Multiattack. The demon makes two claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or lose 9 (2d8) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 9 (2d8). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

Black Demons

Also part of the Alyaroth tribe, black demons are very similar to greater demons. Their bodies are a deep shade of black, and they have glowing red eyes and large horns that closely resemble the horns of a bull or the tusks of an elephant. Black demons have deadly claws just like greater demons, but they possess much more potent magical abilities. They can be found in the dungeons beneath Taverley and Brimhaven.

A Gielinor Bestiary — DragonZaid

Black Demon

Large demon (Avernic), neutral evil


  • Armor Class 16 (natural armor)
  • Hit Points 104 (11d10 + 44)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 18 (+4) 12 (+1) 10 (+0) 18 (+4)

  • Skills Intimidation +7, Perception +3, Stealth +4
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Infernal, Common
  • Challenge 7 (2,900 XP)

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

Devil's Sight. Magical darkness doesn't impede the demon's darkvision.

Innate Spellcasting. The demon's innate spellcasting ability is Charisma (+7 to hit with spell attacks, spell save DC 15). The demon can innately cast the following spells, requiring no material components:

At will: burning hands, detect magic, fire bolt, thaumaturgy

2/Day each: darkness, fireball, hellish rebuke


Actions

Multiattack. The demon makes two claw attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 14 Constitution saving throw or lose 9 (2d8) hit points at the start of each of its turns due to an infernal wound. Each time the demon hits the wounded target with this attack, the damage dealt by the wound increases by 9 (2d8). Any creature can take an action to stanch the wound with a successful DC 14 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

A Gielinor Bestiary — DragonZaid


K'ril Tsutsaroth

Huge demon (Avernic), neutral evil


  • Armor Class 18 (natural armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 40 ft., fly 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 14 (+2) 12 (+1) 18 (+4)

  • Skills Intimidation +8, Perception +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Infernal, Common
  • Challenge 11 (7,200 XP)

Magic Resistance. K'ril has advantage on saving throws against spells and other magical effects.

Charge. If K'ril moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

Innate Spellcasting. K'ril's innate spellcasting ability is Charisma (+8 to hit with spell attacks, spell save DC 16). He can innately cast the following spells, requiring only verbal components:

At will: hellish rebuke, scorching ray, thaumaturgy

Demonic Rage (Recharges after a Short or Long Rest). Using a bonus action, K'ril enters an enraged state, attacking recklessly with blazing speed. While enraged, K'ril has advantage on weapon attacks, he can make one additional scimitar attack on his turn, and any attacks against him have advantage. The effect ends at the start of K'ril's next turn, or if he is incapacitated.


Actions

Multiattack. K'ril makes three attacks: two with his scimitars and one with his gore.

Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) slashing damage.

Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage.

Earth Spike (Recharge 5-6). K'ril slams his scimitars into the ground, causing a large spike of rock to erupt from the ground before draining the life of nearby creatures. The spike forms in a 15-foot cube centered on a point on the ground within 30 feet. Each creature in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) bludgeoning damage and lands prone in the nearest unoccupied space. On a successful save, a creature takes half the damage and lands in the nearest unoccupied spacespike of their choice without falling prone. A creature that starts their turn within 5 feet of the spike takes 9 (2d8) necrotic damage. The spike remains in the affected area for 1 minute or until K'ril uses this feature again before disappearing.

K'ril Tsutsaroth

K'ril Tsutsaroth is an Avernic demon of the Tsutsaroth tribe and one of Zamorak's highest ranking generals. He lies in the heart of the Zamorakian encampment in the God Wars dungeon. Members of his tribe are rarely found outside of Infernus, making him one of the most powerful demons present on Gielinor. He is very similar in appearance to a greater demon, with a red body, large wings, and a humanoid shape, but is even larger and has hoofed feet instead of claws.

In combat, K'ril uses his brute strength as well as some magical capability to pulverise his foes. He is one of the few demons to utilize armor and weaponry, donning a patchwork of metal armor pieces marked with the symbol of Zamorak and using two huge scimitars in combat. Despite their size, he swings his weapons very rapidly, and is able to enter a demonic rage to make his attacks even more potent. Using his magic, he can hurl scorching rays of flame and cause spikes of rock to erupt from the ground and drain the life-force of his enemies.

K'ril's Bodyguards

K'ril is usually accompanied by his three bodyguards: a lesser demon called Zakl'n Gritch, a greater demon called Tstanon Karlak, and a black demon called Balfrug Kreeyath.

A Gielinor Bestiary — DragonZaid

Elementals


Elemental creatures are relatively rare on Gielinor, but can be found in a variety of its most remote areas, especially in places like deep below the ground and atop tall mountains.

Statistics for many of the more unique elementals found on Gielinor are listed in this section. For the standard air, water, earth, and fire elementals, use their respective 5th edition statistics.

Ice Spiders

Ice spiders are spider-shaped creatures made entirely of jagged chunks of living ice. They inhabit a few cold and remote areas of Gielinor, such as the freezing caves beneath White Wolf Mountain or the snowy areas of the northern Wilderness.


Ice Spider

Medium elemental, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 4 (-3) 8 (-1) 4 (-3)

  • Skills Stealth +7
  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 1 (450 XP)

Death Burst. When the spider dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 9 (2d8) slashing damage on a failed save, or half as much on a successful one.

False Appearance. While the spider remains motionless, it is indistinguishable from an ordinary chunk of ice.

Ice Walk. The spider can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 9 (2d8) cold damage. The target must succeed on a DC 12 Constitution saving throw or have their speed reduced by 10 feet until the start of the spider's next turn.

Ice Warriors

Ice warriors are elemental creatures made of chunks of ice that bear a resemblance to humanoids with built in suits of icy armor. They can be found a variety of cold places such as the freezing depths of the Asgarnian Ice Dungeon or the snowy peaks of White Wolf Mountain.


Ice Warrior

Medium elemental, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 15 (+2) 5 (-3) 12 (+1) 8 (-1)

  • Skills Athletics +5
  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Primordial
  • Challenge 3 (700 XP)

Innate Spellcasting. The ice warrior's spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The ice warrior can innately cast the following spells, requiring no material components:

At will: ice knife, ray of frost

False Appearance. While the warrior remains motionless, it is indistinguishable from an ordinary chunk of ice.

Ice Walk. The warrior can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Chilled Weapons. The icy weapons the warrior wields deal an extra 3 (1d6) cold damage on a hit (included in the attack).


Actions

Multiattack. The ice warrior makes two longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage plus 3 (1d6) cold damage.

A Gielinor Bestiary — DragonZaid

Earth Warriors

Earth warriors are humanoid-shaped elemental creatures made from hunks of living earth and rock. They can be found in the Chaos Tunnels beneath the Wilderness and the Edgeville Dungeon. For the earth warriors of Gielinor, use the 5th edition statistics for the earth elemental.

Ice Giants

Ice giants are very large humanoid shaped creatures made of chunks of ice. They often wield giant weapons, such as longswords, that are also made of ice. They can be found in many of the same cold and remote places as ice warriors.


Ice Giant

Large elemental, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 102 (12d10 + 36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 5 (-3) 9 (-1) 6 (-2)

  • Damage Vulnerabilities bludgeoning, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Primordial
  • Challenge 6 (2,300 XP)

False Appearance. While the giant remains motionless, it is indistinguishable from an ordinary chunk of ice.

Ice Walk. The giant can move across icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Chilled Weapons. The icy weapons the giant wields deal an extra 4 (1d8) cold damage on a hit (included in the attack).


Actions

Multiattack. The giant makes two longsword attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage when wielded in one hand or 15 (2d10+4) slashing damage when wielded in two hands plus 4 (1d8) cold damage.

Frost Breath (Recharge 6). The giant exhales a 30-foot cone of cold air. Each creature in that area must succeed on a DC 14 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half as much damage on a successful one.

Note: The ice and fire giants of Gielinor seem to be almost completely made of their respective elements, as opposed to how the frost giants and fire giants of standard 5th edition are portrayed. Therefore, the ice and fire giants of Gielinor are considered elementals rather than giants.

Fire Giants

Fire giants are giant creatures made of flames and burning material arranged in a similar shape to a humanoid. Similar to ice giants, they often wield flaming weapons that can burn their enemies. They can be found in many dungeons throughout Gielinor, such as the Chaos Tunnels beneath the Wilderness, the Brimhaven Dungeon, and the Smoke Dungeon beneath the Kharidian Desert.


Fire Giant

Large elemental, neutral evil


  • Armor Class 15 (natural armor)
  • Hit Points 136 (13d10 + 65)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 21 (+5) 6 (-2) 10 (+0) 7 (-2)

  • Damage Vulnerabilities cold
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Ignan
  • Challenge 8 (3,900 XP)

Heated Body. A creature that touches the giant or hits it with a melee attack while within 5 feet of it takes 9 (2d8) fire damage.

Heated Weapons. Any metal melee weapon the giant wields deals an extra 4 (1d8) fire damage on a hit (included in the attack).


Actions

Multiattack. The giant makes two longsword attacks.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when wielded in one hand or 17 (2d10+6) slashing damage when wielded in two hands plus 4 (1d8) fire damage.

Fire Breath (Recharge 6). The giant exhales a 30-foot cone of flames. Each creature in that area must succeed on a DC 16 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one.

A Gielinor Bestiary — DragonZaid


Chaos Elemental

Large elemental, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 150 (20d10 + 40)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 14 (+2) 7 (-2) 12 (+1) 18 (+4)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, prone, unconscious
  • Senses darkvision 60 ft, passive Perception 11
  • Languages Primordial
  • Challenge 10 (5,900 XP)

Madness. As a bonus action, the elemental can teleport a nearby object a short distance. It chooses an object within 60 feet that weighs no more than 10 pounds and teleports it to an unoccupied space within 10 feet of its original location. Equipped shields and armor cannot be affected, but other held and worn items can if the wielder fails a DC 16 Strength saving throw.

Confusion. As a bonus action, the elemental can teleport a creature to a nearby location. The elemental chooses a creature no larger than Medium that is within 30 feet. The creature must succeed on a DC 16 Constitution saving throw or be teleported to an unoccupied space of the elemental's choice within 30 feet of its original location.


Actions

Multiattack. The elemental makes two pierce attacks.

Pierce. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) psychic damage.

Chaos Magic. The elemental attacks using a random spell. Roll a d8. The number rolled on that die determines the spell used, as shown below:

1: acid arrow
2: blindness/deafness
3: blur
4: hold person
5: moonbeam
6: ray of enfeeblement
7: scorching ray
8: shatter

The spell determined by the d8 roll is cast at 2nd level and doesn't require material or somatic components. If the spell cannot be cast (for instance, if there are no targets within the spell's range) then the elemental's action is wasted. The elemental's spellcasting ability for these spells is Charisma (spell save DC 16, +8 to hit with spell attacks).


Legendary Actions

The chaos elemental can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.

Sow Chaos. The elemental uses one of either its Madness or Confusion abilities.

Attack. The elemental makes one pierce attack.

Move. The elemental moves up to its fly speed without provoking attacks of opportunity.

Chaos Elemental

The chaos elemental is a peculiar creature made of pure chaotic magical energy. This large creature has a pale maroon body with a humanoid-shaped torso covered with rib bones. It has no legs, but four long arms that end in sharp points. It has a small head with a single giant, red eye and no other features. Two long, crooked horns twist outward from the sides of its head. It moves sporadically as it floats through the air, twitching and jittering constantly.

It can be found wandering about the northern areas of the wilderness, leaving great chaos in its wake. It is a dangerous and aggressive creature that can cause confusion during a fight by teleporting creatures and items short distances.

A Gielinor Bestiary — DragonZaid

TzHaar

The TzHaar are an intelligent race of elementals comprised of obsidian and magma that inhabit the magma-lit caves deep beneath the Karamja volcano. Despite their fearsome and powerful appearance, the TzHaar are wise and peaceful creatures that have existed beneath the surface for thousands of years.

TzHaar live in a sophisticated society that relies on a strict caste system which dictates what each TzHaar will do in life. These castes are the TzHaar-Ket, TzHaar-Xil, TzHaar-Mej, and TzHaar-Hur. TzHaar also value honor and chivalry above all else. It is said that throughout their history, no TzHaar has ever committed a crime. Because most humanoids have no such values in the eyes of the TzHaar, they are cautious in dealing with them and keep most of their civilizations blocked off from outsiders.

Amongst the fighting castes, combat is incredibly popular. The TzHaar partake in gladiator-style combat, and fight ancient creatures that live deep underground. To excel in friendly combat is a major goal of most fighting TzHaar. Ultimately, however, to perform the duties of one's caste well is the primary goal of the TzHaar.

TzHaar have bulky bodies with swirling or jagged patterns of glowing orange magma on the surface. Most are roughly humanoid in shape, and all have four arms. A typical TzHaar wears no clothing or armor, but rather a small number of ornamental metal objects such as decorative bracelets and chains. TzHaar have their own ancient language that is mutually intelligible with Terran, Ignan, and Primordial. Their Common and other non-elemental languages are spoken with a unique accent that sounds as though ordinary speech of a very deep pitch were overlaid with scratching and crumbling earthy noises.

TzHaar-Ket

The TzHaar-Ket are the guardians and police force of the TzHaar. If ever the TzHaar city were threatened, TzHaar-Ket would be the first to defend it. TzHaar-Ket have very bulky legs and primary arms. Their heads sit in the center of their large, round torsos. They are the bulkiest of the TzHaar. With their tall and wide stature, TzHaar-Ket are fearsome soldiers that follow a code not unlike the concept of chivalry.


TzHaar-Ket

Large elemental, lawful good


  • Armor Class 19 (natural armor, shield)
  • Hit Points 136 (13d10 + 65)
  • Speed 25 ft.

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

  • Saving Throws Con +8, Wis +5
  • Skills Athletics +8
  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages TzHaar, Common
  • Challenge 8 (3,900 XP)

Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items.

Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone.

Earthly Grip. The TzHaar can attempt to grapple a creature using its secondary arms as a bonus action.


Actions

Multiattack. The TzHaar makes two melee weapon attacks.

TzHaar-Ket-Om. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

A Gielinor Bestiary — DragonZaid

TzHaar-Xil

Large elemental, lawful good


  • Armor Class 17 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 10 (+0) 14 (+2) 8 (-1)

  • Saving Throws Con +6, Wis +5
  • Skills Acrobatics +5, Stealth +5
  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages TzHaar, Common
  • Challenge 8 (3,900 XP)

Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items.

Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone.

Thrown Weapon Master. A melee weapon with the thrown property deals one extra die of its damage when the TzHaar hits with it (included in the attack). The TzHaar can make thrown weapon attacks at long range without disadvantage.


Actions

Multiattack. The TzHaar makes four attacks.

Toktz-Xil-Ek. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4) piercing damage.

Toktz-Xil-Ul. Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

TzHaar-Xil

The TzHaar-Xil are the hunting caste, being agile, yet adept in combat. They are primarily in charge of gathering food by hunting prey that live underground. Like the TzHaar-Ket, they take great pride in their skills in combat. TzHaar-Xil have hunched torsos with small heads and long necks. Their lanky arms make them particularly skilled with thrown weapons, and their long legs and tails also make them more dexterous than the other castes.

TzHaar-Mej

The TzHaar-Mej are the mystic class of the TzHaar as well as the race's leading and governing class. They are generally the wisest and are responsible for recording their people's history in their libraries. TzHaar-Mej are slightly taller and less bulky than the other TzHaar, with thin, cone-shaped torsos and small feet and hands. Atop their torsos sit their pointed heads, which are flanked by two wide, arched spikes, between which lies a large floating ball of magma.

A Gielinor Bestiary — DragonZaid

TzHaar-Mej

Medium elemental, lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 84 (13d8 + 26)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 15 (+2) 15 (+2) 18 (+4) 8 (-1)

  • Saving Throws Con +5, Wis +7
  • Skills Arcana +6
  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages TzHaar, Common
  • Challenge 5 (1,800 XP)

Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items.

Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone.

Spellcasting. The TzHaar is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): guidance, produce flame, resistance
1st level (4 slots): cure wounds, faerie fire, fog cloud
2nd level (3 slots): flame blade, flaming sphere, heat metal, lesser restoration
3rd level (3 slots): meld into stone


Actions

Toktz-Xil-Ek. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

TzHaar-Hur

The TzHaar-Hur are the craftsman class of the TzHaar. Despite their lack of combat ability, they are incredibly important to the TzHaar. They are excellent miners, architects, and sculptors, and are capable of forging weaponry from obsidian. As the smallest of the TzHaar, they stand much

shorter than the other castesand use a rotatating ball of magma at the bottom of their bodies in order to move.


TzHaar-Hur

Medium elemental, lawful good


  • Armor Class 16 (natural armor)
  • Hit Points 110 (13d8 + 52)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 5 (-2) 18 (+4) 16 (+3) 14 (+2) 8 (-1)

  • Saving Throws Con +7, Wis +5
  • Skills History +6
  • Damage Vulnerabilities thunder
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities fire, poison
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 12
  • Languages TzHaar, Common
  • Challenge 5 (1,800 XP)

Many Arms. The TzHaar has four arms. Its two primary arms function normally, and its two secondary arms can be used to perform simple actions such as holding, pushing, pulling, lifting, or dropping, or interacting with objects. Its secondary arms can't be used to do anything that requires fine control, such as using weapons, shields, or magic items.

Rock Steady. The TzHaar has advantage on Strength saving throws against being pushed, shoved, and knocked prone.

Heated Weapons. When the TzHaar hits with a metal or stone melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).


Actions

TzHaar-Ket-Em. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 3 (1d6) fire damage.

A Gielinor Bestiary — DragonZaid

Giants


Giants are a group of massive creatures that typically have a similar appearance to humanoids. They are often less intelligent than the average humanoid, but significantly stronger and hardier. Giants come in a variety of shapes and sizes, and most are very dangerous and aggressive creatures that should be avoided whenever possible.

Note: For ice giants and fire giants, see Elementals. For moss giants, see Plants.

Hill Giants

Hill giants are very tall giants that can be found in a variety of locations throughout Gielinor, including the Edgeville Dungeon, the Taverley Dungeon, western Kandarin, and the Wilderness. For the hill giants of Gielinor, use the 5th edition statistics of the hill giant.

Cyclopes

Cyclopes are very similar creatures to hill giants, but are distinguished by their single large eye. They can be found in the God Wars Dungeon and within the Warriors' Guild in Burthorpe. A much more peaceful and humanoid-like race of cyclops can be found in The Arc, with most of them originating from the island of Cyclosis. For the cyclopes of Gielinor, use the 5th edition statistics of the cyclops.

Ogres

Ogres are giants that have a similar appearance to large, fat Humans with big heads and a pair of small tusks in their lower jaws. They can be found in the southern regions of Kandarin and are numerous in the Feldip Hills region south of Kandarin, particularly in the ogre city of Gu'Tanoth. For the ogres of Gielinor, use the 5th edition statistics of the ogre.

Trolls

Trolls are one of the most populous and diverse types of giants on Gielinor. Their history is largely unclear, but it's known that they've prospered for thousands of years. They vary greatly in size, with the smallest and most common trolls being only slightly larger than a Human and the largest being quite massive. Trolls are semi-intelligent creatures that rely more on their instincts than their wits in order to survive in the harsh environments in which they reside. They are tough and hardy creatures that can eat almost anything without consequence. In fact, eating is a very important part of their culture, as a newborn troll is usually named after the first thing they attempt to eat. Despite their level of intelligence, trolls should not be underestimated, as they are vicious creatures that have often been known to beat, kill, or eat anyone who enters their territory. There are three main subspecies of trolls: mountain trolls, ice trolls, and sea trolls.

A Gielinor Bestiary — DragonZaid

Mountain Trolls

Mountain trolls are the most commonly found type of trolls and seem to have the greater intelligence, making the most use of tools and having the most organized societies. They can be found in the troll country, which surrounds the mountain of Trollheim north of Burthorpe. Mountain trolls have brown bodies with skin covered in chunks of rock. They have long, muscular arms and large heads with big lower jaws and small green eyes. They often equip themselves with a crude patchwork of wooden armor pieces haphazardly held together with rope. These trolls have threatened the safety of Burthorpe as well as the Dwarven city of Keldagrim since they each were founded, frequently launching unorganized attacks and raids against these establishments.


Troll

Medium giant, chaotic evil


  • Armor Class 16 (natural armor, shield)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)

  • Skills Athletics +5, Survival +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common
  • Challenge 1 (200 XP)

Stone Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


Actions

Hammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.




























Troll General

Large giant, chaotic evil


  • Armor Class 17 (natural armor, shield)
  • Hit Points 76 (8d10 + 32)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 5 (-3) 14 (+2) 6 (-2)

  • Skills Athletics +6, Survival +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 3 (700 XP)

Stone Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


Actions

Multiattack. The troll makes two melee attacks.

Hammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

A Gielinor Bestiary — DragonZaid

Troll Mages

While most trolls rely solely on their brute strength and toughness for combat and survival, a few mountain trolls harness magical abilities. Much of a troll mage's magic is focused toward aiding in their survival, though harmful magic is also of use to them.


Troll Mage

Large giant, chaotic evil


  • Armor Class 15 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 18 (+4) 5 (-3) 16 (+3) 6 (-2)

  • Skills Athletics +5, Survival +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common
  • Challenge 3 (700 XP)

Stone Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Spellcasting. The troll is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, mold earth, produce flame

1st level (4 slots): create or destroy water, entangle, goodberry, thunderwave

2nd level (3 slots): healing spirit, spike growth


Actions

Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Rock. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Dad

Dad is one of the largest and strongest mountain trolls in the troll country area. This massive creature's weapon of choice is a large uprooted tree, which he swings around with ease.


Dad

Huge giant, chaotic evil


  • Armor Class 16 (natural armor)
  • Hit Points 138 (12d12 + 60)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 5 (-3) 14 (+2) 6 (-2)

  • Skills Athletics +9, Survival +5
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common
  • Challenge 6 (2,300 XP)

Stone Camouflage. Dad has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.


Actions

Multiattack. Dad makes two melee attacks.

Tree. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. If the target is a creature, it make a DC 17 Strength saving throw. If it fails, Dad shoves the target, either knocking it prone or pushing it 15 feet away.

Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Ice Trolls

Ice trolls are slightly more primitive trolls that inhabit the icy Trollweiss mountains north of Trollheim as well as some of the colder islands north of the Fremennik Province. They have light gray bodies covered with thick white hair that gives them perfect camouflage for the snowy environments they live in. Like other trolls, they are very aggressive, and the Fremennik of the islands of Jatizso and Neitiznot have long warred with them over territory.

For the ice trolls of Gielinor, use the above stats for the troll or the troll general, but with a few small modifications. Firstly, remove the climbing speed and Stone Camouflage feature. Second, add the following features:

  • Ice Walk. The troll can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
  • Snow Camouflage. The troll has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
A Gielinor Bestiary — DragonZaid

Sea Trolls

Sea trolls are amphibious trolls that live beneath the sea north of Kandarin. They have a similar appearance to other trolls, but have scaly green skin, webbed hands and feet, sharper teeth, and orange frills on their heads and along their spines. They are perhaps the fiercest of the trolls, and tend to be more organized than the others. They occasionally lay siege to various establishments near the shore of the northern sea, especially Piscatoris Fishing Colony in northwest Kandarin.

For the ice trolls of Gielinor, use the above stats for the troll or the troll general, but with a few small modifications. Firstly, remove the climbing speed and Stone Camouflage feature. Second, add the following features:

  • A swimming speed equal to the troll's walking speed.
  • Amphibious. The troll can breathe air and water.

General Graardor

General Graardor is the leader of Bandos' army and one of his highest ranking generals. He lies in the heart of the Bandosian encampent in the God Wars Dungeon. Graardor is one of the last known living members of the ourg race, a type of massive, ogre-like creature. Long before the God Wars, many ourgs fought for Bandos in a variety of different wars, causing their numbers to thin drastically. By the time the God Wars came to a close, they were thought to be extinct, but when the Temple of Lost Ancients thawed, Graardor's presence revealed this to be untrue.

Graardor is a huge creature standing at around 15 feet tall. He is humanoid in shape, is incredibly muscular, and has green skin and a pair of long teeth that stick out from his lower jaw. He is typically found wearing armor bearing the marks of Bandos and a helmet with large horns.

A Gielinor Bestiary — DragonZaid


General Graardor

Huge giant, neutral evil


  • Armor Class 16 (Bandos armor)
  • Hit Points 216 (16d12 + 112)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 24 (+7) 13 (+1) 14 (+2) 10 (+0)

  • Saving Throws Str +12, Con +11, Wis +6
  • Skills Athletics +12
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Goblin, Ork
  • Challenge 11 (7,200 XP)

Actions

Multiattack. Graardor makes three fist attacks or uses his Graardor Protect and makes two fist attacks.

Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage.

Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Graardor Protect. Graardor enters a defensive stance. When he is hit with a melee weapon attack before the start of his next turn, he can use a reaction to gain resistance to any bludgeoning, piercing, or slashing damage caused by that attack and make one fist attack against the attacker.

Shockwave. Graardor smashes his fist into the ground, causing a shockwave to erupt in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Constitution saving throw, taking 22 (4d10) thunder damage and being knocked prone on a failed save, or taking half the damage without falling prone on a successful one.

Graardor Smash (Recharge 5-6). Graardor pummels the ground repeatedly as rocks fall from above toward up to three points on the ground within 60 feet. Each creature above one of these points must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 21 (6d6) bludgeoning damage and is restrained, crushed beneath the rubble. A restrained creature can use an action to make a DC 19 Strength or Dexterity check (the creature's choice). On a success, the creature is no longer restrained and must move to the nearest unoccupied space of their choice. On a successful save, a creature takes half the damage and must move to the nearest unoccupied space of their choice. The rubble becomes an area of difficult terrain in a 5-foot diameter centered on each point, which lasts until it is cleared.

    In battle, Graardor relies primarily on his brute strength, preferring his bare hands to any weapon. In fact, when directed in the right way, his fists are strong enough to cause powerful shockwaves along the ground or make rocks fall from the ceiling.

Graardor's Sergeants

Graardor is usually accompanied by his three Goblin sergeants: the battlemage Sergeant Steelwill, the warrior Sergeant Strongstack, and the rogue Sergeant Grimspike.



Sergeant Steelwill

Small humanoid (Goblin), neutral evil


  • Armor Class 17 (half plate)
  • Hit Points 36 (8d6 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 8 (-1)

  • Skills Stealth +6
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Goblin
  • Challenge 5 (1,800 XP)

Nimble Escape. Steelwill can take the Disengage or Hide action as a bonus action on each of his turns.

Goblin War Tactics. Before Steelwill attacks a creature while at least one of his allies is within 5 feet of it, he can add 1d8 to the attack or damage roll.

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

Spellcasting. Steelwill is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Steelwill has the following cleric spells prepared:

Cantrips (at will): resistance, sacred flame, thaumaturgy

1st level (4 slots): bane, inflict wounds, shield of faith

2nd level (3 slots): hold person, spiritual weapon

3rd level (2 slots): bestow curse, spirit guadians


Actions

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

A Gielinor Bestiary — DragonZaid

Sergeant Strongstack

Small humanoid (Goblin), neutral evil


  • Armor Class 19 (half plate, shield)
  • Hit Points 55 (10d6 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 10 (+0) 8 (-1) 8 (-1)

  • Skills Stealth +5
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 5 (1,800 XP)

Nimble Escape. Strongstack can take the Disengage or Hide action as a bonus action on each of his turns.

Goblin War Tactics. Before Strongstack attacks a creature while at least one of his allies is within 5 feet of it, he can choose to add 1d8 to the attack or damage roll.


Actions

Multiattack. Strongstack makes two melee attacks.

Flail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage.


Reactions

Parry. Strongstack adds 3 to his AC against one melee attack that would hit him. To do so, Strongstack must see the attacker and be wielding a melee weapon.


Sergeant Grimspike

Small humanoid (Goblin), neutral evil


  • Armor Class 16 (studded leather)
  • Hit Points 36 (8d6 + 8)
  • Speed 30 ft.

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

  • Skills Stealth +7
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 5 (1,800 XP)

Nimble Escape. Grimspike can take the Disengage or Hide action as a bonus action on each of his turns.

Sneak Attack (1/Turn). Grimspike deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Grimspike that isn't incapacitated and Grimspike doesn't have disadvantage on the attack roll.


Actions

Multiattack. Grimspike makes two attacks.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.


Reactions

Uncanny Dodge. Grimspike halves the damage that he takes from an attack that hits him. Grimspike must be able to see the attacker.

A Gielinor Bestiary — DragonZaid

Humanoids


Humanoids are a diverse group of Human-like creatures that can be found on a large portion of the surface of Gielinor. By far the most populous species of humanoids is Humans, who during the 5th Age began to take control of much of of Gielinor, forming the three main Human Kingdoms: Misthalin, Asgarnia, and Kandarin. Other humanoids include Dwarves, Gnomes, Goblins, Aviansie, Elves, Werewolves, and Vampyres.

Note: For most humanoid creatures of Gielinor, there exist 5th edition statistics that can be used to accurately represent them. Information for only a few notable and unique humanoids and those that differ significantly from 5th edition will be provided in this section.

For comprehensive details on most of the humanoid races of Gielinor, see Races of Gielinor. The GM may choose for humanoid non-player characters to inherit traits similar to those listed in the Races of Gielinor section, but is suggested to do so sparingly. Remember that less is more.

Mahjarrat

Mahjarrat are an extremely powerful race of humanoids that came to Gielinor from a world called Freneskae. The name of their race means "Children of Mah", referring to their creator, the elder goddess Mah. They have very long natural lifespans, and have been able to live for millennia due to their rituals of rejuvination. These rituals take place once every 500 years and require the sacrifice of one Mahjarrat to restore the power of the rest. In their natural form, Mahjarrat are significantly taller than humans, possibly being the tallest of all humanoids. They have gray skin that is covered in stripes and markings, and bear a large gemstone on their foreheads.

In addition to having great physical strength, the Mahjarrat's innate magical capabilities are second to none, with some individuals having different abilities than others. All Mahjarrat have extremely long lifespans and seem to be nearly immortal. They can teleport anywhere they like and can shapeshift into practically any form they choose, except for the form of another Mahjarrat. They can also sense the presence and state of other members of their race, even at extreme distances. Some Mahjarrat can use their magic to prevent aging at the cost of complete immobility. Some can prevent wounds from healing, telepathically harm the minds of others, restore the dead, control the weather, summon hoardes of undead, or heal even severe wounds in battle.

The statistics of one Mahjarrat, Enakhra, are given in this section. Statistics for other Mahjarrat can be made by applying the following changes:

  • Replace the Life Funnel feature, which is unique to Enakhra, with another appropriate feature unique to that Mahjarrat.
  • Change the list of spells in the Spellcasting feature (all Mahjarrat possess the same innate spells).
  • Add up to 2 languages as appropriate.
A Gielinor Bestiary — DragonZaid
  • Keep the Arcana, Athletics, History, and Stealth proficiencies, and replace the rest with other appropriate skill proficiencies.
  • Change the alignment as needed. Zarosian Mahjarrat are more likely to be lawful evil, while Zamorakian Mahjarrat are more likely to be chaotic evil.
  • Alter the Legendary Action options to include attacks or other features if the Mahjarrat's primary mode of combat is not spellcasting.


Enakhra

Medium humanoid (Mahjarrat), Chaotic Evil


  • Armor Class 15 (18 with mage armor)
  • Hit Points 171 (18d8 + 90)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 21 (+5) 18 (+4) 19 (+4) 22 (+6)

  • Saving Throws Str +9, Dex +10, Con +10, Wis +9
  • Skills Arcana +11, Athletics +9, History +11, Nature +11, Religion +11, Stealth +10, Survival +9
  • Damage Resistances necrotic
  • Damage Immunities poison; bludgeoning, piercing, and slashing from non-magical weapons
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Common, Infernal
  • Challenge 16 (15,000 XP)

Innate Spellcasting. Enakhra's ancestry gives her some innate magical abilities. Her innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: cure wounds, disguise self (cannot take the appearance of another Mahjarrat)

3/day: misty step

1/day each: plane shift, shapechange (cannot take the form of another Mahjarrat), teleport

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

Life Funnel. When Enakhra damages a creature with a spell of the necromancy or evocation schools, she regains hit points equal to 5 times the spell's level, or 5 hit points for a cantrip. This healing can only occur once for each time the spell is cast.

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

Mahjarrat Senses. Enakhra can sense the presence (but not location) and status (healthy, injured, or dead) of any Mahjarrat that are on the same plane of existence as her.

Mahjarrat Vitality. Enakhra is immune to disease and magical aging effects.

Spellcasting. Enakhra is a 16th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She has the following spells prepared:

Cantrips (at will): chill touch, guidance, gust, fire bolt, thaumaturgy

1st Level (4 slots): false life, inflict wounds, mage armor

2nd level (3 slots): blindness/deafness, crown of madness, healing spirit

3rd level (3 slots): blink, counterspell, spirit guardians, vampiric touch

4th level (3 slots): blight, death ward, vitriolic sphere

5th level (3 slots): cone of cold, destructive wave, enervation

6th level (1 slot): harm, chain lightning

7th level (1 slot): finger of death, whirlwind

8th level (1 slot): dark star


Actions

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 7 (1d4 + 5) piercing damage.


Legendary Actions

Enakhra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Enakhra regains spent legendary actions at the start of her turn.

Move. Enakhra moves up to her speed without provoking opportunity attacks.

Cantrip. Enakhra casts a cantrip.

Spell (Costs 2 Actions). Enakhra casts a spell of 1st or 2nd level.

A Gielinor Bestiary — DragonZaid

Sigmund

Sigmund is an advisor to Horacio, the Duke of Lumbridge. Over time, Sigmund has grown increasingly involved with Humans Against Monsters (H.A.M.), a Human-supremacist cult that believes Gielinor needs to be rid of all non-Human races. He keeps his involvement with H.A.M. a secret, carefully pressuring the Duke to make choices that align with the cult's beliefs. As a devout Saradominist, Sigmund has the ability to call upon his god's power to protect him from harm.


Sigmund

Medium humanoid (Human), lawful evil


  • Armor Class 16 (leather, shield)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 15 (+2)

  • Skills Deception +4, Persuasion +4, Religion +4
  • Senses passive Perception 12
  • Languages Common
  • Challenge 3 (700 XP)

Saradomin's Protection. As a bonus action, Sigmund can call out for Saradomin to protect him. Sigmund chooses one of two groups of damage types: bludgeoning, piercing, and slashing damage; or acid, cold, fire, lightning, and thunder damage. He gains resistance to each damage type in the chosen group until the start of his next turn.


Actions

Multiattack. Sigmund makes two melee attacks.

Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, Sigmund can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Sigmund. A creature can benefit from only one Leadership die at a time. This effect ends if Sigmund is incapacitated.

Gadderanks

Gadderanks is a man who is in charge of collecting many of the blood tithes in Morytania. He is fiercely loyal to the Vampyres not out of respect, but out of fear, following their bidding in order to ensure the protection of his family. Because of his position, he is almost universally hated by the citizens of Morytania. Gadderanks is afraid of shades, which lead him to create the Gadderhammer, a large maul that is particularly effective at destroying them. Gadderanks is usually accompanied by a handful of Vampyre Juveniles or Juvinates which aid him in enforcing the tithes.


Gadderanks

Medium humanoid (Human), lawful evil


  • Armor Class 16 (breastplate)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1)

  • Skills Intimidation +3, Persuasion +3
  • Senses passive Perception 10
  • Languages Common, Infernal
  • Challenge 4 (1,100 XP)

Confident. Gadderanks has advantage on Intelligence, Wisdom, and Charisma saving throws while he is within 30 feet of a friendly Vampyre he can see that is not incapacitated.

Command. As a bonus action, Gadderanks can command a friendly Vampyre within 60 feet that can see or hear him to strike. The Vampyre can immediately use its reaction to move up to half its speed and make an unarmed strike or claws attack.


Actions

Multiattack. Gadderanks makes two melee attacks.

Gadderhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Deals an extra 7 (2d6) damage to shades.


Reactions

Redirect Attack. When a creature Gadderanks can see targets him with an attack, Gadderanks chooses a friendly Vampyre within 5 feet of him. Gadderanks and the Vampyre swap places, and the chosen Vampyre becomes the target instead.

A Gielinor Bestiary — DragonZaid

Kree'arra

Large humanoid (Aviansie), lawful good


  • Armor Class 19 (Armadyl armor)
  • Hit Points 152 (16d10 + 64)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 18 (+4) 14 (+2) 18 (+4) 15 (+2)

  • Skills Acrobatics +10, Perception +8
  • Senses passive Perception 18
  • Languages Common, Aviansie
  • Challenge 11 (7,200 XP)

Dive Attack. If Kree'arra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 7 (2d6) damage to the target.


Actions

Multiattack. Kree'arra makes three attacks.

Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d4 + 6) slashing damage.

Forceful Gale. Kree'arra flaps his wings hard, sending a strong gust of wind in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Strength saving throw. On a failed save, a creature takes 21 (4d6+6) bludgeoning damage and is flung up to 20 feet away from Kree'arra and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Storm Whirlwinds (1/Day). Kree'arra summons up to three small, tornado-like storms of swirling dust and crackling lightning. Each storm occupies a 10-foot-diameter cylinder that is 15 feet tall centered on a point Kree'arra can see within 60 feet. The storms' areas are considered difficult terrain. A creature that enters the area of one of the storms for the first time on a turn or starts its turn there must make a DC 16 Dexterity saving throw, taking 9 (2d8) bludgeoning damage plus 9 (2d8) lightning damage on a failed save or half as much on a successful one. The storms last for 1 minute or until Kree'arra is incapacitated, and he can use a bonus action on each subsequent turn to move each one up to 20 feet.

Kree'arra

Kree'arra is a large Aviansie and one of the highest ranking leaders of Armadyl's army. As an Aviansie, Kree'arra has large wings and is covered in brown feathers, bearing a resemblance to a hawk. He wears a sturdy, yet flexible armor and uses no weapons in combat, preferring to make use of his talons and natural abilities. Kree'arra can create great gusts of wind and summon powerful storms of air and electricity. He can be found in the heart of the Armadylean encampment in the God Wars Dungeon.

Kree'arra's Generals

Kree'arra is usually accompanied by three Aviansie generals: a dextrous warrior woman named Flight Kilisa, a skilled master of throwing weapons named Flockleader Geerin, and a powerful mage named Wingman Skree.

A Gielinor Bestiary — DragonZaid

Flight Kilisa

Medium humanoid (Aviansie), lawful good


  • Armor Class 17 (studded leather)
  • Hit Points 90 (12d8 + 36)
  • Speed 25 ft., fly 50 ft.

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

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages Common, Aviansie
  • Challenge 5 (1,800 XP)

Dive Attack. If Kilisa is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.


Actions

Multiattack. Kilisa makes three melee attacks.

Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.


Reactions

Parry. Kilisa adds 3 to her AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.


Flockleader Geerin

Medium humanoid (Aviansie), lawful good


  • Armor Class 17 (studded leather)
  • Hit Points 78 (12d8 + 24)
  • Speed 25 ft., fly 50 ft.

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

  • Skills Perception +6
  • Senses passive Perception 16
  • Languages Common, Aviansie
  • Challenge 5 (1,800 XP)

Dive Attack. If Geerin is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Thrown Weapon Master. Geerin's thrown weapon attacks deal an additional 3 (1d6) damage (included in the attack) and any weapon is considered a finesse weapon when he uses it to make a throwing attack. Additionally, when Geerin makes a thrown weapon attack at long range, he doesn't have disadvantage on the attack roll.


Actions

Multiattack. Geerin makes three ranged weapon attacks or two melee weapon attacks.

Javelin. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.


Reactions

Uncanny Dodge. Geerin halves the damage that he takes from an attack that hits it. Geerin must be able to see the attacker.

A Gielinor Bestiary — DragonZaid

Wingman Skree

Medium humanoid (Aviansie), lawful good


  • Armor Class 17 (studded leather)
  • Hit Points 65 (10d8 + 20)
  • Speed 25 ft., fly 50 ft.

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

  • Skills Perception +6, Religion +4
  • Senses passive Perception 16
  • Languages Common, Aviansie
  • Challenge 5 (1,800 XP)

Dive Attack. If Skree is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Spellcasting. Skree is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Skree has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, light, sacred flame

1st level: (4 slots): bless, command, healing word, shield of faith

2nd level: (3 slots): hold person, lesser restoration, spiritual weapon, zone of truth

3rd level: (3 slots): dispel magic, mass healing word, remove curse


Actions

Talons. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) slashing damage.

Vampyres

Vampyres are a diverse race of bat-like humanoids that originated from another plane called Vampyrium. They are most commonly found in the Sanguinesti region in southeast Morytania. Unfortunately for them, a powerful blessing placed on the River Salve on the west end of Morytania acts as a barrier to all evil creatures, preventing them from leaving the region and crossing into Misthalin. All Vampyres have very pale gray or sometimes beige skin, sharp teeth, and long bat-like ears. Some of the more powerful Vampyres possess wings, but the weaker ones are flightless.

All Vampyres have a thirst for blood that must be quenched frequently. This trait makes them almost universally hated by other humanoids. The Vampyres of Morytania subject all of the region's residents to strict blood tithes, a type of tax in which people are regularly forced to give blood to be drank by the Vampyres.

Vampyres live in a strict society consisting of several tiers corresponding to social status, physical appearance, and ability. At the top of their society is Lord Lowerniel Vergidiyad Drakan, the ruler of Morytania and all the Vampyres. Just below him are the other royal Vampyres, including his sister Vanescula and his brother Ranis. These three Vampyres are some of Gielinor's only true Vampyres, originating directly from Vampyrium, and hold immense innate power. The remainder of lower-tier Vampyres are not born, but created though a mysterious vampyrization process undergone by another species of humanoid. The highest ranking of these turned Vampyres are the Vyres, which consist of Vyrelords and Vyreladies as well as Vyrewatch. Vampyre Juvinates are the next group down from Vyres, followed by Vampyre Juveniles. Finally, the lowest of the low among Vampyre society are the feral Vampyres.

A Gielinor Bestiary — DragonZaid

Note: while the Vampyres of standard 5th edition are considered to be undead, the lore behind the Vampyres of Gielinor does not agree with this classification. True Vampyres are clearly not undead creatures, but rather a species of humanoids originating from Vampyrium. Turned Vampyres, such as Juvinates and Vyrewatch, undergo a transformative process more akin to lycanthropy than undeath. Thus, the Vampyres of Gielinor are considered to be humanoids.

Feral Vampyres

Feral Vampyres are savage, animalistic creatures and the lowest ranking Vampyres. They have lanky limbs, small heads, and very long ears and stand with a hunched posture. Due to their lowly state, they do not possess most of the abilities of other Vampyres, have limited intelligence, and are thought of more as animals than people by other Vampyres. Feral Vampyres can be found in the Haunted Woods in central Morytania and within the God Wars Dungeon.


Feral Vampyre

Medium humanoid (Vampyre), chaotic evil


  • Armor Class 13 (natural armor)
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 11 (+0) 5 (-3) 8 (-1) 9 (-1)

  • Skills Stealth +4
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Common, Infernal
  • Challenge 1 (200 XP)

Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Actions

Multiattack. The Vampyre makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Vampyre Juveniles

Vampyre Juveniles are small Vampyres and the lowest ranking with the exception of Feral Vampyres. They serve as cronies to the Vampyres that deal with menial tasks their Human captives can't or aren't allowed to do. They also sometimes help to enforce the blood tithes. Juveniles have pale beige skin, short bodies only a few feet tall, and large, hairless heads with flat noses. Despite their size, they are surprisingly quick, agile, and dangerous.


Vampyre Juvenile

Small humanoid (Vampyre), lawful evil


  • Armor Class 13 (natural armor)
  • Hit Points 44 (8d6 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 11 (+0)

  • Skills Stealth +4
  • Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Common, Infernal
  • Challenge 2 (450 XP)

Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Actions

Multiattack. The Vampyre makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 5 (2d4) necrotic damage. The Vampyre regains hit points equal to the necrotic damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Vampyre Juvinates

Vampyre Juvinates look much more similar to Humans than the other Vampyres. Juvinates often help to enforce the Vampyres' blood tithes, but also perform menial work for their society like the Juveniles. Juvinates have pale, gray skin and slim figures. They are slightly more high-ranking Vampyres than the Juveniles, but are still low in the hierarchy of social status.

A Gielinor Bestiary — DragonZaid


Vampyre Juvinate

Medium humanoid (Vampyre), lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 65 (10d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Infernal
  • Challenge 4 (1,100 XP)

Regeneration. The Vampyre regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Vampyre takes radiant damage or damage from an Ivandis or Blisterwood weapon, this trait doesn't function at the start of the Vampyre's next turn.

Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Misty Escape (1/Day). When it drops to 0 hit points, the Vampyre transforms into a cloud of mist instead of falling unconscious, provided that it isn't in sunlight. If it can't transform, it is destroyed. It can only remain in its mist form for 2 hours, but it can revert to its normal form at any time using an action. Once it reverts, it becomes unconscious but stable, and regains 1 hit point after 1d4 hours. While in mist form, it can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, it can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. The Vampyre is destroyed if it takes damage in its mist form.


Actions

Multiattack. The Vampyre makes two attacks: one with its bite and one with its unarmed strike.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 5 (2d4) necrotic damage. The Vampyre regains hit points equal to the necrotic damage.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

A Gielinor Bestiary — DragonZaid

Count Draynor

Count Draynor is a brother of Lowerniel Drakan who became separated from the rest of Vampyres of Morytania during the time of the God Wars. He currently resides in Draynor Manor north of Draynor Village in Misthalin. Due to his long-term separation with the unholy Morytanian lands, he has become incredibly weak by the standards of true Vampyres. For thousands of years he has laid low within the manor, sneaking out at night to prey upon the residents of Draynor just often enough to sustain his life.

For Count Draynor, use the statistics of the Vampyre Juvinate provided in this section.

Vyrewatch

As a part of the group referred to as Vyres, Vyrewatch are significantly more powerful than their underlings, the Juveniles and Juvinates. They primarily serve as guards over the Human captives of Meiyerditch in the Sanguinesti region. Their large wings allow them to move with great speed and their long claws and sharp teeth make them vicious combatants. Additionally, they have a strange form of limited telepathy which allows them to foresee their foes' attacks just before they are made. This means that they can narrowly dodge many attacks with ease.


Vyrewatch

Medium humanoid (Vampyre), lawful evil


  • Armor Class 16 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 15 (+2) 11 (+0) 14 (+2) 15 (+2)

  • Saving Throws Dex +6, Cha +5
  • Skills Intimidation +5, Perception +5, Stealth +6
  • Damage Resistances necrotic; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Infernal
  • Challenge 7 (2,900 XP)

Vampyric Telepathy. The Vampyre can use limited telepathic powers to foresee its enemies' intentions and use that knowledge to narrowly dodge their attacks. When the Vampyre is not incapacitated and is attacked or subjected to a Dexterity saving throw by a creature it can see, it can add 3 to its AC or saving throw. This trait doesn't function if the creature is using Blisterwood or an Ivandis flail.

Regeneration. The vampyre regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the Vampyre takes radiant damage or damage from an Ivandis or Blisterwood weapon, this trait doesn't function at the start of the Vampyre's next turn.

Sunlight Hypersensitivity. The Vampyre takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


Actions

Multiattack. The Vampyre makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 7 (2d6) necrotic damage. The Vampyre regains hit points equal to the necrotic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

A Gielinor Bestiary — DragonZaid

Monstrosities


A wide variety of terrible and monstrous creatures inhabit Gielinor's remote dungeons, caves, ruins, jungles, deserts, and other environments. While most are aggressive and animalistic, a few are intelligent and sophisticated.

Rock Slugs

Rock slugs are slug-like monsters that have hard, rocky bodies. They have several sharp pincers on their mouths, and the fleshy portions of their bodies are crimson in color and covered in gray rocks. This allows them to blend into their environment and ambush their prey as they pass by without having to move too quickly, as they are very slow creatures. Rock slugs can be found in a few caves throughout Gielinor, including the ones beneath Lumbridge Swamp and the mountains east of Rellekka in Kandarin.


Rock Slug

Small monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 27 (6d6 + 6)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
14 (+2) 4 (-3) 12 (+1) 2 (-4) 9 (-1) 3 (-4)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages
  • Challenge 1/2 (100 XP)

Spider Climb. The rock slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

False Appearance. While the rock slug remains motionless, it is indistinguishable from an ordinary pile of rocks.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Cave Crawlers

Cave crawlers are poisonous monsters that dwell in caves throughout Gielinor. Their beige and green bodies are shaped similar to a fat crocodile, but they have six legs. Their backs have a handful of long yellow spines, their feet are tipped with wide claws, and they have long snouts. They have no eyes, instead flitting their extremely sensitive blue, snake-like tongues to smell their surroundings. Cave crawlers can be found in various caves including the ones beneath Lumbridge Swamp, the mountains east of Rellekka in Kandarin, and Pollnivneach in the Kharidian Desert.


Cave Crawler

Medium monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
  • Languages
  • Challenge 2 (450 XP)

Regeneration. The cave crawler regains 5 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The cave crawler makes two attacks, only one of which can be with its bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 7 (2d6) poison damage. The target must succeed on a DC 12 Constitution saving throw or take the poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

A Gielinor Bestiary — DragonZaid

Catablepon

Catablepon are hoofed monsters that resemble bulls that have green bodies and serpentine tails. In combat they rely on their strength as well as their innate magical ability to drain the strength of their foes. Catablepon can be found in the Pit of Pestillence, the third floor of the dungeon beneath the barbarian village of Gunnarsgrunn in western Misthalin.


Catablepon

Medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d8 + 14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 2 (-4) 14 (+2) 5 (-3)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 2 (450 XP)

Charge. If the catablepon moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing 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 knocked prone.

Innate Spellcasting. The catablepon's spellcasting ability is Widsom (spell save DC 12). The catablepon can innately cast ray of enfeeblement once per day, requiring no components.


Actions

Multiattack. The catablepon makes two attacks, one with its gore and one with its hooves.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Turoths

Turoths are bizarre, three-legged monsters with pink bodies and large claws. Their very long, lanky legs raise their flat bodies far above the ground, and they move by hopping similar to a frog. They have no head, eyes, or ears, but have three large pincers on their mouths. Turoths can be found in underground locations such as the caves beneath Pollnivneach in the Kharidian Desert and the mountains east of Rellekka in Kandarin, as well as the Chaos Tunnels beneath the Wilderness.


Turoth

Medium monstrosity, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

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

  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't from leaf-bladed weapons or broad ammunition
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Standing Leap. The turoth's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.


Actions

Multiattack. The turoth makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Horrors

Horrors are vicious ape-like monsters that can be found on the island of Mos Le'Harmless. There are two primary varieties of horrors: jungle horrors, which roam the thick jungles of the island, and cave horrors, which dwell in the dark caves beneath its surface. Both types have long, muscular limbs, large heads, and red eyes. Jungle horrors have green skin and cave horrors have gray skin and wear crude black masks made from wood. Of the two, cave horrors are more dangerous due to their ability to emit a powerful and terrifying scream. Without the protection of some earplugs or a witchwood icon, a special type of enchanted wooden amulet that protects the wearer from horrors' screams, fighting a cave horror can be extremely dangerous, even for seasoned monster hunters.

Statistics for the cave horror are provided in this section. For the jungle horrors of Gielinor, use the cave horror statistics, but remove the scream action and reduce the challenge rating to 2.

A Gielinor Bestiary — DragonZaid

Cave Horror

Large monstrosity, chaotic evil


  • Armor Class 12 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 5 (-3) 12 (+1) 7 (-2)

  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The horror makes three melee attacks: one with its kick and two with its claws.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Scream (Recharge 5-6). The horror emits a terrifying scream. Each creature within 30 feet of the horror that can hear it must make a DC 13 Constitution saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and becomes frightened for 1 minute. On a successful save, a creature takes half the damage and isn't frightened. A creature frightened in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dagannoth

Dagannoth, also called daggermouths by the Fremennik people, are aquatic reptilian monsters. They inhabit the coastal and island regions around the sea north of Kandarin. The Fremennik have fought for ages with these creatures, who occasionally attack their settlements. They are bipedal, have very long limbs, and stand with their backs hunched forward. They have webbed feet, long claws on their forelimbs, and many pointed teeth. Their backs are covered in sharp spines that can be shot off their bodies to attack from a distance. Their thick, gray hide is difficult to penetrate, and the Fremennik often use it to craft armors that are flexible, yet very durable.


Dagannoth

Medium monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Amphibious. The dagannoth can breathe air and water.

Spine Regrowth. The dagannoth has twelve spines on its back. Used spines regrow when the dagannoth finishes a long rest.


Actions

Multiattack. The dagannoth makes three attacks: one with its bite and two with its claws or three with its spines.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Spines. Ranged Weapon Attack: +5 to hit, range 50/100 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

A Gielinor Bestiary — DragonZaid

    Most dagannonth are approximately Human-sized, but a few more powerful ones are significantly larger. Dagannoth sentinels are very large dagannoth which can regenerate their wounds incredibly quickly. They typically remain deep within dagannoth caves where they protect a dagannoth mother from harm. The mother is even larger than the sentinels and has an adaptable hide which can change its properties to offer extreme protection against certain types of attacks for a short time.


Dagannoth Sentinel

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 17 (+3) 2 (-4) 14 (+2) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 5 (1,800 XP)

Amphibious. The dagannoth can breathe air and water.

Spine Regrowth. The dagannoth has twenty-four spines on its back. Used spines regrow when the dagannoth finishes a long rest.

Regeneration. The dagannoth regains 5 hit points at the start of its turn if it has at least 1 hit point.


Actions

Multiattack. The dagannoth makes three attacks: one with its bite and two with its claws or three with its spines.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Spines. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 8 (1d8 + 4) piercing damage.


Dagannoth Mother

Huge monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 105 (10d12 + 40)
  • Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 18 (+4) 19 (+4) 2 (-4) 14 (+2) 5 (-3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 12
  • Languages
  • Challenge 7 (3,900 XP)

Amphibious. The dagannoth can breathe air and water.

Spine Regrowth. The dagannoth has twenty-four spines on its back. Used spines regrow when the dagannoth finishes a long rest.

Adaptable Hide. The dagannoth can adapt her hide to become impervious to certain types of attacks, changing color as she does so. Using a bonus action, she can choose a color listed below, gaining immunity to the corresponding set of damage types until the start of her next turn. She can't choose the same color two turns in a row.

Orange: slashing

Brown: bludgeoning

Green: piercing

Red: acid, cold, fire, and lightning

Blue: necrotic, poison, and thunder

White: force, psychic, and radiant


Actions

Multiattack. The dagannoth makes three attacks: one with its bite and two with its claws or three with its spines.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage.

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

Spines. Ranged Weapon Attack: +7 to hit, range 100/200 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

A Gielinor Bestiary — DragonZaid

Wallasalkis

Wallasalkis are aquatic monsters that bear a very similar appearance to the walrus. They can be found in the dagannoth caves of Waterbirth Island off the northern shore of Kandarin, where they reside peacefully among the dagannoth. Wallasalkis posses innate magical abilities that allow them to control water, wind, and ice, making them rather dangerous, especially in groups. They posses notable physical strength as well, either slamming their foes with the weight of their hefty bodies or thrusting at them with their long tusks.


Wallasalki

Large monstrosity, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 82 (11d10 + 22)
  • Speed 15 ft., swim 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 3 (-4) 16 (+3) 4 (-3)

  • Senses darkvision 60 ft., passive Perception 13
  • Languages
  • Challenge 3 (700 XP)

Hold Breath. The wallasalki can hold its breath for 15 minutes.

Innate Spellcasting. The Wallasalki's innate spellcasting ability is Wisdom (+5 to hit with spell attacks, spell save DC 13). It can cast the following spells, requiring no components:

At will: ray of frost, shape water

3/Day: fog cloud, ice knife, thunderwave

1/Day: control water, gust of wind, ice storm


Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage.

Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Kurask

Kurask are a type of large, semiaquatic monstrosity with green bodies covered in tough natural armor. They have two legs and two arms, though they walk strictly on four limbs similar to an ape. Massive hooked horns come out from the sides of their large heads, and they have pointed teeth and red eyes. They are semi-intelligent creatures that possess a simple society, conduct rituals, and speak a basic language.


Kurask

Large monstrosity, neutral evil


  • Armor Class 17 (natural armor)
  • Hit Points 76 (8d10 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 13 (+1) 7 (-2)

  • Skills Athletics +7
  • Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren't from leaf-bladed weapons or broad ammunition
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Kurask
  • Challenge 6 (1,800 XP)

Amphibious. The kurask can breathe air and water.


Actions

Multiattack. The kurask makes two attacks: one with its horns and one with its fist.

Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

A Gielinor Bestiary — DragonZaid

Ugthanatos

Large monstrosity, lawful neutral


  • Armor Class 14 (studded leather)
  • Hit Points 76 (8d10 + 32)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 11 (+0)

  • Skills Athletics +7, Survival +6
  • Senses passive Perception 13
  • Languages Common, Ugthanki
  • Challenge 6 (2,300 XP)

Charge. If the Ugthanatos moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.

Innate Spellcasting. The Ugthanatos' innate spellcasting ability is Wisdom (+6 to hit with spell attacks, spell save DC 14). It can cast the following spells, requiring only verbal components:

At will: fire bolt, mending, minor illusion

3/Day each: burning hands, cure wounds, silent image

1/Day each: create or destroy water, dust devil, mirror image


Actions

Multiattack. The Ugthanatos makes two attacks: one with its pike and one with its kick or two with its longbow.

Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Ugthanatos

Ugthanatos, also known as Camel Warriors, are a peculiar type of monstrosity that were created by the Mahjarrat Akthanakos to serve as soldiers. They have a similar body shape to the centaur, but with a strong camel-like appearance. They can be found roaming the southern parts of the Kharidian Desert, mostly staying away from large establishments. They are intelligent and possess innate magical abilities that allow them to control desert mirages and survive the harsh conditions of the desert.

Strykewyrms

Strykewyrms are massive, serpent-like creatures that inhabit a variety of remote locations throughout Gielinor. They have very long bodies that are usually kept mostly underground, even when they raise their heads above the surface. They have small eyes relative to their large heads and a pair of huge fangs. Their bodies are covered with thick, plated armor of different colors depending on their habitat. Jungle strykewyrms are green and purple and live in the jungles of southwest Feldip Hills. Desert strykewyrms are beige and yellow and live in the northeastern part of the Kharidian Desert, east of Al Kharid. Ice Strykewyrms are white and red and live in caves beneath the snowy mountains northeast of Rellekka in Kandarin. Strykewyrms are extremely dangerous, even to the most seasoned of adventurers. They have immense physical strength, can burrow into the ground and resurface to knock their victims into the air, and have even been known to swallow people whole.

For the jungle styrkewyrms of Gielinor, use the strykewyrm statistics provided in this section. For desert strykewyrms, use the same statistics, but add a resistance to fire damage. For ice strykewyrms, use the same statistics, but add an immunity to cold damage and a vulnerability to fire damage.

A Gielinor Bestiary — DragonZaid


Strykewyrm

Huge monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 40 ft., burrow 25 ft.

STR DEX CON INT WIS CHA
23 (+6) 6 (-2) 20 (+5) 2 (-4) 8 (-1) 4 (-3)

  • Saving Throws Con +9, Str +10
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses tremorsense 60 ft., passive Perception 9
  • Languages
  • Challenge 9 (5,000 XP)

Tunneler. The strykewyrm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.


Actions

Multiattack. The strykewyrm makes two attacks: one with its bite and one with its slam.

Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 16 Dexterity saving throw or be swallowed by the strykewyrm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the strykewyrm, and it takes 17 (5d6) acid damage at the start of each of the strykewyrm's turns. If the strykewyrm takes 30 damage or more on a single turn from a creature inside it, the strykewyrm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the strykewyrm. If the strykewyrm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.

Rapid Tunnel (Recharge 5-6). The strykewyrm rapidly tunnels toward a location within 25 feet and resurfaces, knocking into the air any creatures and loose objects in the 15-foot cube now occupied by the strykewyrm. This movement does not provoke opportunity attacks. Any creatures in the area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 27 (5d10) bludgeoning damage and lands prone in a random unoccupied space within 10 feet of the strykewyrm's new location. On a successful save, a creature takes half the damage and lands upright.

A Gielinor Bestiary — DragonZaid


Giant Mole

Huge monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 20 (+5) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +4
  • Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 14
  • Languages
  • Challenge 8 (3,900 XP)

Enraged (Recharges after a Short or Long Rest). The mole can use a bonus action to become enraged, attacking relentlessly while sacrificing its own defenses. While enraged, the mole can make one extra claw attack during its turn and it has advantage on all attacks. Any attacks made against the mole while enraged are also made with advantage. The effect ends at the start of the mole's next turn.

Tunnel Dweller. While in underground environments, the mole ignores difficult terrain and the effects of squeezing.


Actions

Multiattack. The mole makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) slashing damage.

Summon Moles (1/Day). The giant mole calls for aid, summoning 1d4 large moles, provided that it is underground. The called moles arrive in 1d4 rounds, acting as allies of the giant mole and defending it as best they can. The moles remain for 1 hour, until the giant mole dies, or until the giant mole dismisses them as a bonus action.

Giant Mole

The giant mole is an enormous rodent creature that lives in burrowed tunnels beneath Falador. This massive creature is covered in beige fur and has a large head with small red eyes. It has a large, flat nose, huge buck teeth, and big, deadly claws. The dirt tunnels in which the giant mole lives lay directly below the city's park, and many other smaller, albeit still quite large, moles live and burrow in them as well. The giant mole is said to have come into existence when a clumsy necromancer had an accident involving an ordinary mole and a powerful plant growth potion. The mole typically doesn't ever emerge from the tunnels, and most of the citizens of Falador aren't even aware of its existence.

Lair Actions

While fighting within its lair, the giant mole can harness the ambient magic to use its lair actions. On initiative count 20 (losing all initiative ties), it can use one of the following lair action options:

  • Two points on the ground within 60 feet of the mole begin to shake violently. Creatures within a 15-foot square centered on the points must succeed on a DC 15 Dexterity saving throw or fall prone. The affected areas become difficult terrain until the mole uses another lair action.
A Gielinor Bestiary — DragonZaid
  • The mole causes thick mud to fall from the cieling onto a creature it can see within 60 feet. The creature must make a DC 15 Strength saving throw, taking 18 (4d8) bludgeoning damage and becoming restrained on a failed save, or taking half the damage and suffering no further effect on a successful one. The creature can use an action on their turn to repeat the saving throw, or another creature can use their action to make a DC 15 Strength check, freeing the target on a success.
  • The mole casts darkness (no spell components are required). It can't use another lair action while it's concentrating on this spell.

Large Mole

Medium monstrosity, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 13
  • Languages
  • Challenge 1/4 (50 XP)

Tunnel Dweller. While in underground environments, the mole ignores difficult terrain and the effects of squeezing.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Dragons

Dragons were created by the Dragonkin, a mysterious and ancient race of lizard-like humanoids whose power is rivaled only by the gods. Ages ago, the Dragonkin were cursed by the elder goddess Jas, forced into her servitude and subjected to unyielding discomfort and torment. The Dragonkin created two creatures similar to themselves in hopes of bringing new Dragonkin into existence that did not suffer from their curse. These creatures were similar to the Dragonkin, but they were relatively unintelligent, beastly, and monstrously large. The Dragonkin dubbed them dragons, and the original two became known as the Queen Black Dragon and King Black Dragon. The Dragonkin then mated these dragons, hoping that this would reveal the solution they sought. Unfortunately for the Dragonkin, however, millennia of breeding and cruel experimentation with their offspring yielded no solutions. The King and Queen's descendants and the products of these experiments became the remainder of all dragons at present day.

Note: The dragons of Gielinor are significantly different from typical 5th edition dragons. In contrast to the cunning and majestic creatures portrayed in 5th edition, most Gielinorian dragons are feral and unintelligent creatures that act only on beastly instincts. Because of their nature and origin, they are better categorized as monstrosities than their own creature type.

A Gielinor Bestiary — DragonZaid

Statistics for the dragons of Gielinor can be obtained easily by modifying their corresponding 5th edition statistics. Most dragons don't have the ability to speak without the use of some external source of magic. They can, however, understand Draconic and sometimes Common. Most dragons should have their Intelligence scores reduced to around 4, and their charisma scores reduced to around 7. Additionally, most dragons have the ability to breathe fire, but do not have breath weapons corresponding to other elements, such as lightning or sleep. Some additional features that certain 5th edition dragons have, such as the ability to breathe underwater, should also be removed in order to maintain accuracy with the dragons of Gielinor.

Baby Dragons

Baby dragons have not yet fully matured, so they are not able to use their breath weapons. However, they are still highly aggressive creatures that can be dangerous to commoners or the unprepared adventurer. The 5th edition statistics of any dragon wyrmling can be modified with the information in this section to closely resemble the baby dragons of Gielinor.

Chromatic Dragons

Chromatic dragons are some of the most common and least powerful dragons. In order of ascending power, the four variants of chromatic dragons are green, blue, red, and black dragons. Chromatic dragons can be found in various locations throughout the Wilderness and in the Chaos Tunnels beneath it, as well as in many dungeons, such as the Taverley and Brimhaven dungeons. They can breathe fire in a short ranged cone. The 5th edition statistics of any young dragon can be modified with the information provided in this section to closely resemble the chromatic dragons of Gielinor. One example is provided here.


Red Dragon

Large monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 127 (15d10 + 45)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 4 (-3) 11 (+0) 7 (-2)

  • Saving Throws Dex +4, Con +6
  • Skills Perception +3
  • Damage Resistances fire
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Understands Draconic but can't speak
  • Challenge 6 (2,300 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 4 (1d8) fire damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one.

A Gielinor Bestiary — DragonZaid

Metallic Dragons

Metallic dragons are created through desperate experiments carried out by the Dragonkin in hopes of finding a cure to their curse. The process involves bathing dragon eggs in molten metal before they hatch. Metal dragons' bodies are covered in metal plating that is fused with their skin, essentially giving them built in suits of armor and excellent protection. They are more powerful, but less agile, than chromatic dragons on average, and can breathe fire in a long line. In order of ascending power, the six variants of metallic dragons are bronze, iron, steel, mithril, adamant, and rune dragons. Metallic dragons are mainly found in dungeons throughout Gielinor, such as the Brimhaven dungeon. The 5th edition statistics of any young dragon can be modified with the information provided in this section to closely resemble the metallic dragons of Gielinor. One example is provided here.

A hundred years have passed. The project is a failure. Our creations have only managed to produce weak, broken, bestial offspring. They are weak, these less-than-dragonkin, these...dragons. We have not created the future of our species, we have created an entirely new one. A weak species. Weak. Like we are under Her curse. The dragons are not affected, but they are too far removed from us to hold the key to our deliverance. I want to slaughter them all, these dragons, along with their Queen and King. Yet the part of me that clings to sanity reminds me that they may prove to be useful later on. I can...barely restrain myself. I have released the King into the wilds. The Queen is... different. She has my lifeblood. I have made her. Despite being a failure of a dragonkin, she has a degree of raw power that may yet prove useful. I have stored her deep underground, restrained and protected by magical artefacts I have created. They are both her shield and her prison, keeping her in a magical state of slumber with a protective field to fend off intruders. The dragons are a failure. This project is over, but the search for our freedom is not. I am Kerapac, the observer. I will find a way to free the dragonkin from Your curse. We will remove the shackles you put in place, and we will kill you.


Steel Dragon

Large monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 4 (-3) 13 (+1) 7 (-2)

  • Saving Throws Str +7, Con +6
  • Skills Perception +4
  • Damage Resistances fire
  • Senses darkvision 120 ft., passive Perception 14
  • Languages Understands Draconic but can't speak
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) fire damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much on a successful one.

A Gielinor Bestiary — DragonZaid


King Black Dragon

Gargantuan monstrosity, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 332 (19d20 + 133)
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
26 (+8) 12 (+1) 25 (+7) 8 (-1) 16 (+3) 10 (0)

  • Saving Throws Dex +7, Con +13, Wis +9, Cha +6
  • Skills Perception +9
  • Damage Immunities cold, fire, lightning, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., darkvision 120 ft., passive Perception 19
  • Languages Common, Draconic, Infernal
  • Challenge 20 (25,000 XP)

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

Three-headed. The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus the dragon's choice of either 7 (2d6) cold, lightning, or poison damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (2d8+8) slashing damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 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 dragon's Frightful Presence for the next 24 hours.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons.

Fire Breath. The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a successful one.

Lightning Breath. The dragon exhales lightning in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) lightning damage on a failed save, or half as much on a successful one.

Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 56 (16d6) cold damage on a failed save, or half as much on a successful one.

Poison Breath. The dragon exhales poisonous gas in a 90-foot cone. Each creature in that cone must make a DC 21 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much on a successful one.


Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Bite Attack. The dragon makes a bite attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

King Black Dragon

The King Black Dragon is a giant, three-headed dragon and one of the two ancestors of all other dragons. Aside from his extra heads, the he has an appearance somewhat similar to an ordinary black dragon. His body is covered in dark black scales and his long necks give his bites a deadly reach. At rest, he holds his three heads high, and each head has the ability to breathe fire as well as one other element: cold, lightning, or poison.

    This ancient creature was one of the original two dragons created by the Dragonkin in their experiments. He was eventually released by the Dragonkin, and later fought alongside the Ilujanka, or dragon riders, for the Zarosian empire during its height in the Second Age. At this time he was known as Shakorexis, a name given to it by his Ilujanka rider Hannibus. After the empire fell, the King retreated back to his lair in what is now the northern Wilderness. There he lies in a large underground cavern filled with lava, waiting to strike down anyone foolish enough to face him.     

A Gielinor Bestiary — DragonZaid

Kalphites

Kalphites are large, insect-like monsters that can be found throughout the Kharidian Desert. They mainly stay underground in dark tunnels they dig beneath the sand to act as hives. Kalphites resemble beetles, with six legs, large abdomens, small heads, purple eyes, and large pincers. Their front pair of legs have small hooked claws used for burrowing and defense, though their pincers are poisonous and much more deadly. They have long antennae which act as extremely acute sensory organs, allowing them to perceive their surroundings even in complete darkness. Kalphites are protected by a hard layer of chitin, a natural and durable armor which can make them difficult to slay.

Some people say that kalphites were created when the desert god Scabaras accidentally dropped some of his blood on a scarab, though others believe they came about naturally. Kalphites live in structured groups similar to colonies of ants, with strict roles and subspecies that carry them out. These roles are workers, soldiers, guardians, and the queen.


Kalphite Worker

Medium monstrosity, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 1 (-5) 11 (+0) 3 (-4)

  • Senses blindsight 60 ft., passive Perception 10
  • Languages
  • Challenge 1 (200 XP)

Actions

Pincers. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

A Gielinor Bestiary — DragonZaid

Kalphite Workers

Although kalphite workers are the smallest of their kind, they are still fairly big creatures, about the size of a large dog. They have green, blue, and teal chitin. Their pincers are not poisonous, but can still deal considerable harm. Workers are responsible for digging and maintaining tunnels inside the hive, handling eggs, and hunting for and distributing food.

Kalphite Soldiers

The soldiers are responsible for defending the colony from aggressors. They have green red, and teal chitin. They are much larger than the workers, comparable to the size of a brown bear, and have poisonous pincers. Kalphite soldiers are very aggressive and won't hesitate to attack any creature they see that comes too close to the hive.


Kalphite Soldier

Large monstrosity, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 60 (8d10 + 16)
  • Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 1 (-5) 13 (+1) 3 (-4)

  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The kalphite makes three attacks: one with its pincers and two with its claws.

Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 7 (2d6) poison damage. The target must make a DC 12 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Kalphite Guardians

Kalphite guardians have the task of protecting the queen from harm. They have green, teal, and purple chitin. They typically remain within the hive at all times, close to the queen's chamber. They are slightly bigger than the soldiers and are stronger, more poisonous, and more heavily armored. They can also spit corrosive acid at a distance.


Kalphite Guardian

Large monstrosity, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 1 (-5) 13 (+1) 3 (-4)

  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 5 (1,800 XP)

Actions

Multiattack. The kalphite makes three attacks: one with its pincers and two with its claws.

Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) poison damage. The target must make a DC 12 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Acid Spit (Recharge 5-6). The kalphite spits a line of acid that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 32 (5d12) acid damage on a failed save or half as much on a successful one.

A Gielinor Bestiary — DragonZaid


Kalphite Queen

Huge monstrosity, unaligned


  • Armor Class 19 (natural armor, 15 in second form)
  • Hit Points 210 (20d12 + 60)
  • Speed 40 ft., burrow 20 ft., fly 50 ft. (second form only)

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

  • Senses blindsight 60 ft., passive Perception 11
  • Languages
  • Challenge 11 (7,200 XP)

Magic Resistance (Second Form Only). The Kalphite Queen has advantage on saving throws from spells and other magical effects.

Spine Regrowth. The Kalphite Queen has twenty-four spines on its back. Used spines regrow when she finishes a long rest.


Actions

Multiattack. The Kalphite Queen makes three attacks, only one of which can be with its pincers or stinger.

Pincers. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 18 (4d8) poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Spines. Ranged Weapon Attack: +5 to hit (+8 in second form), range 100/200 ft., one target. Hit: 5 (1d8 + 1) piercing damage, or 8 (1d8 + 4) in second form.

Stinger (Second Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) piercing damage plus 22 (5d8) poison damage. The target must make a DC 15 Constitution saving throw, taking the full poison damage on a failed save, or half as much on a successful one.

Summon Kalphites (1/Day). The Kalphite Queen calls for aid, summoning 1d4 kalphite workers. The called workers arrive in 1d4 rounds, acting as allies of the queen and defending her as best they can. The workers remain for 1 hour, until the queen dies, or until the queen dismisses them as a bonus action.


Reactions

Shed Exoskeleton. If the Kalphite Queen is reduced to half her maximum hit points or fewer, she can use a reaction to rapidly transform, shedding her chitinous exoskeleton and sprouting a large stinger and two pairs of wings. In her second form, she gains a flying speed of 50 feet, has an armor class of 15, increases her Dexterity score to 18, and gains her magic resistance trait and stinger attack. The outer exoskeleton grows back gradually over a long time. The Kalphite Queen can't use this feature again for one week, after which she returns to her original form.


Legendary Actions

The Kalphite Queen can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Kalphite Queen regains spent legendary actions at the start of her turn.

Move. The Kalphite Queen moves up to its speed without provoking opportunity attacks.

Attack. The Kalphite Queen makes one claws or spines attack.

Command. The Kalphite Queen commands one of its allied kalphites to strike. The queen choses one kalphite within 60 feet that can see or hear her. That kalphite can immediately use its reaction to move up to half its speed and make a claw attack.

Kalphite Queen

The Kalphite Queen is the largest and most powerful of the kalphites. She has green, teal, and orange chitin. Her primary role is to produce eggs for the hive, and she remains within the birthing chambers for her entire life. The queen has a massive body and huge pincers that are extremely poisonous. She can summon kalphites to defend her, shoot sharp spines from her abdomen, and move with astonishing speed for her size. When damaged enough, she will shed her outer layer of chitin, sprouting a pair of wings and a huge stinger.

A Gielinor Bestiary — DragonZaid

Plants


Plant creatures can be found in many locations throughout Gielinor as well as Zanaris. However, most are confined to remote, secluded areas, so encountering one would be a relatively rare occasion.

Cabbages

Cabbages are sentient plant creatuers that can be spoken to with the use of an amulet of cabbagespeak. They seem to be of very limited intelligence, and lack the ability to move or do just about anything other than grow as an ordinary cabbage would. They often obsess about Brassica Prime, the cabbage god, when spoken to.

Mutated Zygomites

Mutated zygomites are warped fungal creatures found on Zanaris, Gielinor's moon and land of the fairies. They have roughly humanoid-shaped bodies, with root-like torsos and arms and short, stumpy legs. The tops of their heads look exactly like green mushrooms with fluorescent blue rims. Mutated zygomites lurk the wilds of Zanaris, burying themselves mostly beneath the ground and disguising themselves as ordinary mushrooms as they wait for unsuspecting victims to come near before ambushing them.


Mutated Zygomite

Medium plant, neutral evil


  • Armor Class 11 (natural armor)
  • Hit Points 11 (2d8 + 2)
  • Speed 30 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 5 (-2) 8 (-1) 10 (+0)

  • Skills Perception +1
  • Senses tremorsense 30 ft., passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

False Appearance. While the zygomite is burrowed partly underground with its head above the surface and remains motionless, it is indistinguishable from an ordinary mushroom.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Mutated Jadinkos

Jadinkos are plant creatures that can be found on Karamja. Although they are not beasts, they bear a strong reptilian appearance with long, lizard-like bodies and tails. They have four appendages, and use the rear pair to walk bipedally in a slouched, nearly horizontal posture.

Ordinary jadinkos are small, peaceful creatures that can have a variety of colors and patterns. However, every so often the jadinko queen, mother and ruler of all jadinko, will lay a corrupted egg which hatches into a mutated jadinko. Mutated jadinkos are large and very aggressive creatures. Their bodies are a sickly purple color and are infested with excrescences, harmful plant growths that dig into them. The cause of this mutation is currently a mystery to both the jadinko queen as well as those who study them.


Mutated Jadinko Baby

Small plant, neutral evil


  • Armor Class 11 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 3 (-4) 11 (+0) 10 (+0)

  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 1/8 (25 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

A Gielinor Bestiary — DragonZaid

Mutated Jadinko Guard

Large plant, neutral evil


  • Armor Class 12 (natural armor)
  • Hit Points 112 (15d10 + 30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 3 (-4) 11 (+0) 10 (+0)

  • Damage Resistances poison
  • Senses darkvision 60 ft., passive Perception 10
  • Languages
  • Challenge 3 (700 XP)

Actions

Multiattack. The jadinko makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Note: The moss giants of Gielinor seem to be almost completely made of plant matter. Therefore, it is more accurate to classify them as the plant creature type than the giant creature type.

Moss Giants

Moss giants are large humanoid-shaped plant creatures that can be found in a variety of locations throughout Gielinor, including northwest Karamja, the woods of Kandarin, the island of Crandor, deep in the Varrock sewers, the Brimhaven Dungeon, and the Wilderness. They are aggressive and dangerous creatures that should be avoided by anyone not prepared to destroy them. They can also easily be mistaken for ordinary plant life if one isn't paying close attention.


Moss Giant

Large plant, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 19 (+4) 6 (-2) 10 (+0) 7 (-2)

  • Damage Vulnerabilities fire
  • Damage Resistances bludgeoning, piercing
  • Senses passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

False Appearance. While the moss giant remains motionless, it is indistinguishable from a moss covered tree.

Siege Monster. The moss giant deals double damage to objects and structures.


Actions

Multiattack. The moss giant makes two attacks.

Greatclub. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage.

A Gielinor Bestiary — DragonZaid

Polypore Creatures

Deep beneath the River Salve northeast of Al Kharid lies the Polypore Dungeon, a massive cave inhabited by dangerous fungi and fungal monsters. The dungeon is known to have been created by a Ramokee Skinweaver who dwells in its lowest floor. After deserting her former Gorajo tribe, she created the monsters out of sheer boredom using the local fungi.

The dungeon has enormous mushrooms large enough to walk on growing from the walls, with vines branching between them and dangling into the depths below. Smaller grifolic fungi sprout from these mushrooms, occasionally sparying toxic spores into the air. Many different types of terrible and disgusting creatures inhabit the dungeon. Most of the creatures have pale blue-green bodies and bare, fleshless skulls.

Fungal Rodents

Fungal rodents appear to be giant rats infested with parasitic fungi that sprout from their backs.


Fungal Rodent

Small plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 4 (-3)

  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, frightened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages
  • Challenge 1 (200 XP)

Sunlight Sensitivity. While in sunlight, the rodent has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spores. Any creature that starts its turn within 5 feet of the rodent must succeed on a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much on a successful one.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 4) piercing damage.

A Gielinor Bestiary — DragonZaid

Infested Axes

Infested axes have a similar appearance to an animated axe, though the handle of the axe is made from twisted, living wood bored into by violet fungi.


Infested Axe

Medium plant, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 27 (5d8 + 5)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 1 (-5) 5 (-3) 1 (-5)

  • Damage Vulnerabilities fire
  • Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
  • Languages
  • Challenge 2 (450 XP)

Sunlight Sensitivity. While in sunlight, the axe has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spores. Any creature that starts its turn within 5 feet of the axe must succeed on a DC 11 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much on a successful one.


Actions

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.

Fungal Mages

Fungal mages have a ghost-like appearance with a large, round torso infested with small yellow fungi. They have two arms and roots dangling from them as though they were legs, although they actually levitate. A humanoid skull sits atop their torsos. They have a variety of spells at their disposal that make them particularly dangerous.


Fungal Mage

Medium plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 38 (7d8 + 7)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 13 (+1) 3 (-4) 14 (+2) 7 (-2)

  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, frightened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 4 (1,100 XP)

Sunlight Sensitivity. While in sunlight, the mage has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spores. Any creature that starts its turn within 5 feet of the mage must succeed on a DC 12 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much on a successful one.

Spellcasting. The mage is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The mage has the following druid spells prepared:

Cantrips (at will): poison spray, produce flame, druidcraft
1st level (4 slots): entangle, thunderwave, fog cloud
2nd level (3 slots): barkskin, spike growth, moonbeam
3rd level (3 slots): plant growth, meld into stone


Actions

Rotting Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) necrotic damage.

A Gielinor Bestiary — DragonZaid

Grifolapines

Grifolapines have a similar appearance to porcupines and are infested with bulbous, purple fungi. They use numerous sharp spines on their backs to defend themselves from close-ranged attackers.


Grifolapine

Medium plant, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 3 (-4) 11 (+0) 5 (-3)

  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, frightened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages
  • Challenge 5 (1,800 XP)

Sunlight Sensitivity. While in sunlight, the grifolapine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spores. Any creature that starts its turn within 5 feet of the grifolapine must succeed on a DC 14 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much on a successful one.


Actions

Multiattack. The grifolapine makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.


Reactions

Spines. If the grifolapine takes damage from a melee attack from a creature within 5 feet, it can lash out at its attacker using its spines, dealing 7 (3d4) piercing damage.

Grifolaroos

Grifolaroos have a minotaur-like appearance, with bulky torsos infested with spiked yellow and purple fungi. They are surprisingly quick, able to charge toward their enemies and knock them onto the ground using their bull-like skulls.


Grifolaroo

Medium plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 7 (-2)

  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, frightened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
  • Languages
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, the grifolaroo has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spores. Any creature that starts its turn within 5 feet of the grifolaroo must succeed on a DC 13 Constitution saving throw, taking 7 (3d4) poison damage on a failed save, or half as much on a successful one.

Aggressive Charge. As a bonus action, the grifolaroo can move up to its speed straight toward a hostile creature that it can see. If the grifolaroo then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage and it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.


Actions

Multiattack. The grifolaroo makes two attacks: one with its gore and one with its fist.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

A Gielinor Bestiary — DragonZaid











Ganodermic Runts

Ganodermic runts are small, yet dangerous polypore creatures. They have a similar appearance to tiny bipedal dinosaurs with flat, yellow fungi burrowed into their backs. Despite their size, they have some of the most potent spores of the polypore creatures, and can also spray poison at nearby enemies.


Ganodermic Runt

Small plant, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 55 (10d6 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 15 (+2) 3 (-4) 14 (+2) 5 (-3)

  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, frightened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 5 (1,800 XP)

Sunlight Sensitivity. While in sunlight, the runt has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Deadly Spores. Any creature that starts its turn within 5 feet of the runt must succeed on a DC 12 Constitution saving throw or take 7 (3d4) poison damage and be poisoned until the start of its next turn. On a successful saving throw, a creature takes half as much damage and can't be poisoned by the runt for 24 hours.

Innate Spellcasting. The runt's spellcasting ability is Wisdom (spell save DC 13). The runt can innately cast the poison spray cantrip, requiring no components.


Actions

Multiattack. The runt makes two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 3) piercing damage.

A Gielinor Bestiary — DragonZaid

Ganodermic Beast

Large plant, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 147 (14d10 + 70)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 21 (+5) 3 (-4) 15 (+2) 5 (-3)

  • Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded, deafened, frightened, poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Languages
  • Challenge 8 (3,900 XP)

Sunlight Sensitivity. While in sunlight, the beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Innate Spellcasting. The beast's spellcasting ability is Wisdom (spell save DC 13). The beast can innately cast the poison spray cantrip, requiring no components.

Deadly Spores. Any creature that starts its turn within 10 feet of the beast must succeed on a DC 16 Constitution saving throw or take 10 (4d4) poison damage and be poisoned until the start of its next turn. On a successful saving throw, a creature takes half as much damage and can't be poisoned by the beast for 24 hours.


Actions

Multiattack. The beast makes two attacks, only one of which can be with its slam.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage. If the target is a creature, it must make a DC 16 Strength saving throw or be knocked prone.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.

Vine. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. Instead of dealing damage, the beast can grapple the target (escape DC 16).

Ganodermic Beasts

Ganodermic beasts are the largest and most dangerous of the polypore creatures. They have massive, round bodies with no legs that are infested with bulbous, yellow fungi. They can grab onto their foes with their one vine-like arm, and pummel them with their one giant arm. They also have the most deadly spores of all the polypore creatures, harming anything that comes too close.









A Gielinor Bestiary — DragonZaid

Undead


Undead creatures of many varieties can be found all throughout Gielinor. Skeletons and zombies are some of the most common types of undead, often seen lurking in dark dungeons and caves, long forgotten cemeteries, and abandoned sewers. Many types of undead roam about the Wilderness, including zombies, skeletons, and ghosts. The unholy lands of Morytania are home to a very large number of undead, with many creatures such as ghouls and ghasts roaming freely on the surface. Other undead, such as crawling hands and aberrant spectres, inhabit the long abandoned Viggora's Folly in northwestern Morytania.

The 5th edition statistics for many undead creatures can be replicated or modified to accurately represent many of the undead creatures of Gielinor, such as ordinary skeletons, zombies, ghouls, and shades. Provided in this section is information on some of the more unique undead found on this world.

Ghosts

Unlike many other types of undead, ghosts have the ability to speak. Unfortunately, they cannot be understood by the living even if they share a language, as their speech simply sounds like an eerie series of "woo woo" sounds. However, humanoids are can understand ghosts normally if they make use of a ghostspeak amulet.

The ghosts of Gielinor are typically fairly weak creatures compared to standard 5th edition ghost statistics. For the most accurate portrayal of the ghosts of Gielinor, use the 5th edition statistics for the specter. For a more challenging and interesting encounter, however, consider instead using the 5th edition statistics for the ghost.

Wooooooo woo! Wooooo woo wooooo woowoowoowoo Woo wooo. Wooooo woo woo? Woooooooooooooooooo!

Spirits

Spirits are a type of undead very similar to ghosts that typically take on form that looks very similar to their living self. The exact way that spirits come into existence is not fully understood, but it is known that some of them used to be ghosts, and became spirits by completing a ritual. Unlike ghosts, most spirits are peaceful. Some spirits are powerful enough to be able to speak with and be understood by humanoids without the use of a ghostspeak amulet.

Crawling Hands

Crawling hands are dismembered hands that have become undead creatures and can move and act on their own. They have an appearance similar to zombies, with gray, lifeless, and rotting flesh. There are two sizes of crawling hands, small and giant. While the smaller crawling hands are relatively unthreatening to the average adventurer, the largest crawling hands are much more powerful, capable of grasping their foes and crushing them like a constrictor snake.

A Gielinor Bestiary — DragonZaid

Giant Crawling Hand

Large undead, neutral evil


  • Armor Class 9 (natural armor)
  • Hit Points 34 (4d10 + 12)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 16 (+3) 2 (-4) 10 (+0) 3 (-4)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
  • Languages Understands the languages it knew in life but can't speak
  • Challenge 1 (200 XP)

Undead Fortitude. If damage reduces the hand to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the hand drops to 1 hit point instead.


Actions

Hit. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) bludgeoning damage, and if the target is Medium or smaller, it is grappled (escape DC 13). Until this grapple ends, the hand can't attack another target.

Squeeze. The hand tightly squeezes a creature that it has grappled. The target must make a DC 13 Strength saving throw, taking 18 (4d8) bludgeoning damage on a failed save, or half as much on a successful one.


Crawling Hand

Small undead, neutral evil


  • Armor Class 10 (natural armor)
  • Hit Points 9 (2d6 + 2)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 12 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Languages Understands the languages it knew in life but can't speak
  • Challenge 1/8 (25 XP)

Actions

Hit. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.

Crawling Corpse Torsos

Crawling corpse torsos are similar to zombies, but their bodies have been dismembered at the waist, leaving only the torso, arms, and head. These disturbing creatures were created by the now undead necromancer Dragith Nurn in his experiments with dead bodies stolen from the Lumbridge catacombs.

A Gielinor Bestiary — DragonZaid

Crawling Corpse Torso

Small undead, neutral evil


  • Armor Class 9 (natural armor)
  • Hit Points 13 (2d6 + 6)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Understands the languages it knew in life but can't speak
  • Challenge 1/8 (25 XP)

Undead Fortitude. If damage reduces the corpse torso to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the corpse torso drops to 1 hit point instead.


Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Aberrant Spectres

Aberrant spectres are ghost-like creatures that have an extremely potent stench that is powerful enough to poison those who get too close. Additionally, they have sharp claws and teeth that can deliver painful blows, and even paralyze their foes. For the aberrant spectres of Gielinor, use the 5th edition statistics for the ghast.

Corpse Spiders

Corpse Spiders are another type of undead creature created by the necromatic experiments of Dragith Nurn. They are zombie-like creatures shaped similar to giant spiders, but the body of the spider is made from the dismembered and zombified head and torso of a humanoid. The head and torso face upwards, and large fangs poke out of the top of the head, where they normally would for an ordinary spider. These corpse spiders have a strong necrotic bite and have been known to incite fear upon those who come too close.


Corpse Spider

Medium undead, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 15 (2d8 + 6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)

  • Saving Throws Wis +1
  • Skills Stealth +4
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Understands the languages it knew in life but can't speak
  • Challenge 1 (200 XP)

Spider Climb. The corpse spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) piercing damage plus 7 (2d6) necrotic damage. The target must make a DC 12 Constitution saving throw, taking the necrotic damage on a failed save or half as much on a successful one.

Mimic (Recharge 6). The corpse spider uses the rotting remnants of its vocal cords to produce a terrifying series of language-like sounds. Each creature within 20 feet of the corpse spider that can hear it must make a DC 12 Wisdom saving throw or become frightened for 1 minute. The 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 corpse spider's Mimic for the next 24 hours.

A Gielinor Bestiary — DragonZaid

Ghast

Medium undead, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 31 (7d8)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 13 (+1)

  • Skills Stealth +5
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Understands the languages it knew in life but can't speak
  • Challenge 2 (450 XP)

Incorporeal Movement. The ghast 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.

Ghastly Translucence. The ghast is translucent and nearly invisible until affected by a druid pouch. While translucent, the ghast is immune to all damage and conditions, can attempt to hide while not fully obscured, and has advantage on stealth checks.


Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage, and if the target is carrying food, up to 1 pound of the food becomes rotten and inedible.

Ghasts

Ghasts are deadly undead creatures somewhat similar to ghosts that haunt the Mort Myre Swamp in western Morytania. They are green and translucent and bear a vaguely humanoid appearance, with a torso, arms, and head. Their faces are skeletal with glowing green eyes, and they have large hands with long, sharp claws. Part of what makes them so dangerous is that, under normal circumstances, ghasts are impervious to all damage and conditions, even from magic. However, they can be infused with nature magic using a druid pouch, causing them to lose their translucence as well as their immunities, making them far less threatening.

Ghasts are said to be created when a person dies in a very particular manner. When a humanoid starves to death in the perilous Mort Myre Swamp, their soul leaves their body and becomes a ghast. Due to the circumstances of their death, Ghasts themselves are stricken with a ravenous, insatiable hunger, attacking anyone who enters the swamp and snatching at their food, turning it to rot. Even if they survived the attack or escaped, an unfortunate traveler attacked by ghasts might not have enough food left to survive the rest of their trip. They might then die and become a ghast who will attack other people, and the vicious cycle continues.

A Gielinor Bestiary — DragonZaid

Dragith Nurn

About a century ago, a wizard from Lumbridge by the name of Dragith Nurn studied alongside many others at the Wizard's Tower in Misthalin. Dragith took an interest in necromancy, and some time during his studies, he secretly began studying some of the more foul and unholy Zamorakian branches of this magic. He grew very powerful from these studies, and eventually left the tower to create a workshop beneath Lumbridge where he could have more freedom to delve deeper into his work. He conducted many cruel and despicable necromantic experiments, stealing bodies from the Lumbridge cemetery, as well as capturing local animals, and creating undead creatures such as the crawling corpse torsos and corpse spiders. He kept these activities a secret, and they continued for several decades.

In the year 129 of the Fifth Age, as Dragith was growing old, he became close friends with a young woman of Lumbridge named Xenia. Xenia learned of Dragith's secret experiments and, after some time, managed to convince him to give up his evil ways and turn to Saradomin. Dragith then oversaw the creation of Lumbridge's catacombs both to house the town's dead and to cover up his workshop, which had become overrun with his undead creations. Unfortunately for him, Dragith had previously cast an irreversible spell on himself that would resurrect him as an evil, undead being once he died. To prevent himself from causing any further harm to the town and its people, he sealed himself in his own workshop hidden beneath the catacombs before his death.

At present day, Dragith has died and been turned into an evil, zombie-like creature as a result of the irreversible spell. He has lifeless, green skin which is rotting and torn, and glowing red eyes. He wears tattered wizard's robes and a spiked mask over his face. Although he has become undead, Dragith still possesses fairly powerful magic.


Dragith Nurn

Medium undead, neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 14 (+2) 17 (+3) 12 (+1) 15 (+2)

  • Saving Throws Con +4, Int +5, Wis +3
  • Skills Arcana +5, History +5
  • Damage Resistances cold, lightning, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Common, Gnomish, Infernal
  • Challenge 4 (1,100 XP)

Spellcasting. Dragith Nurn is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). Dragith has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, poison spray

1st level (4 slots): mage armor, magic missile, thunderwave

2nd level (3 slots): detect thoughts, invisibility, scorching ray

3rd level (2 slots): animate dead, fireball

Turning Defiance. Dragith and any undead within 30 feet of him have advantage on saving throws against effects that turn undead.


Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

A Gielinor Bestiary — DragonZaid

Ankou

Ankou are strange undead creatures that resemble a combination of a ghost and a skeleton. They have full, visible skeletons surrounded by pink, ghostly bodies, and their eye sockets glow faintly with green light. Ankou are somewhat powerful undead whose touch can drain the life out of their foes. They can be found in the Wilderness and in some dungeons.


Ankou

Medium undead, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 45 (7d8+14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 15 (+2)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 11
  • Languages the languages it knew in life
  • Challenge 3 (700 XP)

Turn Resistance. The ankou has advantage on saving throws against effects that turn undead.


Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is 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.

Spiritual Creatures

In the God Wars Dungeon deep beneath the Troll Country, spiritual warriors, rangers, and mages fight for the warring armies of Saradomin, Zamorak, Armadyl, and Bandos. These armies were frozen in ice by magic for thousands of years, only recently being uncovered, unknowing of the conclusion of the God Wars at the end of the Third Age.

These creatures appear similar to ghosts, with wispy, translucent bodies wearing armor and carrying weapons that are decorated with the colors and symbols of their gods. The warriors wear armor and shields, the rangers carry longbows, and the mages wear ornate robes and carry staves.


Spiritual Warrior

Medium undead, any alignment


  • Armor Class 19 (half plate, shield)
  • Hit Points 67 (9d8+27)
  • Speed 30 ft.

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

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 5 (1,800 XP)

Sunlight Sensitivity. While in sunlight, the spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Brute. A melee weapon deals one extra die of its damage when the spirit hits with it (included in the attack).


Actions

Multiattack. The spirit makes two attacks, only one of which can be its Life Drain.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is 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.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

A Gielinor Bestiary — DragonZaid

Spiritual Mage

Medium undead, any alignment


  • Armor Class 12 (15 with mage armor)
  • Hit Points 67 (9d8+27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 16 (+3) 17 (+3) 14 (+2) 15 (+2)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 5 (1,800 XP)

Sunlight Sensitivity. While in sunlight, the spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The spirit is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The spirit has the following wizard spells prepared:

Cantrips (at will): light, mage hand, ray of frost

1st level (4 slots): mage armor, protection from evil and good, shield, thunderwave

2nd level (3 slots): hold person, misty step

3rd level (3 slots): counterspell, lightning bolt

4th level (1 slots): greater invisibility, ice storm


Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is 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.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2) piercing damage.


Spiritual Ranger

Medium undead, any alignment


  • Armor Class 15 (studded leather)
  • Hit Points 67 (9d8+27)
  • Speed 30 ft.

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

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages the languages it knew in life
  • Challenge 5 (1,800 XP)

Sunlight Sensitivity. While in sunlight, the spirit has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Sneak Attack. The spirit deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spirit that isn't incapacitated and the spirit doesn't have disadvantage on the attack roll.


Actions

Multiattack. The spirit makes two attacks, only one of which can be its Life Drain.

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is 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.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

A Gielinor Bestiary — DragonZaid

Note: The statistics present here form a good basis for all spiritual warriors, rangers, and mages, but to better represent the spirits of the four different factions of the God Wars Dungeon, the GM might consider altering these statistics slightly to account for different races and spell and equipment preferences. Because these creatures are undead, racial differences can largely be ignored.

Zamorakian spirits are Human-shaped. Their warriors might use maces instead of longswords, and their mages might place a heavier focus on necromancy spells or spells that deal fire damage.

Saradominist spirits are also Human-shaped. Their mages might focus on spells that enhance their allies' abilities or deal radiant or lightning damage.

Armadylean spirits are Aviansie-shaped. Their mages might focus more on utility spells, spells that conjure up wind and storms, or spells that deal thunder or lightning damage. Their warriors might use finesse or thrown weapons instead of longswords, and their rangers might use crossbows instead of longbows. In RuneScape, Armadylean spirits have the ability to fly. The GM might consider accounting for this by giving Armadylean spiritual creatures a flying speed of 45 feet, studded leather armor in place of any medium or heavy armor, and an increased challenge rating of 6.

Finally, Bandosian spirits are Ork-shaped. Their mages might focus more on tactically oriented spells, such as those that enhance their abilities, improve their weapons, or provide crowd control. Their warriors might use battleaxes or warhammers instead of longswords.


Skeletal Wyverns

Skeletal wyverns are bony, undead forms of dragon-like creatures called wyverns. The exact circumstances of their creation are uncertain, but it is likely that they were created as part of the many experiments conducted on dragons by the Dragonkin. Skeletal wyverns possess the ability to breathe cold elemental energy which slows their enemies. Skeletal wyverns can be found in the freezing cold depths of the Asgarnian ice dungeon.

Skeletal wyverns have a similar body structure to wyverns, with two legs, two winged arms, and long necks and tails. Because they are made up entirely of bones, their wings are little more than hollow bone structures similar in shape to the bones in bats' wings, and they lack the ability to fly. Also unlike the wyverns is the fact that they stand and walk bipedally, rather than the awkward and slow shuffling of the arms and legs that wyverns use. This is likely made possible by their reduced weight, and as a result, they can move slightly more quickly than wyverns can while on the ground.


Skeletal Wyvern

Large undead, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (-4) 8 (-1) 5 (-3)

  • Damage Vulnerabilities bludgeoning
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands Draconic but can't speak
  • Challenge 5 (2,300 XP)

Actions

Multiattack. The skeletal wyvern makes two attacks: one with its bite and one with its tail.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Cold Breath. (Recharge 5-6) The skeletal wyvern exhales an icy blast in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Constitution saving throw. On a failed save, a creature takes 27 (6d8) cold damage and their speed is halved and they can't take reactions until the start of the skeletal wyvern's next turn. On a successful save, a creature takes half as much damage and suffers no further effects.

A Gielinor Bestiary — DragonZaid

The Barrows Brothers

Long ago in the Third Age, there were six warrior brothers, Torag, Dharok, Guthan, Verac, Karil, and Ahrim. One evening in a drunken stupor fueled by the loss of his lover, Guthan accidentally killed a high-ranking commander of Saradomin's forces. Desperate to escape the impending investigation and execution for his crime, Guthan took a deal from a powerful Zarosian Mahjarrat named Sliske. Under this deal, Guthan and all his brothers would be granted superhuman power and join the Saradominist crusades into the evil lands of Morytania. Who would suspect a great hero of Saradomin of such a murder? He managed to convince his brothers to take the deal, and they soon set off for the crusades.

During the crusades, the brothers quickly became renowned for their prowess in battle. With their newfound powers, the brothers were stronger, faster, and seemingly invincible in combat. They fought among Saradomin's army, defeating countless undead, demonic, and beastly creatures with ease. These powers came at a cost, however, and eventually the brothers sustained infectious wounds after an evening of battle. That night, all six of them fell deathly ill. No treatment that their colleagues could give them was able to help, and all six died on that night.

For the next several days, the army set up camp so that they could construct graves for the brothers where they died, in central Morytania. They built a barrow for each of the brothers before making their retreat, for without them they couldn't hold back Zamorak's evil forces any longer. Once the armies left, Sliske, who had been watching their crusades closely, approached the barrows and corrupted their bodies, raising them from the dead to become powerful wights. The six wights now guard fabulous riches and powerful magical items. They wear ghastly green armor decorated with skulls and spikes and have translucent, green bodies. They are now known as Torag the Corrupted, Dharok the Wretched, Guthan the Infested, Verac the Defiled, Karil the Tainted, and Ahrim the Blighted.

Torag the Corrupted

Torag the Corrupted is one of the most well-protected of the wights, sporting full plate armor. He attacks with two hammers which can slow his enemies.


Torag the Corrupted

Medium undead, neutral evil


  • Armor Class 19 (Torag's plate armor)
  • Hit Points 91 (14d8+28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +4, Stealth +5
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, Torag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Corruption. Torag's curse causes his enemies to be slowed when he damages them. When Torag deals damage with his hammers, the target's speed is reduced by 5 feet, stacking up to three times. The effect lasts for 1 minute or until Torag is destroyed.


Actions

Multiattack. Torag makes three attacks.

Torag's Hammers. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

A Gielinor Bestiary — DragonZaid

Dharok the Wretched

Dharok is one of the most physically strong of the wights. He wields a massive greataxe and grows stronger as he sustains damage.


Dharok the Wretched

Medium undead, neutral evil


  • Armor Class 16 (Dharok's half plate)
  • Hit Points 97 (13d8+39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +4, Stealth +3
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, Dharok has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Relentless Endurance (1/Day). When Dharok is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead.

Wretched Strength. Dharok's curse causes him to grow in strength as he sustains damage in battle. When Dharok deals damage with his greataxe, he deals an extra 1d8 damage if below half his hit point maximum, or an extra 1d12 damage if below one quarter his hit point maximum.


Actions

Multiattack. Dharok makes two attacks.

Dharok's Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage.

Guthan the Infested

Guthan the Infested is one of the bulkiest of the wights. He wields a large, two-handed spear and can siphon the life from his enemies.


Guthan the Infested

Medium undead, neutral evil


  • Armor Class 17 (Guthan's chain mail)
  • Hit Points 119 (14d8+56)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +4, Stealth +4
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, Guthan has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Infestation (1/Turn). Guthan's curse causes him to steal the lifeforce of his enemies as he inflicts damage upon them. When Guthan deals damage with his warspear, he can choose to regain hit points equal to half the damage dealt.


Actions

Multiattack. Guthan makes two attacks.

Guthan's Warspear. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

A Gielinor Bestiary — DragonZaid

Verac the Defiled

Verac the Defiled is among the most lightly armored of the wights, wearing only a brassard on his upper body. He wields a spiky flail that can deal particularly potent damage.


Verac the Defiled

Medium undead, neutral evil


  • Armor Class 16 (Verac's brassard)
  • Hit Points 112 (15d8+45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +4, Stealth +6
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, Verac has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Defiler. Verac's curse causes his attacks to be particularly potent. When Verac hits with his flail, the attack ignores any resistances and immunities and he can choose to cause the attack to deal an extra 1d8 damage. Once Verac uses this extra damage, he can't use it again until the start of his next turn.


Actions

Multiattack. Verac makes two attacks.

Verac's Flail. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Karil the Tainted

Karil the Tainted is the most agile of the brothers and wears magical leather armor. He attacks with a massive crossbow that can fire several times before needing to be reloaded and drain the agility of his enemies.


Karil the Tainted

Medium undead, neutral evil


  • Armor Class 17 (Karil's studded leather)
  • Hit Points 84 (13d8+26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +4, Stealth +7
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, Karil has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Battle Ranger. Karil isn't imposed disadvantage on attack rolls with his crossbow while a hostile creature is within 5 feet of him.

Tainted Shot. Karil's curse causes his attacks to drain the agility of his enemies. When Karil deals damage to a creature with his crossbow, the target's Dexterity score is reduced by 1. The target dies if this reduces its Dexterity to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.


Actions

Multiattack. Karil makes two attacks with his crossbow.

Karil's Crossbow. Melee Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

A Gielinor Bestiary — DragonZaid

Ahrim the Blighted

Ahrim is the only magic user of the wights. He wears battle robes which offer him slight protection and can use all sorts of destructive magic which can drain the fortitude of his enemies.


Ahrim the Blighted

Medium undead, neutral evil


  • Armor Class 13 (Ahrim's battle robes, 16 with mage armor)
  • Hit Points 71 (11d8+22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 15 (+2) 17 (+4) 13 (+1) 15 (+2)

  • Skills Perception +4, Stealth +5
  • Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Common
  • Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, Ahrim has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. Ahrim is a 7th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +7 to hit with spell attacks). Ahrim has the following wizard spells prepared:

Cantrips (at will): chill touch, poison spray, prestidigitation

1st Level (4 slots): burning hands, mage armor, magic missile

2nd level (3 slots): mirror image, shatter, misty step

3rd level (3 slots): counterspell, lightning bolt, vampiric touch

4th Level (1 slots): ice storm, blight

Blighted Aura. Ahrim's curse causes his magic to drain the constitution of his enemies. When Ahrim damages a target with a spell that can target only one creature, he can choose to cause the spell to reduce the target's Constitution score by 1d4. The target dies if this reduces its Constitution to 0. Once Ahrim uses this ability, he can't use it again until the start of his next turn.


Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

As the campaign moved deeper into the dark lands the stranger appeared with greater frequency, often appearing on a rise near a battle and watching over it. The most disturbing thing was how his presence started to affect the brothers, they became distracted and on occasion even received injuries that required attention.

It was deep in the heart of the enemies' territory, in the failing light of dusk, that the enemy struck back. Great monstrosities swept through the camps tearing at all in their path, soldiers scattered like chaff in the wind before the onslaught. The brothers, valiant as ever, stood back to back before the enemy and fought with all their might. As dawn broke the enemy fled the battle, moving faster than any man could give chase. It was as the soldiers went about rebuilding the camp that the brothers collapsed at their camp fire, they lay as though dead, yet breathing, muttering in strange tongues. Their injuries were found swollen and infected, none of the physicians knew what to do, it was like no infection they had ever seen before. all through the day the brothers were tended and cared for while the soldiers waited nervously for their heroes to rise once again. It was then, just as the sun's last rays vanished behind the horizon, that all hope was lost. As if on cue all the six brothers sighed one last breath and died. It was only then that the stranger was seen once again, standing on a rise just outside the camp.

As was the custom at the time, out of honour and respect for the mighty fallen, they constructed six great barrows for the brothers. A crypt for each brother covered in a small hill of earth that would hold their remains undisturbed by predators. The work took many days, for each night the enemy returned and the soldiers had to flee back inside their camp to wait away the night to the sounds of howling and scratching at the fences. But each day they resumed their work, their sense of duty to the brothers surmounting their fear of the dark forces in the land. On the last day the assembled troops buried the brothers inside their stone tombs, then with great reverence, but little ceremony, they covered the tombs with earth. As the army broke camp and turned to march back to their lands the stranger was seen once again, standing atop the central barrow... standing tall against the failing light with his arms outstretched to the sky.

A Gielinor Bestiary — DragonZaid

Acknowledgements

I have a couple of people to whom I owe a huge debt of gratitude for my ability to complete this massive project. Firstly, I'd like to thank all the people at Jagex who took part in creating the wonderful world of Gielinor. Your creativity inspired me to take great interest in RuneScape's world. I'd like to thank the incredible editors of the RuneScape Wiki. Without this amazing resource, none of this would have been possible. I'd also like to thank my brother who first introduced me to RuneScape when we were kids. Nolen, I miss you dearly. My friend Unknown helped me out a few times with refining and coming up with ideas, so I'm thankful for them as well. Finally, I'd like to thank my wonderful significant other, whom I love greatly, for supporting me all the way. You are what makes life worth living.

I need your help!

I really appreciate the time and effort you've taken to read this document and use its contents! Despite spending countless hours carefully writing and assessing its content to ensure good quality and balance, there is no way I could ever playtest everything that it contains. That's where you come in! If you've used something in Plane Shift: Gielinor, I would really appreciate it if you reach out to me to give me your feedback. I hope that with the help of other GM's and players, I can receive feedback on its contents and make lots of improvements and adjustments!

Can't get enough?

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If you have feedback, questions, or would like to discuss this document with me directly, you can reach me on Reddit at u/DragonZaid or on Discord at DragonZaid.

Change Log

  • 2/12/21: First released.
  • 2/17/21: Fixed several typos and made minor changes to the Bestiary.
  • 3/16/21: Updated Ilujanka traits.
  • 4/15/21: Minor image edits and typo fixes.
  • 9/28/22: Added Channel Divinity options to Class Options. Updated flying races to current 5e standards.
  • 1/20/23: Class Options made a distinct section. Added 3 subclasses to Class Options. Added Mahjarrat stat block to Humanoids.
  • 3/25/23: Added Druid: Circle of Guthix
  • 11/30/23: Added Paladin: Oath of Balance
  • 1/2/24: Added 3 more subclasses
  • 6/8/24: Added 2 more subclasses