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Revisit Magic: the Gathering's Gothic Horror plane of Innistrad in this guide for the world's greatest roleplaying game
Credits
- Designer: Gabe Rodriguez, aka /u/letterephesus
- Cover Illustration: Alix Branwyn
Interior Illustrations: Adam Paquette, Alexander Forssberg, Andrew Mar, Anna Christenson, Aurore Folny, Bartek Fedyczak, Bastien L. Deharme, Brent Hollowell, Brian Valeza, Campbell White, Chris Rahn, Cliff Childs, Daarken, Daniel Ljunggren, Darren Tan, Dave Kendall, Dominik Mayer, Donato Giancola, Ekaterina Burmak, Eric Deschamps, Fajareka Setiawan, Fesbra, Filip Burburan, Greg Staples, Jaime Jones, James Paick, Jamroz Gary, Jana Schirmer, Jason A. Engle, Jason Kang, Johann Bodin, Johannes Voss, Joshua Raphael, Justine Cruz, Justyna Dura, Igor Kieryluk, Irvin Rodriguez, Karl Kopinski, Konstantin Porubov, Lie Setiawan, Marta Nael, Matt Stewart, Michele Giorgi, Mila Pesic, Min Yum, Monztre, Nereida, Nils Hamm, Pindurski, Randy Vargas, Ravenna Tran, Simon Dominic, Steve Prescott, Svetlin Velinov, Terese Nielsen, Tomasz Jedruszek, Viko Menezes, Vincent Proce, Volkan Baǵa, Wisnu Tan, Xavier Ribeiro, Zezhou Chen
- Based on information from: The MTG Wiki, Plane Shift: Innistrad, A Planeswalker's Guide to Innistrad, Magic: the Gathering cards from the following sets: Avacyn Restored Crimson Vow, Dark Ascension, Eldritch Moon, Innistrad, Midnight Hunt, and Shadows over Innistrad.
- Created with: Detect Balance Spreadsheet for Custom Races by u/jwbjerk, D&D Watercolor Stains by Jared Ondricek,
- Theme code adapted from: Curse of Rad style for the Homebrewery by u/Kaiburr_Kath-Hound and u/5e_cleric
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Click Here to see the full list of published guides. Some favorites include:
- Bloomburrow, a plane of forest critters
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- Kaldheim, inspired by Norse mythology
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- Ikoria, a mutation monster manual
- Ravnica, a metropolis plane of warring guilds
- Amonkhet, inspired by ancient Egypt
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Changelog
- Version 3.2
- Subclasses removed for internal review due to concerns over potentially infringing material. Classes will be redesigned and added at a later date.
- Version 3.1
- Fixed Insectile Aberration stat block
- Added missing Vampiric Glamer featWerewolf
- Added missing rollable tables to Skaab, Vampire, and Werewolf
- Version 3.0
- Complete "5.5e" overhaul and update
- Version 2.2
- Assorted fixes
- Version 2.1
- Added angel race and stat block
A Planshifted Guide to Innistrad is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.
Contents
Welcome to Innistrad
Innistrad is a plane from the multiverse of Magic: the Gathering that can serve as a D&D setting. It is inspired by themes of gothic horror, including vampires, werewolves, mad scientists, zombies, and monster hunters. Important aspects of Innistrad are described herein so that you can make it your own, expanding or altering it however you wish.
About Magic: the Gathering
Magic: the Gathering is a collectible trading card game of fun-filled, strategic games to play with friends old and new. It is another product from Wizards of the Coast, the creators of Dungeons & Dragons, but exists in its own distinct multiverse. Each plane in Magic is a unique world with distinct themes, full of magic and wonder.
Using this Book
This book is an in-depth guide to adventures on the plane of Innistrad.
DMs can determine how much of this book they want to share with their players. Characters native to another plane might know nothing of the details herein, while Innistrad natives could know everything in this book.
Chapter 1 gives an overview of Innistrad as a setting.
Chapters 2–3 are your guide to creating an Innistrad character. Chapter 2 presents guidelines and options for character classes, and chapter 3 details the character origins.
Chapter 4 presents a selection of 4 new feats available to characters.
Chapter 5 presents new tools and equipment.
Chapter 6 presents new spells available to spellcasting characters.
Appendix A details the Cosmology of Magic: the Gathering and the specifics of planar magic as it pertains to Innistrad.
Appendix B provides rules for new magic items.
Appendix C presents stat blocks for monsters and NPCs.
Chapter 1: Innistrad
On the plane of Innistrad, horrors stalk the shadows and scratch at doors in the night. Humanity is beset on all sides: vampires thirst for human blood, werewolves live for the thrill of the hunt, the restless spirits of the dead haunt the living, and no corpse is safe from reanimation at the hands of necromancer ghoulcallers or skaberen mad scientists. Only their grim determination, and their staunch faith in the protection of the angels has allowed humans to survive in this nightmarish realm.
Important Names
A handful of important names are defined below:
Innistrad is the name of the plane and the continent.
Avacyn (pronounced aa-vuh-sin) was a powerful archangel. Human worship of her led to the founding of the Avacynian Church, the dominant religion of Innistrad.
The Blessed Sleep is a term used by Avacynians to describe the quiet eternity of oblivion after death. On Innistrad, where necromancy is abundant, the Blessed Sleep is the ideal one would wish for in death.
Skaberen (pronounced ska-buh-ren) are mad scientists who stitch dead flesh together in order to create the ultimate form of artificial life, a golem called a skaab.
Ghoulcallers are necromancers who raise corpses for power and conquest.
Emrakul (pronounced em-raw-cool) is an Eldrazi titan, an eldritch horror from beyond the planes, that was trapped in Innistrad's moon. Many believe she still exerts some level of influence and drives people mad.
The Vampire Bloodlines are ancient families of vampires spread across Innistrad. The four major bloodlines are Falkenrath, Markov, Stromkirk, and Voldaren.
Howlpacks are groups of werewolves, often united by the same strain of lycanthropy. The major packs are Krallenhorde, Mondronen, Leeraug, and Vildin.
The Innistrad Setting
Innistrad has a single moon, the Heron moon. It is a source of hope and a harbinger of misfortune at the same time. Many wise astronomers believe the moon is a vast desert made of pure silver, and the substance that falls from it is known as moonsilver, a bane to shapechangers, Fiends, and Undead.
The Moon & Seasons
Humans have given names to the different phases of the moon because of their strange influence on the world, including the changing of seasons to the strength or weakness of certain magical powers and species.
The Harvest Moon represents autumn in Innistrad, and is characterized by a large blood red moon hanging in the night sky. The days are much shorter, the weather cools with the passing of days and the woods are full of vibrant colors. During this time vampires are believed to reach the fullness of their power. Bonfires are common during harvest time when farmers come to work late.
The Hunter's Moon represents the middle of the winter in Innistrad. The cold air never leaves and the apex of the sun remains always on the horizon. This is the longest season of the plane and is the time when food is scarce. Hunters must venture into the forests in search of their food, which determines the best time when various atrocities are encouraged to attack humans. Some believe that this Moon is the one that empowers the werewolves, based on increased attacks of these abominations in towns and roads.
The New Moon is the closest to the spring in Innistrad but in turn the shortest of all. The days are longer and the sun is shining, though still pale in comparison to other planes. Forests grow and revitalize, and humans consider this phase of the Moon to bring new life and birth. Babies born under the phase of the New Moon are considered sacred and are believed to have a better chance to reach the Blessed Sleep.
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Factions & Organizations
Some of the important groups that operate on Innistrad are described below.
The Church of Avacyn is the dominant religion on Innistrad. Avacynians pray to the angels for protection from Innistrad's evils.
The Sigardian Priests are a sect of the Avacynian faith that is more focused on local elders, their local communities, and traditional holidays and practices.
The Order of Saint Traft was founded to battle evil. Knights of this order bond with benevolent geists to enhance their abilities.
The Skirsdag is an ancient cult that worships Innistrad's demons.
The Dawnhart Coven is an ancient practice of witches and warlocks dedicated to nature and community.
The Vizag Atum is a cult that seeks knowledge from geists.
The Fauchard is a group of vampire hunters operating out of Drunau in Nephalia.
Gods & Powers
Innistrad does not have any gods. Some of the other powers worshiped by the people of Innistrad are described below.
Angels are worshiped by the honest folk of Innistrad and the Church of Avacyn.
Demons are worshiped, and sometimes summoned, by insane cultists like those of the Skirsdag.
Krakens and other deep sea horrors are worshiped in coastal regions like Nephalia.
Emrakul is not explicitly worshiped, but madness cults were formed in her wake and some believe she influences them from her prison in the moon.
Innistrad Gazetteer
As characters explore the lands of Innistrad, you can use the information in this section to inspire your own adventures and world details.
The Provinces
The mainland of Innistrad is split into four provinces: Gavony, Kessig, Stensia, and Nephalia. The wilderness beyond these provinces lies unexplored, as do whatever lands lie beyond the great seas that surround the mainland.
Gavony
While the surrounding settlements were constantly under assault, the high city of Thraben and its immense cathedral remained relatively safe. Small towns grew away from Thraben on Gavony's rocky moors. Small groups of trees stained the hills and moors of the province. Gavony is located to the south of the Geier Reach mountains and northwest of the province of Nephalia.
Parishes
In Innistrad, the church and the state are deeply interdependent, and the parishes are the administrative designation used by the church. A parish is comparable to a county. Each parish may have multiple priests, chapels, and small altars. Gavony has five parishes: Thraben, the Moorland parish, and three parishes in the area called Nearheath, Videns, Wittal, and Effalen.
The High City of Thraben
Thraben, within the parish of the same name, lies on the northern edge of Gavony. It is the largest walled city in Innistrad, although parts of Nephalia's seaports are more densely populated. It's the seat of the Avacynian Church, built as a city of walls and various bulwarks designed to keep supernatural threats at bay.
Thraben sits on a massive mesa in the middle of the Lake of Herons, a long body of water. Thraben Cathedral is a towering church on the eastern tip of the mesa, the spiritual center of Innistrad and former home of the archangel Avacyn.
The Walls of Thraben are a complex system of bulwarks and defense lines, and include the Outer Wall, the Merchant's Wall, the Child's Wall, the Fang Wall, and the Bloodless Wall. The Child's Wall is inscribed with the names of the children born in Innistrad; many families make pilgrimages to the wall. When werewolves are caught, their teeth are displayed on the Fang Wall, while captured vampires are left to starve at the Bloodless Wall.
Nearheath
Within a few miles south of Thraben's walls, there are several medium-sized towns. This area in the province of Gavony is called the Nearheath and is inhabited mainly by artisans and farmers. Nearheath is composed of several parishes.
Videns is a region of vineyards and rolling hills with small castles with walled estates. The River Kirch runs through this region. Wittal is the most thickly forested area of Gavony. Although small in size, the forest is dense and dark, with ancient pines trees that dwarf the deciduous forests in the neighboring parishes. Effalen is the rockiest area of Gavony, dominated by low shrubs and jagged outcrops. A few scattered villages are the only human habitations.
Moorland
The Moorland lies beyond the Neartheath, and has always been a more desolate region. There are few trees in the Moorland and the ground is covered with coarse grass, bracken, and violet heather. There are boulders and standing rocks, and the countryside seems to be covered in perpetual mist.
The area is rife with geists, many of them dangerous, and travelers are constantly at risk from them as well as other things that wander the countryside. The Drogskol is an army of spirits that are more protective. They were once a large militia that fell to a horde of the unhallowed, the zombies of Innistrad.
Trostad is a village of trappers on the border with Kessig province. Rider's Lock is a walled compound housing the Gavony Riders, cavalry of the Avacynian church. Westvale and its Abbey is a small village populated by skirsdag cultists.
Kessig
Kessig is a province in perpetual autumn, with rolling farmlands surrounded by dense, dark woods. The deep forests influence daily life heavily. The small human communities in agricultural villages, trappers, and hunters groups live at risk in these werewolf-infested woods, trying to make a living. Between the isolation and constant danger, most townsfolk here are wary of outsiders.
The Ulvenwald
The thick Ulvenwald Forest, also known as the "Misty Wood," is an ancient forest of aspen, birch, and maple that isolates Kessig from neighboring provinces. The woods of Ulvenwald are almost supernaturally dense, filled with dark, sinuous trunks and a constant, hanging mist.
The Natterknolls are rocky ridges and cliffs that flank the wooded valleys. They are inhabited by gibbering hermits and wicked witches. Traublassen is a small forest village known for its pelt and fur trade.
The Celestus
The Celestus is a large astronomical device of ancient origins that is hidden in Kessig's Ulvenwald on Innistrad. Built by hedgewitches centuries ago, its purpose was to track the movements of stars and the moon. When the sun began rising later and setting sooner each day because of the influence of an eldritch horror in Innistrad's moon, the witches of the Dawnhart Coven used the Celestus in a ritual to restore the balance of day and night to the plane.
Villages
Avabruck was the former provincial seat of Kessig, but has reduced to a ruin known as Hollowhenge by werewolves. Lambholt is a well-known farming village. The pastures near the town were once mingled with woods but the villagers chopped down all but a few trees to clear room for their farms. Gastaf is a remote village near the forest on the lip of a deep crevasse. Known for coal mining and skilled leather workers.
The Breakneck Ride
These are the main paths that lead into Kessig from the other provinces. Each crossway is fraught with peril, leading travelers through the Ulvenwald and over treacherous slopes, so those who make the journey do so at as brisk a pace as possible. Hairpin Road winds down from Getander Pass in Stensia, and is watched by vampires. Bower Passage leads from Gavony straight into the heart of the forest. Dryads and nature spirits are said to haunt the passage. Briar Bridge crosses a river into Nephalia province.
The Approaches
The Approaches are an isolated region that has resisted Avacynian worship. Verlasen is the largest of the three towns there, and its manor has been taken over by the planeswalker known as Davriel Cane.
Nephalia
Nephalia is the coastal province of Innistrad. Dwellers interested in trade are attracted by a number of small-to-medium port towns, most situated at the mouth of a river that leads further inland. Nephalia's sloughs, sea mists, and mysteries cloak its commerce and crimes; it is populated mainly by humans, geists, and vampires of the Stromkirk bloodline, all of whom seek business, secrets, or solitude. The province's silver sand beaches, punctuated with rocky promontories and sea caves, afford the easiest access to its fog-shrouded ocean.
In Nephalia, skaaberen and ghoulcallers can be found in remote areas where they practice their dark arts without much interference from the suspicious citizens or Avacynian authorities. A group of mercenaries known as the Skiltfolk hire out their services to merchants and travelers who wish to cross Nephalia without using the Erdwal or who wish to go to other areas off the beaten path. Nephalia is also home to a cult of that worships the kraken horror Kralmar.
Port Towns
Havengul is the largest of the three cities of the Innistrad province Nephalia. It stands at the mouth of the Silburlind River. The population of Havengul consists of human craftworkers, shipbuilders, smiths, and traders. The Avacynian church has established a small fort here known as the Elgaud Grounds. Many Nephalians are wary of the priesthood and watch them like hawks. As long as the church brings trade to and from Thraben, they are given a pass from the key players in Nephalia. Havengul is home to the infamous siblings Gisa Cerani, a ghoulcaller necromancer, and her skaberen brother Geralf.
Drunau is a port town at the mouth of the Alrun River. In this town is Stromkirk Keep, home of the Stromkirk vampire bloodline, from which they rule over Nephalia. Also in this town are the secretive order of vampire hunters called Fouchard, who are hunted by the vampires.
Selhoff is a foggy, quiet port where the Nebelgast, the spirit-mist, is most active. Selhoff lies on a small river delta where the river Ospid empties out into the Bay of Vustrow. Mist almost perpetually covers the town and the nearby Morkrut Swamp. The Morkrut has been a dumping place for murder victims and unclaimed bodies for which no one will pay for proper burial. Because of this, the Morkrut is filled with banshees and other malevolent geists.
The Nebelgast or 'Breath of the Sleepless' is a geist-filled fog that surrounds the known plane of Innistrad. It consists mainly of the marei, drowned sailors and shipwreck victims, and the niblis, frost phantoms.
Stensia
The province of Stensia is Innistrad's most unexplored and the most legendary. Its valleys range from pasture fields to sinister swamps where dead conifer sink slowly. Its wooded lands, crossed by a dense fog, show chromatic colors, and its mountains disappear in the clouds. The sun never seems to shine in Stensia. It borders Kessig, and parts of it are within line of sight of Thraben and the Nephalia coastline.
The powers that govern Stensia, the vampiric bloodlines, reap the benefits of the isolation in the region. The chain of mountains of Geier Reach that dominates the province, separates the valleys from each other, making them easier to monitor and control.
Geier Reach
The mountain range that dominates Stensia, the Geier Reach, defines it utterly. This chain grows steadily higher in elevation as it moves from the borders with Gavony and Kessig toward the province's outer edge. Inland, the mountain peaks are forested, whereas in the chain's middle the tree line gives way to bare rock; at its verge, the peaks disappear into the clouds. The highlands are dotted with caves and crevasses that are reigned by vultures, bats, and other larger creatures. The passes through Geier Reach are few and precious; all who travel into or out of the province must use them. In the remotest parts of the Geier Reach live dragons, brutal fire-breathers that prey on any creature that strays into their territories.
Stensia's Valleys
The shape of the Geier Reach creates two long valleys in the province, and foothills separate those valleys into numerous, isolated segments.
Inland Valleys
Between the first and second ridge of the Geier Reach lie the scattered dales called the Inland valleys. At the one end, this stretch leads to Getander Pass and Kessig, a long, zig-zagging route watched by the rapacious Falkenrath vampires. On the other end the Ziel Pass offer's Stensia's only access to the sea. The Lurenbraum Fortress overlooks Ziel Pass. This immense fortress protects the huge Estate of the Voldaren bloodline. It has a view out to the coast of Nephalia. The steep Kruin Pass is the only reliable path into Gavony. It used to be watched by the Markov vampires. Also within the Inland valleys is Geier Reach Sanitarium, a mental asylum for "mad prophets" and other doomsayers.
Midland Range
The Midland Range divides the Inland valleys from those of the Outland. Only two passes connect the valleys across its precipitous slopes: Hosfaddel, a wide and well-trodden pass, and Needle's Eye, a narrow, treacherous, and deadly path. Between these two passes lies the Ashmouth, a demonic gateway where devils and demons pour through. It is a huge chasm deep enough to glow with magma from below. Devilthorn Lodge is a human watchtower guarding the Ashmouth, frequented by demon hunters and devout cathars.
The Somberwald is a winding, drooping wilderness adorning the hillsides. These woods are home to some of Innistrad's most noble and pristine creatures: bears, stags, and other things that have fled there over the centuries for safety and seclusion. Many of these creatures were once found in Kessig, but the spread of hunters, trappers, and werewolves there have driven them here, where they're safe in the shadow of the vampires.
The Farbogs are twin bogs flanking the middle ridge. Both were once groves of pines, but those trees now sink into the peat muck at odd angles, creating a tangle of dead trunks. The Heron's Grace Monastery is a noted pilgrimage destination between Hofsaddel and Getander Passes, founded on the ruins of Castle Falkenrath.
Outland Valleys
The outer valley is divided into eight pieces by terrain, three of which are noteworthy. The human village of Shadowgrange, the human rancher community of Lammas, and the abandoned Maurer Estate. Shadowgrange and Lammas are strange places populated by humans that are fiercely passionate about their lifestyles but also paranoid and fearful. Maurer Estate is a favorite haunt of newly sired vampires. Its founder Strefan Maurer, a progenitor of a minor vampiric bloodline, is still said to rule a remote region in the outland valleys.
Chapter 2: Character Classes
When you create a character for Dungeons & Dragons, you choose a class from the options presented in the Player's Handbook. This chapter provides guidelines on playing certain classes on Innistrad, and presents new subclass options. The Artificer class is from Unearthed Arcana — The Artificer.
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Artificers are common on Innistrad. Alchemists and Armorers often find work in large cities. Artillerists might fuel their magic with captured geists, while Battle Smiths might be skaberen—mad scientists who use dead flesh to create artificial life. |
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Barbarians are not a common sight on Innistrad and might be found in the wilds as hunters or raiders. Those of the Path of the Zealot might be cathars in service to the Avacynian Church. The Path of Ancestors is presented later in this chapter. |
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Bards are also rare on Innistrad. Those of the College of Glamour might be springsages—Avacynian mages dedicated to healing and renewal. Other Bards would likely be performers who offer distraction from the horrors of Innistrad. The College of Spirits is presented later in this chapter. |
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Clerics populate the ranks of the Avacynian Church and make up many Cathar orders. Rather than serve a deity, Clerics of any Domain worships an angel or angelic flight. The Grave Domain is presented later in this chapter. |
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Druids of any Circle might be forcemages—wild witches who make pacts with nature spirits, or members of the Dawnhart Coven, an order that worships Innistrad's forgotten nature deity Ghrin-Danu. They might also be archmages of the Avacynian church, dedicated to using healing magic. The Circle of Twilight is presented later in this chapter. |
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Fighters fill all the usual roles on Innistrad, as cathars, soldiers, militia captains, town guards. |
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Monks are very rare on Innistrad, and would likely be monks in the traditional sense—wandering pilgrims in service to the Avacynian Church. |
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Paladins of every Oath fill the ranks of many cathar orders, devoted servants of the angels and the Avacynian Church. |
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Rangers are common in Kessig and the forests of the Somberwald and Ulvenwald. They often find work as hunters, trappers, or guides. |
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Rogues are most common in Thraben and the cities of Nephalia, engaging in smuggling, thievery, corpse trading, and other unsavory lines of work. The Inquisitive and Phantom subclasses are presented later in this chapter. |
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Sorcerers are rare on Innistrad. Those of Aberrant Sorcery or Wild Magic might draw power from Emrakul, the eldritch horror trapped in Innistrad's moon. The Storm Sorcery subclass is presented later in this chapter. |
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Warlocks lurk in every corner in Innistrad. The Archfey Patron might be the forgotten nature deity Ghrin-Danu, while the Celestial Patron might be one of Innistrad's angels. A Warlock with a Fiend Patron might be a member of the demonic Skirsdag cult. The Great Old One Patron might be Emrakul, the eldritch horror trapped in Innistrad's moon. The Fathomless Patrons is presented later in this chapter. |
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Wizards are likely to be archmages of the Avacynian Church, but might also be hedge mages, local witches, or mad scientists. The Necromancer and Sangromancer subclasses are presented later in this chapter. |
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Barbarian Subclass
At level 3, a Barbarian gains a choice of Barbarian subclass. This section presents the Path of Ancestors subclass, an update for the Path of the Ancestral Guardian subclass from Xanathar's Guide to Everything.
Path of Ancestors
Draw Strength from Those Who Came Before
Barbarians who walk the Path of Ancestors revere the lingering souls of their predecessors. Through their rage, these barbarians contact the spirit world and call on guardian spirits to aid the living.
Level 3: Ancestral Protectors
Spectral warriors appear when you Rage. On each of your turns while your Rage is active, the first creature you hit with a weapon or an Unarmed Strike becomes harried by the spirits until the start of your next turn or until your Rage ends. While harried, the target has Disadvantage on attack rolls against creatures other than you, and when the target hits a creature other than you with an attack, that creature has Resistance to the attack's damage.
Level 6: Spirit Shield
Whenever a creature you can see within 30 feet of you takes damage while your Rage is active, you can take a Reaction to reduce the attack's total damage against the target by 2d6.
This reduction increases by 1d6 when you reach Barbarian levels 10 (3d6) and 14 (4d6).
Level 10: Consult the Spirits
You can cast the Augury or Clairvoyance spell without expending a spell slot and without spell components. Once you cast either spell in this way, you can't cast a spell in this way again until you finish a Short or Long Rest. Wisdom is your spellcasting ability for the spells you cast with this feature.
Level 14: Vengeful Ancestors
When you use your Spirit Shield, the attacker takes Force damage equal to the amount of damage you reduce.
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Bard Subclass
At level 3, a Bard gains a choice of Bard subclass. This section presents the College of Spirits subclass, an update for the College of Spirits subclass from Van Richten's Guide to Ravenloft.
College of Spirits
Regale with Stories from Beyond the Grave
Bards of the College of Spirits beseech geists for tales with inherent power—be they legends, histories, or fictions—and bring their subjects to life. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.
Level 3: Guiding Whispers
You learn the Guidance cantrip. When you cast it, its range increases to 60 feet.
Level 3: Spiritual Focus
You gain a Spiritual Focus, which takes one of the forms in the Spiritual Focuses table. You can use that item as a Spellcasting Focus.
Spiritual Focus
Focus | Weight | Cost |
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Candle | — | 5 GP |
Oracle cards | — | 15 GP |
Orb | 3 lb. | 20 GP |
Planchette | 1 lb. | 10 GP |
Skull | 2 lb. | 5 GP |
Level 3: Tales from Beyond
As a Bonus Action, you can expend one use of your Bardic Inspiration and roll the Bardic Inspiration Die on the Spirit Tales table to gain a tale. You can bestow the tale's effect to one creature you can see within 30 feet (including yourself) as part of the same Bonus Action, or as a Bonus Action on your later turns while you retain the tale. You retain the tale until you bestow its effect, until you use this feature again, or until you finish a Long Rest.
If the tale requires a saving throw, the DC equals your spell save DC.
Level 6: Spirit Session
When you finish a Long Rest, you can learn a spell of your choice from any class spell list, provided you have your Spiritual Focus on hand. The spell must be of a level for which you have spell slots, and it must be from the Divination or Necromancy school. The chosen spell counts as a Bard spell for you. You know the chosen spell until finish another Long Rest.
Level 6: Improved Focus
Whenever you cast a Bard spell that deals damage or restores Hit Points using your Spiritual Focus, add 1d6 to one damage or healing roll of the spell.
Level 14: Mystical Connection
Whenever you use your Tales from Beyond, you can gain a tale of your choice from the Spirit Tales table instead of rolling on that table.
Cleric Subclass
At level 3, a Cleric gains a choice of Cleric subclass. This section presents the Grave Domain subclass, an update for the Grave Domain subclass from Xanathar's Guide to Everything.
Grave Domain
Hold the Line Between Life and Death
The Grave Domain offers magic to stave off death and eradicate undead. Clerics who wield this power seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying.
On Innistrad, the Grave Domain is associated with the angels, particularly those of Flight Alabaster.
Level 3: Grave Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Grave Domain Spells table, you thereafter always have the listed spells prepared.
Grave Domain Spells
Cleric Level | Prepared Spells |
---|---|
3 | Bane, False Life, Gentle Repose, Ray of Enfeeblement |
5 | Revivify, Vampiric Touch |
7 | Blight, Death Ward |
9 | Antilife Shell, Raise Dead |
Level 3: Circle of Mortality
When you would normally roll one or more dice to restore Hit Points to a creature that has 0 Hit Points with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Level 3: Path to the Grave
As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to curse one creature you can see within 30 feet of you until the end of your next turn. The next time you or one of your allies hits the cursed creature with an attack, the creature has Vulnerability to all of that attack's damage, and the curse ends early.
Level 6: Sentinel at Death's Door
When a creature you can see within 30 feet of you scores a Critical Hit against one of your allies, you can take a Reaction to grant the ally Resistance to all of that attack's damage. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Level 17: Keeper of Souls
When an enemy you can see within 60 feet of you dies, you can take a Reaction to restore Hit Points equal to your Proficiency Bonus to you or one of your allies within 60 feet of you.
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Druid Subclass
At level 3, a Druid gains a choice of Druid subclass. This section presents the Circle of Twilight subclass, an update for the Circle of Twilight subclass from Unearthed Arcana – Cleric, Druid, and Wizard.
Circle of Twilight
Preserve the Natural Cycle
The Circle of Twilight draws on the natural power of the circle of life. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
Level 3: Circle of Twilight Spells
When you reach a Druid level specified in the Circle of the Twilight Spells table, you thereafter always have the listed spells prepared.
Circle of Twilight Spells
Druid Level | Prepared Spells |
---|---|
3 | Dancing Lights, Detect Evil and Good, Gentle Repose, Guiding Bolt, See Invisibility |
5 | Magic Circle, Vampiric Touch |
7 | Aura of Life, Death Ward |
9 | Dispel Evil and Good, Raise Dead |
Level 3: Harvest's Scythe
You have a pool of harvesting power represented by a number of d10s equal to your Druid level. When you cast a Druid spell and deal damage to a creature with it, you can expend a number of those dice up to half your Druid level. Roll the dice and add them together. The target takes extra Radiant damage equal to the total.
If this Radiant damage reduces the target to 0 Hit Points, you or an ally of your choice that you can see within 30 feet of yourself regains 2 Hit Points per die spent, or 5 Hit Points per die spent if the target of the spell was Undead.
You regain all expended dice when you finish a Long Rest.
Level 6: Speech Beyond the Grave
You can cast Speak with Dead once without expending a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you cast the spell in this way, you can understand any language that the target speaks or signs, and when you communicate with the target by speaking or signing, the target can understand you.
Level 10: Paths of the Dead
As a Bonus Action, you can teleport yourself or a willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 14: Watcher at the Threshold
You gain the following benefits.
Threshold Resistance. You have Resistance to Necrotic and Radiant damage.
Aura of Endurance. Each ally in a 30-foot Emanation originating from you has Advantage on Death Saving Throws.
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Rogue Subclasses
At level 3, a Rogue gains a choice of Rogue subclass. This section presents the Inquisitive subclass, an update for the Inquisitive subclass from Xanathar's Guide to Everything, and the Phantom subclass, an update for the Phantom subclass from Tasha's Cauldron of Everything.
Inquisitive
Unravel the Mystery
As an Inquisitve, you excel at rooting out secrets. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
Level 3: Inquisitor's Senses
You gain the following benefits.
Ear for Deceit. Whenever you make a Wisdom (Insight) check to determine if a creature is lying in a language you know, you can treat a d20 roll of 7 or lower as an 8.
Eye for Detail. You can take the Search or Study action as a Bonus Action.
Level 3: Insightful Fighting
As a Bonus Action, you can force a creature you can see that doesn't have the Incapacitated condition to make a Charisma saving throw (DC equals 8 plus your Wisdom modifier and Proficiency Bonus). On a failed save, you don't need Advantage on an attack roll against the target to use your Sneak Attack as long as you don't have Disadvantage on the attack roll. This benefit lasts for 1 minute or until a different target fails its saving throw against this feature.
Level 9: Steady Eye
You have Advantage on any Wisdom (Perception) or Intelligence (Investigation) check you make if you haven't moved more than half your Speed during this turn. After you make an ability check in this way, your Speed is halved until the end of the current turn.
Level 13: Unerring Eye
As a Magic action, you gain Truesight with a range of 30 feet until the end of the current turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 17: Eye for Weakness
When you use your Sneak Attack against the target of your Insightful Fighting, the extra damage increases by 3d6.
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Phantom
Draw Power from Captured Souls
Some Rogues discover a mystical connection to death itself. Phantoms take knowledge from the dead and become immersed in negative energy. Thieves' guilds value them as highly effective information gatherers and spies.
Level 3: Tokens of the Departed
When a creature you can see within 30 feet of you dies, you can take a Reaction to create a Soul Trinket from that creature's soul. The DM determines the trinket's form or has you determine its form by rolling on the Trinkets table in the Player's Handbook. The trinket lasts until it is destroyed or you die.
You can have a maximum number of Soul Trinkets equal to your Proficiency Bonus. If you use this feature while you have the maximum number of Soul Trinkets, one trinket of your choice is destroyed.
Borrowed Knowledge. While holding a Soul Trinket, you can destroy it to gain proficiency in one skill of your choice until you finish a Long Rest.
Level 3: Wails from the Grave
When you deal Sneak Attack damage, you can deal extra Necrotic damage to a second target that you can see within 30 feet of the first target. To determine this damage, roll half the number of your Sneak Attack dice.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 9: Caged Souls
You can use the Soul Trinkets from Tokens of the Departed in the following ways.
Enhanced Vitality. While at least one Soul Trinket is on your person, you have Advantage on Constitution saving throws and Death Saving Throws.
Soul Wail. When you deal Sneak Attack damage, you can destroy a Soul Trinket on your person to use Wails from the Grave without expending a use of that feature.
Soul Inquiry. While holding a Soul Trinket, you can destroy it to telepathically ask the soul one question. The soul knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the soul is under no compulsion to offer a truthful answer.
Level 13: Ghostform
As a Bonus Action, you assume a spectral form. The transformation lasts for 10 minutes or until you end it as a Bonus Action. Once you transform, you can't do so again until you finish a Long Rest unless you destroy a Soul Trinket to regain your use of this feature.
While transformed, you have the following benefits.
Ghostly Flight. You a Fly Speed of 10 feet and can hover.
Intangibility. Attack rolls against you have Disadvantage.
Incorporeal Passage. You can move through other creatures and objects as if they were Difficult Terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 Force damage for every 5 feet traveled.
Level 17: Death's Friend
You gain the following benefits:
Improved Wails. When you use your Wails from the Grave, you can deal the extra Necrotic damage to both the first and the second target.
Master of Trinkets. When you finish a Long Rest and have no Soul Trinkets from your Tokens of the Departed feature, you can create one. The DM determines the identity of the soul.
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Sorcerer Subclass
At level 3, a Sorcerer gains a choice of Sorcerer subclass. This section presents the Storm Sorcery subclass, an update for the Storm Sorcery subclass from Xanathar's Guide to Everything.
Storm Sorcery
Harness the Wrath of Nature
The power of the storm fuels your innate magic. Many on Innistrad draw this power from the powerful storms of Stensia and Nephalia, the same storms that carve the coasts and bring life to skaabs.
Level 3: Storm Spells
When you reach a Sorcerer level specified in the Storm Spells table, you thereafter always have the listed spells prepared.
Storm Spells
Sorcerer Level | Spells |
---|---|
3 | Create or Destroy Water, Gust of Wind, Shatter, Witch Bolt |
5 | Call Lightning, Fly |
7 | Control Water, Freedom of Movement |
9 | Destructive Wave, Telekinesis |
Level 3: Tempestuous Magic
Immediately after you cast a level 1+ spell that deals Lightning or Thunder damage, you can take a Bonus Action to fly up to 10 feet without provoking Opportunity Attacks.
Level 6: Heart of the Storm
You have Resistance to Lightning and Thunder damage.
In addition, when you cast a level 1+ spell that deals Lightning or Thunder damage, each creature of your choice that you can see within 10 feet of you takes Lightning or Thunder damage equal to half your Sorcerer level (choose the damage type each time you use this feature).
Level 6: Storm Guide
You gain the following benefits.
Stop Rain. As a Magic action, you can block the effects of Heavy Precipitation in a 20-foot Emanation until the end of your next turn.
Change Winds. As a Bonus Action, you can change the direction of the wind in a 100-foot Emanation until the end of your next turn.
Level 14: Storm's Fury
When a creature hits you with a melee attack, you can take a Reaction to deal Lightning damage to that creature equal to your Sorcerer level. The target must also succeed on a Strength saving throw against your spell save DC or be pushed up to 20 feet away from you.
Level 18: Tempest Soul
You have immunity to Lightning and Thunder damage, and you have a Fly Speed of 60 feet.
In addition, you can cast Control Weather once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.
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Warlock Subclass
At level 3, a Warlock gains a choice of Warlock subclass. This section presents the Fathomless Patron subclass, an update for the Fathomless subclass from Tasha's Cauldron of Everything.
Fathomless Patron
Answer the Call of the Deep
When you choose this subclass, you make a pact with an entity of the ocean—on Innistrad, this role is filled by kraken horrors like Krothuss and Kralmar. You can now draw on its thalassic power.
Level 3: Fathomless Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Fathomless Spells table, you thereafter always have the listed spells prepared.
Fathomless Spells
Warlock Level | Spells |
---|---|
3 | Create or Destroy Water, Gust of Wind, Silence, Thunderwave |
5 | Lightning Bolt, Sleet Storm |
7 | Control Water, Ice Storm |
9 | Bigby's Hand, Storm of Radiance |
Level 3: Tentacle of the Deeps
As a Bonus Action, you conjure a spectral tentacle that springs from a surface in an unoccupied space you can see within 60 feet of yourself. The tentacle lasts for 1 minute or until you use this feature again.
When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 Cold damage and its Speed is reduced by 10 feet until the start of your next turn.
As a Bonus Action on later turns, you can move the tentacle up to 30 feet and repeat the attack against a creature within 10 feet of the tentacle.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Level 3: Gift of the Sea
You can breathe air and water. In addition, you have a Swim Speed equal to your Speed.
Level 6: Oceanic Soul
You have Resistance to Cold damage.
Level 6: Guardian Coil
When you or a creature you can see takes damage while within 10 feet of the tentacle conjured by your Tentacle of the Deeps, you can take a Reaction to reduce the damage against that creature by 1d8.
Level 10: Grasping Tentacles
You learn the Black Tentacles spell and always have it prepared. You can cast it once without expending a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. It counts as a warlock spell for you.
Whenever you cast the spell, you gain a number of Temporary Hit Points equal to your warlock level. Moreover, damage can't break your Concentration on this spell.
Level 10: Improved Coil
The damage dealt by Tentacle of the Deeps and reduced by Guarding Coil both increase to 2d8.
Level 14: Fathomless Plunge
You can cast the Teleport spell once without expending a spell slot, choosing a Large or larger natural body of water you've seen (at least a 10-foot-radius surface). You regain the ability to cast it in that way when you finish a Short or Long Rest. When you cast the spell in this way, you always arrive successfully at the destination.
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Wizard
At level 3, a Wizard gains a choice of Ranger subclass. This section presents the Necromancer subclass, an update for the School of Necromancy subclass from the Player's Handbook (2014), and the Sangromancer subclass, an update for the Blood Magic subclass from Tal'Dorei Campaign Setting Reborn.
Necromancer
The Necromancer subclass will be added after the release of A Planeshifted Guide to Amonkhet.
Check back after the release of Magic: the Gathering's Aetherdrift set!
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Sangromancer
Harness the Power of Blood
Your study of magic is focused on hemocraft—a rare art that harnesses the latent powers of a creature's vitality to fuel and amplify the caster's own capabilities, while manipulating and weakening the bodies of enemies from the inside.
Level 3: Blood Channeling
You gain the following benefits.
Sanguine Focus. As long as you don't have all your Hit Points, you can use your own body as a Spellcasting Focus.
Sanguine Component. When you cast a Wizard spell that includes a Material component, you can substitute the component with taking 1d10 Force damage per 50 GP of the component's cost (minimum 1d10). If this damage reduces you to 0 Hit Points, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
Level 3: Sanguine Burst
Whenever you roll damage for a level 1+ spell, you can take Force damage equal to the spell's level to reroll a number of the damage dice up to your Intelligence modifier (minimum of one), and you must use the new rolls.
Level 6: Bond of Mutual Suffering
When a creature you can see that isn't a Construct or Undead hits you with an attack, you can take a Reaction to deal an amount of Force damage to that creature equal to the damage you take from the attack.
You can use this feature once. When you reach Wizard level 14, you can use this feature twice. You regain all expended uses when you finish a Short or Long Rest.
Level 10: Glyph of Hemorrhaging
When you deal damage to a creature that isn't a Construct or Undead with a spell, you can curse that creature for 1 minute. Whenever the cursed creature is hit by an attack, it takes an extra 1d6 Necrotic damage. The cursed creature makes a Constitution saving throw against your spell save DC at the end of its turns, ending the curse on a success.
Once you use this feature, you can't use it again until you finish a Short or Long rest.
Level 14: Thicker than Water
You gain the following benefits.
Sanguine Healing. Whenever you to regain Hit Points, you regain an additional number of Hit Points equal to your Proficiency Bonus.
Sanguine Constitution. While you are Concentrating, you have Resistance to Bludgeoning, Piercing, and Slashing damage.
Chapter 3: Character Origins
Determining your character's origin involves choosing a background, a species, and two languages. When making those choices for a character from Innistrad, you choose from the options presented in this chapter instead of those in the Player's Handbook.
Choose a Background
When you choose a background, choose an option presented in the Player's Handbook or one of the background options presented later in this chapter.
Choose a Species
When you choose a species, choose from the species options presented in this chapter.
At the DM's discretion, if your character is a visitor from another plane of existence, you can choose a species from another book. Species from across the Magic: the Gathering multiverse can be found in Guildmaster's Guide to Ravnica, Strixhaven: A Curriculum of Chaos, Mythic Odysseys of Theros, the original Plane Shift supplements, and the rest of the Planeshifted Guides series.
Choose Languages
Your character knows at least three languages: Common plus two languages you roll or choose from the Standard Languages table. Every player character knows Common, which was created by the Church of Avacyn to facilitate communication between the provinces. The other standard languages originated with the first humans of each province.
At the DM's discretion, if your character is native to another plane of existence, they might speak a language from that plane.
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Standard Languages
1d6 | Language | Origin |
---|---|---|
— | Common | Church of Avacyn |
1–2 | Common Sign Language | Church of Avacyn |
3 | Gavony | Gavony Province |
4 | Kessiger | Kessig Province |
5 | Nephalian | Nephalia Province |
6 | Stensian | Stensia Province |
The Rare Languages table lists languages that are either secret or derived from other planes of existence and thus less widespread on Innistrad.
Rare Languages
Language | Origin |
---|---|
Demonic | Demons & Devils |
Druidic | Dawnhart Coven |
Draconic | Dragons |
Primordial | Elementals |
Thieves' Cant | Criminals |
Background Descriptions
Two backgrounds are presented in this section: Cultist and Pilgrim. See the Player's Handbook for how to read a background.
Cultist
- Ability Scores: Dexterity, Intelligence, Charisma
- Feat: Magic Initiate (Wizard) (see the Player's Handbook)
- Skill Proficiencies: Arcana and Religion
- Tool Proficiency: Disguise Kit
- Equipment: Choose A or B: (A) Bell, Dagger, Disguise Kit, Lamp, 2 flasks of Oil, Robe, 20 GP; or (B) 50 GP
You scarcely recall what drove you into the service of the otherworldly being. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the arcane arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission the Great One has in store.
Pilgrim
- Ability Scores: Strength, Wisdom, Charisma
- Feat: Healer (see the Player's Handbook)
- Skill Proficiencies: Religion and Survival
- Tool Proficiency: Navigator's Tools
- Equipment: Choose A or B: (A) Bedroll, Healer's Kit, Holy Symbol, Navigator's Tools, 2 days of Rations, Tent, Traveler's Clothes, 9 GP; or (B) 50 GP
You and a group of like-minded believers once endeavored to walk a thousand miles of road to reach a faraway shrine. Priests counseled at the outset that, long after your journey was complete, you’d come to realize that you found the key to your salvation not at your destination, but somewhere along the road that led there.
Species Descriptions
See the Player's Handbook for how to read a species. Nine species are presented in this section in alphabetical order:
Bonded | Homunculus | Skaab |
Dryad | Human | Vampire |
Half-Devil | Shapeshifter | Werewolf |
Bonded
The Bonded are humans who experience a form of possession from a geist or demon. Rather than being taken over completely by the possessing spirit, the bonded retains their faculties and draws power from the spirit. Knights of the Order of Saint Traft are especially known for having bonded among their members, who are possessed by the geists of fallen heros and empowered to fight evil.
The spirit has its own personality and agenda, which might be at odds with the bonded. No matter the relationship between the two, the unique state of the bonded cannot be ended with magic that ends possession.
Bonded Traits
- Creature Type: Humanoid
- Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Bonded, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Ethereal Guidance. You have Advantage on saving throws you make to avoid or end the Charmed or Frightened condition.
Intangible Virtue. When you take Bludgeoning, Piercing, or Slashing damage, reduce the total damage taken by 1d4.
Possessed Magic. You know the Thaumaturgy cantrip. You learn a higher level spell when you reach character levels 3 (Detect Magic) and 5 (See Invisibility). You always have those spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
Dryad
Dryads are elementals, manifestations of nature. They appear as beautiful humanoids wrapped in vine and thorn. They make their home in the Somberwald, a winding, drooping pine forest in the Geier Reach mountains of Stensia province. They suffer no intruders into their domain, and ever since the arrival of the Eldrazi horror Emrakul, and her subsequent imprisonment in the moon, the dryads have become more aggressive, making communication between the villages spread in the forest difficult.
Dryad Traits
- Creature Type: Fey
- Size: Medium (about 4-5 feet tall)
- Speed: 30 feet
As a Dryad, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Dryad Magic. You know the Druidcraft cantrip. You learn a higher level spell when you reach character levels 3 (Speak with Animals) and 5 (Speak with Plants). You always have those spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
Rare Language. When you choose languages you know, you can choose Primordial.
Tree Step. As a Bonus Action, you can spend 10 feet of movement to teleport to an unoccupied space you can see within 60 feet. Both the space you leave and your destination must be within 5 feet of a Medium or larger living tree.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Half-Devil
Devils are infernal perpetrators of malicious mischief. They make up the personal armies and entourages of the demons—those creatures’ selfish desires and urges made flesh. Cruel and gleefully sadistic, devils have no regard for the safety of themselves or others. They delight in destruction, mayhem, and pain.
The planeswalker Tibalt is a half-devil, the result of a potent and hateful spell. The spell fused his own essence with the devils at his side. This spell still exist, and could be used by others to achieve a similar infernal legacy.
Demonic Devils & Diabolic Demons
In other D&D worlds, devils typically take the role of lawful evil forces, making deals with mortals, while demons typically represent chaos. In the worlds of Magic: the Gathering, these roles are reversed: Demons are conniving contract makers, while devils are lawless and chaotic.
Half-Devil Traits
- Creature Type: Humanoid
- Size: Medium (about 4-7 feet tall) or Small (about 3–4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Half-Devil, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Fiendish Legacy. You know the Fire Bolt and Thaumaturgy cantrips. You learn a higher level spell when you reach character levels 3 (Hellish Rebuke) and 5 (Crown of Madness). You always have those spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
Fire Resistance. You have Resistance to Fire damage.
Rare Language. When you choose languages you know, you can choose Demonic.
Homunculus
Stitchers and necro-alchemists of Innistrad often create and utilize homunculi, which are small subservient living constructs. They are used for menial tasks including collecting parts for skaab creation and maintaining libraries and laboratories. They often appear as blue-skinned cyclopean humanoids.
Homunculus Traits
- Creature Type: Construct
- Size: Small (about 2–3 feet tall)
- Speed: 30 feet
As a Homunculus, you have these special traits.
Built for Success. When you fail a D20 Test, you can add 1d4 to the d20, potentially turning the failure into a success. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Poison Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Specialized Design. You gain proficiency in one skill and with one tool of your choice.
Unusual Nature. You don't gain levels of Exhaustion from suffocation or forgoing food and drink.
Human
Innistrad's population is mostly human, and they are found throughout the four provinces.
Gavony folk are known for being well rounded.
Kessigers are farmers, millers, weavers, and stonemasons, living close to the land and working hard for every meal. This makes them self-reliant, pragmatic, and plainspoken.
Nephalians maintain a semblance of normalcy beneath an ever-present shroud of fog billowing in from the sea. They buy and sell goods from across Innistrad in their bustling markets, set out to sea in tiny fishing boats, or till the soggy earth in waterlogged fields.
Sstensians have endured countless generations of hardship due to proximity to the vampire strongholds, leading to many lost children and neighbors. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.
Human Traits
- Creature Type: Humanoid
- Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Human, you have these special traits.
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice. The Provincial Origins table shows recommended skills based on your province of origin.
Versatile. You gain an Origin feat of your choice. The Provincial Origins table shows recommended feats based on your province of origin.
Provincial Origin
Province | Skill | Feat |
---|---|---|
Gavony | Insight | Skilled |
Kessig | Survival | Alert |
Nephalia | Investigation | Skilled |
Stensia | Intimidation | Tough |
Shapeshifter
Shapeshifters are mysterious, even for a plane like Innistrad. Shapeshifters appear as other humans they have seen, and seem to originate from a kind of mirror world that exists beyond the reflections of Innistrad's mirrors. Their true nature is unknown, perhaps even to themselves. Many are content to live in peace among humans, but some use their abilities to mimic appearances for nefarious gain.
Shapeshifter Traits
- Creature Type: Fey
- Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Shapeshifter, you have these special traits.
Extra Language. You learn a standard or rare language of your choice.
Shapechange. You can shape-shift as a Magic action, transforming your appearance and your voice. You can adjust your height between Medium (4–7 feet tall) and Small (2–4 feet tall) and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of your appearance is up to you. Your equipment isn't changed by this trait.
The transformation lasts until you end it as a Magic action or you die.
Shapeshifter Instinct. You gain proficiency in the Deception, Insight, Intimidation, Performance, or Persuasion skill.
Skaab
Skaabs are zombies assembled from disparate body parts and animated through scientific means by Skaberen scientists, also called stitchers. Most skaabs are more or less humanlike, but creative stitchers have crafted winged skaabs similar to the drakes of other worlds, towering giant skaabs, and unrecognizable horrors.
Skaberen go through an elaborate process to gather body parts, bind them together, infuse the stitched body with vital fluid, and plant a vital force in its unliving flesh. Some skaberen even use necro-alchemy to fuel their laboratories.
Skaab Traits
- Creature Type: Construct
- Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Skaab, you have these special traits.
Ageless. You don't age and can't be aged magically.
Amalgamation. Choose one of the following benefits–an integration into your constructed form:
- Natural Armor. While you aren't wearing armor, your base Armor Class equals 13 plus your Dexterity modifier.
- Secondary Arms. You have an extra pair of arms. You can take the Utilize action as a Bonus Action.
- Tattered Wings. As a Bonus Action, you can gain a Fly Speed equal to your Speed until the end of the current turn. When the turn ends, you fall unless you have some other means of staying aloft.
- Two-Headed. You have an extra head. You have Advantage on saving throws you make to avoid or end the Blinded or Deafened condition.
Poison Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Sleepless. You don't need to sleep, and magic can't put you to sleep. You can retain consciousness during a Long Rest.
Unusual Nature. You don't gain levels of Exhaustion from suffocation or forgoing food and drink.
Vampire
Vampires on Innistrad form a civilization that stands alongside and in direct competition with humanity, presenting the greatest danger to human life on the plane. Like werewolves, vampires were originally human, and they view themselves as successors to the weak human race—even as they begrudgingly recognize that they require human blood to feed upon. They are the embodiment of self-indulgent desire, pursuing hedonistic cravings that humans suppress out of a sense of morality and propriety.
While similar to their counterparts on other planes, vampirism on Innistrad is a magical anointing of the blood with fiendish origin, not a curse or spreading disease. Innistrad vampires have distinctive eyes, appearing as pools of gold or silver surrounded by black. They have pale skin that is cool to the touch. Their canine teeth are slightly pronounced at all times, and they extend significantly when they bite to feed.
Vampire Traits
- Creature Type: Undead
- Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Vampire, you have these special traits.
Ageless. You don't age and can't be aged magically.
Aura of Silence. As a Bonus Action, you can manifest an aura of silence in a 5-foot Emanation until the end of the current turn. No sound can be created within or pass through the Emanation. While inside the Emanation, creatures have the Deafened condition and Immunity to Thunder damage. Casting a spell that includes a Verbal component is impossible there.
You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Darkvision. You have Darkvision with a range of 60 feet.
Draining Bite. When you hit with your Unarmed Strike and deal damage, you can deal Necrotic damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike.
If the target is a willing Humanoid or one that has the Grappled, Incapacitated, or Restrained condition, you gain Temporary Hit Points equal to the Necrotic damage taken.
Unusual Nature. You don't gain levels of Exhaustion from forgoing food and drink.
Werewolf
Driven by their passions, their supernatural hunger, and the cycle of the moon, werewolves shed their tenuous humanity to embrace the savage predator within. Lycanthropy—the condition that turns humans into werewolves—is a supernatural curse that causes the victim’s spiritual essence to become mingled with the wild essence of nature, symbolized by the wolf. A person afflicted with lycanthropy is forever in doubt of their own urges and instincts.
Werewolves in canid form are beings of unparalleled savagery and strength. Their howl is said to release the wolf’s spirit within, a harrowing sound that fogs the air and chills the night.
The exact means by which a person is subjected to the curse of lycanthropy is unknown and clouded by superstition. It’s likely that the curse can be imposed by a variety of different means—including intentional participation in a ritual meant to invoke the curse. Sometimes, it seems that a werewolf howlpack chooses a victim; certainly, most victims share a common experience of being called to join the pack.
Werewolves are often lone hunters, stalking and killing humans as singular monsters in towns and villages, but some werewolves form loose social groups in the wild, called howlpacks. The population of any howlpack waxes and wanes like the moon, gaining and losing members as individual lycanthropes enter or leave their canid state. Known howlpacks include the Krallenhorde, the Vildin Pack, the Mondronen, and the Leeraug.
Werewolf Traits
- Creature Type: Humanoid
- Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Werewolf, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Keen Senses. You have proficiency in the Insight, Perception, or Survival skill.
Shapechanger. You can transform as a Bonus Action, shape-shifting into a wolf-human hybrid. The transformation lasts for 1 minute or until you end it (no action required). You can transform a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
When you hit with your Unarmed Strike and deal damage while transformed, you can deal 1d6 plus your Strength modifier Piercing or Slashing damage instead of the normal damage of your Unarmed Strike (choose the damage type each time you use your Unarmed Strike).
Whenever you transform, you gain one of the following additional benefits (choose when you select this species):
- Krallenhorde. When you transform, you gain Temporary Hit Points equal to 2d6 plus your Proficiency Bonus.
- Leeraug. While transformed, you have Advantage on attack rolls against a creature if that creature is Bloodied.
- Mondronen. While transformed and Bloodied, your attacks deal extra damage to creatures equal to your Proficiency Bonus.
- Vildin. While transformed, you can take the Dash action as a Bonus Action.
Chapter 4: Feats
This section offers a collection of feats, which are special features not tied to a character class. If you're instructed to choose a feat, you can choose from the options presented in this section. By whatever means you acquire a feat, you can take it only once unless its description says otherwise.
Feat Descriptions
See the Player's Handbook for how to read a feat. The feats are presented in alphabetical order.
Dungeon Delver
Origin Feat
You gain the following benefits.
Danger Sense. You have Advantage on Dexterity saving throws unless you have the Incapacitated condition.
Darkvision. You have Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Eye for Secrets. You have Advantage on Wisdom (Perception) and Intelligence (Investigation) checks you make to detect secret doors and traps.
Spelunking. You can move through a narrow opening sized for a creature one size smaller than you without it counting as Difficult Terrain.
Echoing Soul
Origin Feat
You gain the following benefits.
Channeled Prowess. You gain proficiency in two skills of your choice.
Inherent Tongue. You learn a standard or rare language of your choice.
Intrusive Echoes. When you roll a 1 on the d20 of a D20 Test, roll on the Intrusive Echoes table to determine the effect of the memories that plague you. Once one of these effects occurs, you don't roll on the table again until you finish a Short or Long Rest.
Intrusive Echoes
1d6 | Effect |
---|---|
1 | You have the Charmed condition for 1 minute or until you take damage. |
2 | You have the Frightened condition for 1 minute or until you take damage. |
3 | You have the Blinded condition until the end of your next turn. |
4 | Your Speed is halved until the end of your next turn. |
5 | You have the Incapacitated condition until the end of your next turn. |
6 | Reroll the d20. You must use the new roll. |
Gathered Whispers
Origin Feat
You gain the following benefits.
Spirit Whispers. You learn the Message cantrip and can cast it without spell components. Wisdom, Intelligence, or Charisma is your spellcasting ability for it (choose the ability when you select this feat).
Sudden Cacophony. When you're hit by an attack roll, you can take a Reaction to add your Proficiency Bonus to your Armor Class, potentially causing the attack to miss you. Once this benefit causes an attack to miss, you can't use the benefit again until you finish a Long Rest.
Voices from Beyond. When you roll a 1 on the d20 of a D20 Test, roll on the Voices from Beyond table to determine the effect of the whispers that haunt you. Once one of these effects occurs, you don't roll on the table again until you finish a Short or Long Rest.
Voices from Beyond
1d4 | Effect |
---|---|
1 | You have Disadvantage on the next D20 Test you make. |
2 | You have Deafened condition for 1 minute. |
3 | You have the Frightened condition until the end of your next turn. |
4 | You can cast the Augury spell once within the next 10 minutes without expending a spell slot and without a Material component. |
Living Shadow
Origin Feat
You gain the following benefits.
Grasping Shadow. You learn the Mage Hand cantrip and can cast it without spell components. Wisdom, Intelligence, or Charisma is your spellcasting ability for it (choose the ability when you select this feat).
Shadow Strike. When you make a melee attack as part of the Attack action on your turn, you can increase your reach for that attack by 10 feet. You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Ominous Will. When you roll a 1 on the d20 of a D20 Test, your shadow exerts its will. The next time you or a creature within 30 feet of you makes a D20 Test, roll 1d4. If the result is odd, subtract it from the d20. If the result is even, add it to the d20. Once one of these effects occurs, it can't do so again until you finish a Short or Long Rest.
Mist Walker
Origin Feat
You gain the following benefits.
Misty Step. You always have the Misty Step spell prepared. You can cast it once without a spell slot, and regain the ability to cast it in this way when you finish a Long Rest. You can also cast it using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this feat).
Mist Traveler. You can see through areas that are Heavily Obscured as though they were Lightly Obscured.
Poisoned Roots. Whenever you finish a Short Rest, you must succeed on a DC 15 Constitution saving throw or generate mist in a 10-foot Emanation until you finish a Short or Long Rest. The Emanation is Lightly Obscured.
Taxidermist
Origin Feat
You gain the following benefits.
Leatherworker's Tools. You gain proficiency with Leatherworker's Tools if you don't already have it.
Preserve Material. You can cast the Gentle Repose spell as a Ritual, using Leatherworker's Tools as a Spellcasting Focus. Wisdom is your spellcasting ability for it.
Skinner. When you craft an item with Leatherworker's Tools, the amount of raw materials required to craft it is halved. For example, you need 2 GP and 5 SP of raw materials to make Leather Armor, which sells for 10 GP.
Touch of Death
Origin Feat
You gain the following benefits.
Death Touch. When you hit with your Unarmed Strike and deal damage, the target takes an extra 1d10 Necrotic damage. This damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Inescapable Death. Attacks you make and spells you cast ignore Resistance to Necrotic damage.
Withering Contact. A creature that starts its turn in a grapple with you takes 1d10 Necrotic damage.
Trapper
You gain the following benefits.
Thieves' Tools. You gain proficiency with Thieves' Tools if you don't already have it.
Expert Traps. Whenever you take a Utilize action to use Ball Bearings, Caltrops, or a Hunting Trap, you can replace the DC of the saving throw required to avoid or end the item's effects. The new DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Trapmaker. When you finish a Long Rest, you can craft Ball Bearings, Caltrops, or a Hunting Trap, provided you have Thieves' Tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Vampiric Glamer
General Feat (Prerequisites: Level 4+, Vampire Species)
You gain the following benefits.
Ability Score Increase. Increase your Charisma score by 1, to a maximum of 20.
Disguise. As a Magic action, you can disguise yourself with an illusion, appearing human until you end the illusion (no action required). To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check (DC 8 plus your Charisma modifier and Proficiency Bonus).
Vampiric Magic
General Feat (Prerequisites: Level 4+, Vampire Species)
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Vampire Lineage. You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Vampire Lineages table. You learn a spell as shown on the table and always have that spell prepared. You can cast it once without a spell slot or spell components, and you must finish a Long Rest before you can cast it in this way again. You can also cast it using spell slots you have of the appropriate level. The table indicates if the spell has any restrictions when you cast it with this feat. Your spellcasting ability for the spell is the ability increased by this feat.
Vampire Lineages
Lineage | Spell |
---|---|
Falkenrath | Fly (self only) |
Markov | Charm Person |
Stromkirk | Disguise Self |
Voldaren | Polymorph (self only; choosing Bat only) |
Domnathi | Gaseous Form (self only) |
Wolfir
General Feat (Level 4+, Werewolf Species)
You are always transformed by your Shapechanger trait and can't shape-shift to your original form.
Chapter 5: Equipment
This chapter provides rules and prices for equipment that characters might purchase or find during an adventure or campaign in Innistrad. The DM lets you know if a shop has an item for sale and whether it's available at the listed price.
Coins
Denominations of Innistrad currency include Sovereigns (GP), Silvers (SP), and Coppers (CP). See the Player's Handbook for their relative value.
Coins are stamped with Avacyn's collar surrounded by laurels on one face, and an angel with unfurled wings wielding a longsword on the other face. Coins are minted by the Avacynian church in the city of Thraben.
Weapons
The New Weapons table below shows additional weapons that can be found on Innistrad. The table lists the cost and weight of each weapon, as well as additional details. See the Player's Handbook for definitions on those details.
Unknown Weapons
Muskets and Pistols are unknown on Innistrad (along with their ammunition). At the DM's discretion, a character might be able to acquire such weapons; perhaps the character is from another plane, or a character with a high Intelligence might be able to craft a unique version of such weapons.
New Weapons
Name | Damage | Properties | Mastery | Weight | Cost |
---|---|---|---|---|---|
Simple Melee Weapons | |||||
Pitchfork | 1d6 Piercing | Versatile (2d4) | Vex | 8 lb. | 9 GP |
Scythe | 2d4 Slashing | Two-Handed, Reach | Topple | 10 lb. | 5 GP |
Spiked Club | 1d4 Piercing | Light | Vex | 3 lb. | 1 GP |
Spiked Greatclub | 1d8 Piercing | Two-Handed | Graze | 12 lb. | 2 GP |
Martial Melee Weapons | |||||
Chakram | 1d6 Slashing | Finesse, Light, Thrown (Range 20/60) | Vex | 2 lb. | 15 GP |
Fauchard | 2d6 Slashing | Heavy, Reach, Two-Handed | Topple | 10 lb. | 18 GP |
Scourge | 1d8 Slashing | Finesse | Graze | 4 lb. | 3 GP |
Spiked Chain | 2d4 Piercing | Reach, Two-Handed | Topple | 2 lb. | 15 GP |
Martial Ranged Weapons | |||||
Slinger | 1d12 Slashing | Ammunition (Range 30/120; Sawblade), Loading, Two-Handed |
Graze | 10 lb. | 500 GP |
Tools
Tools that can be found on Innistrad are described here in alphabetical order. See the Player's Handbook for how to read a tool's description.
Embalming Tools (35 GP)
Ability: Intelligence | Weight: 10 lb. |
---|---|
Utilize: Preserve organic material (DC 10), or prepare a corpse for burial (DC 10) |
Entomologist's Tools (10 GP)
Ability: Wisdom | Weight: 3 lb. |
---|---|
Utilize: Calm an aggressive insect or swarm (DC 15), or identify an insect (DC 10) | |
Craft: Candle, Jar of Bees (described later in this chapter) |
Fishing Tackle (1 GP)
Ability: Wisdom | Weight: 4 lb. |
---|---|
Utilize: Catch an edible fish that weighs 1/4 lb. (DC 20) | |
Craft: Net, Rations, String |
Orthodontist's Tools
Ability: Intelligence | Weight: 6 lb. |
---|---|
Utilize: Identify a bite mark (DC 10), or safely remove a creature's tooth (DC 15) | |
Craft: Antitoxin |
Adventuring Gear
The Adventuring Gear table in this section includes gear that can be found on Innistrad. These items are described here in alphabetical order, with an item's price appearing after its name.
Adventuring Gear
Item | Weight | Cost |
---|---|---|
Ammunition | Varies | Varies |
Arcane Focus | Varies | Varies |
Chalk | — | 1 CP |
Druidic Focus | Varies | Varies |
Glue | — | 1 SP |
Holy Symbol | Varies | Varies |
Hookhand | 1 lb. | 50 GP |
Incense | — | 10 GP |
Jar of Bees | 1 lb. | 50 GP |
Mancatcher | 8 lb. | 20 GP |
Mask | 1 lb. | 5 GP |
Satchel, Sawblade | 2 lb. | 3 GP |
Whetstone | 1 lb. | 1 CP |
Ammunition (Varies)
Ammunition is required by a weapon that has the Ammunition property. A weapon's description specifies the type of ammunition used by the weapon. The Ammunition table lists the different types and the amount you get when you buy them. The table also lists the item that is typically used to store each type; storage must be bought seperately.
Ammunition
Type | Amount | Storage | Weight | Cost |
---|---|---|---|---|
Arrows | 20 | Quiver | 1 lb. | 1 GP |
Bolts | 20 | Case | 1½ lb. | 1 GP |
Bullets, Sling | 20 | Pouch | 1½ lb. | 4 CP |
Needles | 50 | Pouch | 1 lb. | 1 GP |
Sawblade | 10 | Satchel | 2 lb. | 3 GP |
Arcane Focus (Varies)
An Arcane Focus takes one of the forms in the Arcane Focuses table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus.
Arcane Focuses
Focus | Weight | Cost |
---|---|---|
Bowl | ||
Candle | ||
Dagger | ||
Orb | ||
Staff (also a Quarterstaff) | ||
Wand |
Chalk (1 CP)
A piece of chalk can be used to write on almost any surface, and lasts long enough to cover one 5-foot square.
Druidic Focus (Varies)
A Druidic Focus takes one of the forms in the Druidic Focuses table and is carved or painted to channel primal magic. A Druid or Ranger can use such an item as a Spellcasting Focus.
Druidic Focuses
Focus | Weight | Cost |
---|---|---|
Acorn | ||
Amber stone | ||
Bone wand | ||
Flower wreath | ||
Leaf | ||
Raven feather | ||
Yew wand |
Glue (1 SP)
Glue comes in a 4-ounce vial. One ounce of Glue can cover a 1-foot square surface. Applying an ounce of Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by successful DC 15 Strength (Athletics) check.
Holy Symbol (Varies)
A Holy Symbol takes one of the forms in the Holy Symbols table and is bejeweled or painted to channel divine magic. A Cleric or Paladin can use such an item as a Spellcasting Focus.
The table indicates whether a Holy Symbol needs to be held, worn, engraved on a weapon, or borne on fabric (such as clothing or a banner) or armor.
Holy Symbols
Symbol | Weight | Cost |
---|---|---|
Amulet (worn or held) | 1 lb. | 5 GP |
Emblem (borne on armor or fabric) | — | 5 GP |
Embellishment (engraved on a weapon) | — | 20 GP |
Hookhand (50 GP)
A Hookhand replaces a lost hand or arm. When you hit with your Unarmed Strike and deal damage while the Hookhand is attached, you can deal Piercing damage equal to 1d6 plus your Strength modifier instead of the normal damage of an Unarmed Strike. You can detach or reattach the Hookhand as a Utilize action, and it can't be removed against your will while you are alive.
Incense (10 GP)
Incense is typically burned in a censer and burns for 1 hour, creating a a 15-foot Emanation originating from the Incense. Each creature in the Emanation has Advantage on saving throws it makes to avoid or end the Frightened condition.
Jar of Bees (50 GP)
When you take the Attack action, you can replace one of your attacks with throwing a Jar of Bees. Target a space you can see within 20 feet of yourself. Bees fill that space, using the statistics for a Swarm of Wasps (see the Monster Manual for its stat block). The swarm is Hostile to all creatures.
Mancatcher (20 GP)
When you take the Attack action, you can replace one of your attacks with using a Mancatcher. Target a creature you can see within 10 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or have the Grappled condition until it is freed. The target succeeds automatically if it is Huge or larger.
To escape, the target or a creature within 5 feet of it must take an action to make a DC 10 Strength (Athletics) check, freeing the Grappled creature on a success. If you use the Mancatcher again the target is also freed, ending the effect.
Mask (5 GP)
While you're wearing a Mask, creatures have Disadvantage on any ability check they make to identify you by sight.
Satchel, Sawblade (3 GP)
A Sawblade Satchel holds up to 10 Sawblades.
Whetstone (1 CP)
With 1 minute of work, you can use a Whetstone to sharpen one weapon or up to three pieces of ammunition, which destroys the Whetstone. When you roll a 1 on a damage roll that deals Piercing or Slashing damage with the sharpened weapon or ammunition, you can reroll the die and you must use the new roll. Once sharpened, the weapon or ammunition retains sharpness for 1 hour.
Chapter 6: Spells
Magic functions on Innistrad as it does in most other D&D settings. This chapter provides descriptions of common spells used on Innistrad. See the Player's Handbook for rules on casting spells and how to read a spell description.
Spell Descriptions
If a spell in this chapter has the same name as a spell from another book, use the version of the spell presented in this chapter. Some spells appear on the Artificer spell list. The Artificer class is from Unearthed Arcana — The Artificer.
The spells are presented in alphabetical order.
Blessed Defiance
Level 3 Necromancy (Cleric, Paladin, Warlock, Wizard)
- Casting Time: Reaction, which you take when you are reduced to 0 Hit Points
- Range: Self
- Components: V
- Duration: 1 minute
Your spirit manifests in your space as a Specter (see the Monster Manual for its stat block). The creature disappears when it drops to 0 Hit Points, when you become Stable, or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. You decide what actions the creature takes and where it moves.
Borrowed Knowledge
Level 2 Divination (Bard, Cleric, Warlock, Wizard)
- Casting Time: Action
- Range: Self
- Components: V, S, M (a book worth 25+ GP)
- Duration: 1 hour
Choose a skill. You have proficiency in the chosen skill until the spell ends. The spell ends early if you cast it again.
Cause Fear
Level 1 Necromancy (Warlock, Wizard)
- Casting Time: Action
- Range: 60 feet
- Components: V
- Duration: Concentration, up to 1 minute
One creature you can see within range must succeed on a Wisdom saving throw or have the Frightened condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Constructs and Undead automatically succeed on saves against this spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. Each target must be within 30 feet of each other target.
Ceremony
Level 1 Abjuration (Cleric, Paladin)
- Casting Time: 1 hour or Ritual
- Range: Touch
- Components: V, S, M (powdered silver worth 25+ GP, which the spell consumes)
- Duration: Instantaneous
You touch a target and perform a magical rite, choosing one of the following options.
Atonement. You restore the original alignment of a Humanoid whose alignment has changed against its will.
Bless Water. You transform a Vial of water into Holy Water.
Coming of Age. You bless a Humanoid for 24 hours. Whenever the blessed target makes an ability check or saving throw, it adds 1d4 to the check. A creature can benefit from this option only once.
Dedication. You bless a Humanoid for 7 days. The blessed target gains a +2 bonus to AC while within 30 feet of you. A creature can benefit from this option only once.
Funeral Rite. You bless a corpse for 7 days. The blessed target is protected from decay and can't become Undead.
Chant of the Skifsang
Level 4 Enchantment (Bard)
- Casting Time: Action
- Range: Self (30-foot Emanation)
- Components: V
- Duration: Concentration, up to 10 minutes
You produce an enchanting melody in a 30-foot Emanation for the duration. When you cast the spell, each creature in the Emanation must succeed on a Wisdom saving throw or have the Charmed condition until the end of its next turn. On its turn, a Charmed target moves as close to you as it can, using the safest route.
Until the spell ends, you can take a Bonus Action on each of your later turns to have each creature in the Emanation make this save again.
Curse of Lycanthropy
Level 6 Transmutation (Druid, Wizard)
- Casting Time: Action
- Range: Touch
- Components: V, S, M (a pint of animal blood)
- Duration: Until dispelled
One Humanoid you touch must succeed a Constitution saving throw or be cursed with werewolf lyncanthropy. If the target is a Monster, it transforms into a Werewolf (see the Monster Manual for its stat block). If the target is a player character, its species changes to the Werewolf species in chapter 3.
The target can only be returned to its original form with a Remove Curse (level 6+) or Wish spell.
Danse Macabre
Level 5 Necromancy (Warlock, Wizard)
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
Choose up to five corpses of Medium or Small Humanoids within range. Each one becomes your choice of a Skeleton or Zombie under your control (see the Player's Handbook for its stat block).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete.
The creature is under your control until the spell ends, after which it becomes a corpse once more.
Using a Higher-Level Spell Slot. You can target two additional corpses for each spell slot level above 5.
Darts of Bone
Level 6 Necromancy (Artificer, Warlock, Wizard)
- Casting Time: Action
- Range: Self
- Components: V, S, M (a bone, which the spell consumes)
- Duration: Concentration, up to 1 minute
You create nine bone darts that float around you in your space for the duration. Until the spell ends, you can take a Bonus Action to launch a dart at a creature you can see within 120 feet of yourself. Make a ranged spell attack against the target. On a hit, the target takes 1d4 Piercing damage plus 2d6 Necrotic damage, and the target gains 1 level of Exhaustion that lasts for the duration. When you launch the ninth bone dart, the spell ends.
Dismantling Blow
Level 3 Evocation (Artificer, Paladin)
- Casting Time: Bonus Action, which you take immediately after hitting an object or structure with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
The hit is a Critical Hit.
Dispel Item
Level 3 Abjuration (Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)
- Casting Time: Bonus Action
- Range: 120 feet
- Components: V, S
- Duration: 1 minute
Choose one Common or Uncommon magic item you can see within range. The target's magical properties don't work for the duration.
Usign a Higher-Level Spell Slot. You can target a higher rarity magic item with a spell slot of level 5 (Rare), 7 (Very Rare) or 9 (Legendary).
Distract
Enchantment Cantrip (Bard, Warlock, Wizard)
- Casting Time: Action
- Range: 10 feet
- Components: V, S
- Duration: 1 round
Each creature you can see within range makes a Wisdom saving throw. On a failed save, a target has Disadvantage on Wisdom (Perception) checks and a –5 penalty to Passive Perception until the end of your next turn.
Fortune's Favor
Level 2 Divination (Warlock, Wizard)
- Casting Time: 1 minute
- Range: 60 feet
- Components: V, S, M (a white pearl worth 100+ GP, which the spell consumes)
- Duration: 1 hour
You impart luck to yourself or a willing creature you can see within range. Until the spells ends, the target can choose Fortune or Misfortune as explained below, and then Fortune's Favor ends:
- Fortune. When the target makes a D20 Test, it can have Advantage.
- Misfortune. When a creature makes an attack roll against the target, the target can impose Disadvantage on the attack roll.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Gruesome Deformity
Level 2 Enchantment (Bard, Sorcerer, Wizard)
- Casting Time: Action
- Range: 30 feet
- Components: V, S, M (a shard of mirror)
- Duration: Concentration, up to 1 hour
One Humanoid you can see within range makes a Constitution saving throw. On a failed save, the target has Advantage on Charisma (Intimidation) checks and Disadvantage on Charisma (Performance or Persuasion) checks for the duration. Whenever the target succeeds on a Charisma check, it can repeat the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Mischief
Level 2 Illusion (Bard, Sorcerer, Wizard)
- Casting Time: Action
- Range: 60 feet
- Components: S, M (a piece of crust from an applie pie)
- Duration: Concentration, up to 1 minute
Wild magic fills a 20-foot Cube you can see within range and lasts for the duration.
When the Cube appears, roll 1d6 to determine its effect, consulting the table below. At the start of each of your turns until the spell ends, you can move the Cube up to 10 feet and roll on the table again to change its effect.
Each creature in the Cube when it appears must succeed on a saving throw or have a condition until the start of its next turn, as shown on the table. A creature also makes this save when the Cube moves into its space and when it enters then Cube's area or ends its turn there. A creature makes this save only once per turn.
1d6 | Saving Throw | Condition |
---|---|---|
1 | Strength | Restrained |
2 | Dexterity | Prone |
3 | Constitution | Blinded |
4 | Intelligence | Frightened |
5 | Wisdom | Incapacitated |
6 | Charisma | Charmed |
Power Word Pain
Level 7 Enchantment (Druid, Sorcerer, Wizard)
- Casting Time: Action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
A wave of intense pain assails one creature you can see within range. If the target has 100 hit points or fewer, it has the Charmed condition for the duration. During that time, its Speed is 10 and can't increase, and it has Disadvantage on any D20 Test that isn't a Constitution check or Constitution saving throw. If the Charmed target casts a spell, it must succeed on a Constitution saving throw or that spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot is expended.
The Charmed target makes a Constitution saving throw at the end of each of its turns, ending the spell on itself on a success.
Siphon Insight
Level 2 Divination (Artificer, Paladin, Warlock, Wizard)
- Casting Time: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
- Range: Self
- Components: V
- Duration: Instantaneous
Choose two of the following facts; you learn those facts as they pertain to the target hit by the attack:
- Armor Class
- One ability score (you choose which to learn)
- Resistances
- Immunities
- Vulnerabilities
- Special Senses, including Darkvision, Tremorsense, or Truesight
Soul Cage
Level 6 Necromancy (Warlock, Wizard)
- Casting Time: Reaction, which you take when a Humanoid you can see within 60 feet of you dies
- Range: 60 feet
- Components: V, S, M (a tiny silver cage worth 100+ GP)
- Duration: 8 hours
You trap the target's soul inside the tiny cage used as the spell's Material component. Until the spell ends, the soul remains trapped and the target can't be revived.
While a soul is trapped in the cage, you can use it in the ways described below, provided the cage is on your person. The spell ends early when you use the soul six times.
Borrow Experience. As a Bonus Action, you bolster yourself with the soul's life experience. The next D20 Test you make before the start of your next turn has Advantage.
Eyes of the Dead. As a Magic action, you can name a location the target saw in life. This creates an Invisible, invulnerable sensor at that location if it is on the same plane of existence as you. The sensor remains for 10 minutes or until you lose Concentration. You can see and hear through the sensor as if you were there. If something can see the sensor, it appears as a translucent, tormented image of the Humanoid whose soul is trapped.
Query Soul. As an Influence action, you ask the soul a question and receive a brief telepathic answer. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. Answers are usually brief and cryptic.
Recharge Magic Item. As a Magic action, one magic item you touch regains 1 expended charge, provided it can normally regain charges.
Steal Life. As a Bonus Action, you regain 2d8 Hit Points.
Stitcher's Anesthesia
Level 3 Enchantment (Artificer, Warlock, Wizard)
- Casting Time: Action
- Range: Touch
- Components: S, M (a bit of string and a needle)
- Duration: Concentration, up to 1 hour
One Humanoid you touch must succeed on a Constitution saving throw or have the Blinded, Deafened, and Paralyzed conditions for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Sudden Awakening
Level 1 Enchantment (Bard, Ranger, Sorcerer, Wizard)
- Casting Time: Bonus Action
- Range: 10 feet
- Components: V
- Duration: Instantaneous
Choose any number of creatures you can see within range that have the Unconscious condition and 1 or more Hit Points. You end the Unconscious condition on each target, and each target can immediately take a Reaction to right itself without spending any movement.
Summon Ooze
Level 3 Conjuration (Druid, Ranger, Warlock, Wizard)
- Casting Time: Action
- Range: 90 feet
- Components: V, S, M (a vial of slime worth 300+ GP)
- Duration: Concentration, up to 1 hour
You call forth an Ooze spirit. It manifests in an unoccupied space that you can see within range and uses the Ooze Spirit stat block. When you cast the spell, choose Amorphous, Corrosive, or Gelatinous. The creature resembles an Ooze creature of the chosen quality, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.
Tidal Wave
Level 3 Conjuration (Druid, Sorcerer, Wizard)
- Casting Time: Action
- Range: 120 feet
- Components: V, S, M (a drop of water)
- Duration: Instantaneous
A wave of water crashes down on an area within range. You can make the wave up to 30 feet long, 10 feet tall, and 10 feet deep. Each creature in the area makes a Dexterity saving throw. On a failed save, a creature takes 4d8 Bludgeoning damage and has the Prone condiiton. On a succuessful save, a creature takes half as much damage only. Unprotected flames in the area are extinguished.
Ooze Spirit
Medium Ooze, Neutral
- AC 11 + the spell's level
- HP 20 + 10 for each spell level above 3
- Speed 15 ft.; Climb 15 ft. (Amorphous only)
MOD | SAVE | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 5 | –3 | –3 |
- Senses Darkvision 60 ft., Passive Perception 11
- Languages None
- CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Amorphous (Amorphous Only). The spirit can move through a space as narrow as 1 inch without it counting as Difficult Terrain.
Corrosive Form (Corrosive Only). A creature that hits the spirit with a melee attack roll takes 4 (1d8) Acid damage. The spirit eats through 2-inch-thick nonmagical wood or metal in 1 round.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Psuedopod. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Acid damage. Hit (Corrosive Only): Nonmagical armor worn by the target takes a -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by a creature who takes the Utilize action and succeeds on a DC 15 Dexterity check using Tinker's Tools to repair the armor.
Engulf (Gelatinous Only). Dexterity Saving Throw: DC equals your spell save DC, one creature the spirit can see within 5 feet of itself. Failure: The target is pulled into the spirit's space and engulfed. The engulfed target has the Grappled condition, is suffocating, can't speak or cast spells with a Verbal component, and has Total Cover. When the spirit moves, the engulfed target moves with it.
Unnatural Moonrise
Level 8 Illusion (Druid, Warlock, Wizard)
- Casting Time: 1 minute
- Range: 10 miles
- Components: V, S, M (a black pearl worth 500+ GP)
- Duration: Concentration, up to 24 hours
You create a powerful illusion of night within range for the duration. The spell's area is Dim Light and blocks sunlight. Spells that can only be cast at night, such as Create Undead, can be cast in the area.
Appendix A: Cosmology
The worlds of Magic: the Gathering are part of an immense multiverse, a collection of planes each with their own unique histories and people. Almost every plane has a unique theme to explore, from the mythic odysseys of greek-inspired Theros, to the cyberpunk adventures of Japan-inspired Kamigawa. Some adventures only take place on a single plane, while other campaigns branch into the wider multiverse.
The Planes
The planes are the different worlds and dimensions in the Magic multiverse. They fall into the following categories:
- Blind Eternities. The Blind Eternities is the void between planes. It is filled with the chaotic energies of aether and mana. The Edge is a plane that sits outside the rest of the multiverse and borders the Blind Eternities.
- Planes. The distinct worlds of Magic are called planes, and are similar to the Material plane in other D&D cosmologies.
- Realms. A Magic plane might have its own smaller worlds within it, called realms. Most planes have a mortal realm alongside a spirit realm or afterlife. Kaldheim is a plane with ten distinct realms.
- Refractions. If a plane has multiple versions of itself, like a parallel universe, these are called refractions. Rabiah is a plane with 1,001 refractions. Refractions can help explain deviations from the Magic Story within your campaign.
Planar Travel
When adventurers travel to other planes of existence, they undertake a legendary journey in which they might face supernatural guardians and undergo many ordeals. The nature of that journey and the trials along the way depend in part on the means of travel, such as portals or spells.
Omenpaths
Omenpaths are portals that allow travel between the planes. They are a remnant the Phyrexian Invasion, wherein the forces of New Phyrexia invaded multiple planes. Omenpaths can can vary in appearance, size, and stability. Some may even be mobile.
Traveling the omenpaths is the easiest way to move between planes, but it's far from simple. It requires careful planning and mapping of the omenpaths to prevent getting lost or stranded on an unknown plane.
Omenpath Classifications
The official Avishkari Omenpath Classification System is a simple, colloquial system that attempts to batch omenpaths into three recognizable categories:
- Evergreen. Evergreen Omenpaths are stable portals that opened in the wake of the Phyrexian invasion and have not yet closed.
- Deciduous. Though not permanent, Deciduous Omenpaths are considered stable in that they open and close on regular, predictable cycles.
- Instanced. Instanced Omenpaths are any other Omenpaths, including those that have recently opened and are undergoing evaluations to determine their classification. They might be open for days or mere seconds.
Known Omenpaths
The locations and destinations of confirmed omenpaths, evergreen or deciduous, are listed in the tables below.
Known Evergreen Omenpaths
Destination 1 | Destination 2 |
---|---|
Amonkhet | Muraganda |
Amonkhet | Ghirapur, Avishkar |
Ghirapur, Avishkar | Muraganda |
Eiganjo, Kamigawa | Tenth District, Ravnica |
Known Deciduous Omenpaths
Destination 1 | Destination 2 |
---|---|
Alacria | Ghirapur, Avishkar |
Ghirapur, Avishkar | Valor's Reach, Kylem |
Pachatupan Coast, Ixalan | Strixhaven, Arcavios |
Omenport, Thunder Junction | Varies |
Planeswalking
A planeswalker is a sentient, living creature that possesses a "planeswalker spark," an imprint of aether on their soul. The chances of a creature being born a planeswalker is one in a million, and fewer still ever have their spark ignited, which occurs under strong stress or emotion.
A planeswalker with an ignited spark can cast the Plane Shift spell on itself once per day, without expending a spell slot and without spell components.
Spells and Magic
Spells and magic items that allow access to other planes of existence often function differently in the Magic multiverse.
Astral Plane
On Innistrad, the Astral Projection spell and other magic that accesses the Astral Plane instead accesses the Blind Eternities.
Planar Communication
The Izzet Guild from the plane of Ravnica has constructed interplanar communication relays that allow creatures to communicate across planes. See A Guildmaster's Guide to Ravnica for more information about Ravnica and the Izzet Guild.
Planar Relay
While using a Planar Relay, a creature can take a Utilize action to speak a short message of 25 words or fewer into it and choose a destination relay on another plane. Any creature within 5 feet of the destination relay can hear the message. Typically, creatures who speak a language from one plane can't use it to communicate with creatures who speak a langauge of the same name from a different plane.
The Planar Relay Services table shows typical prices for using Planar Relays.
Planar Relay Services
Service | Cost |
---|---|
Communication | 2 SP per word |
Translation | 2 CP per word |
The Multiverse
Planes and realms that might be relevant to an Innistrad adventure or campaign are described below. They are presented in alphabetical order.
Ethereal Plane
Innistrad has its own Ethereal Plane. It functions like the Border Ethereal described in the Dungeon Master's Guide.
The Blind Eternities
The Blind Eternities are the void between planes, filled with chaotic energies of aether and mana. It acts as more of a doorway between planes, rather than a plane itself. It appears uniquely to every observer; some experience an endless space that feels like crushed velvet, others might see endlessly intricate layers of glass, curving and overlapping.
Astral Projection
A creature that isn't a planeswalker that casts Astral Projection can observe the Blind Eternities, but isn't physically there, and typically can't enter new planes.
Inorganics Only
Though inorganic material can pass through the Blind Eternities safely, unprotected flesh vaporizes in seconds. Planeswalkers are the only living creatures that can traverse the Blind Eternities.
If a creature that isn't a planeswalker manages to access the Blind Eternities physically, they die and are disintegrated. The creature can only be revived by a True Resurrection or a Wish spell.
Discovering Planes
A creature that explores the Blind Eternities can discover new planes; the experience of finding a new plane is as unique to each planeswalker as their perception of the Blind Eternities.
When a planeswalker casts Plane Shift, they typically leave an Aether Trail through the Blind Eternities. Another planeswalker that casts Astral Projection can follow this trail to find the destination plane.
Appendix B: Magic Items
This appendix provides descriptions for magic items unique to Innistrad. See the Dungeon Master's Guide for how to use magic items.
Magic Item Descriptions
The magic items are presented in alphabetical order.
Bladed Bracers
Wondrous Item, Rare (Requires Attunement)
The blades of these bracers were forged from shattered pieces of the Helvault, a moonsilver prison that Avacyn herself used to imprison demons.
While wearing these bracers, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal Radiant damage instead of their normal damage type. When you score a Critical Hit with them against a creature that is shape-shifted, the strike deals one additional die of damage.
Cobbled Wings
Wondrous Item, Uncommon (Requires Attunement)
These wings are made of cobbled materials.
Glide. When you fall while wearing the wings, you can take a Reaction to glide horizontally in a direction of your choice a number of feet up to your Speed, and you take 0 damage from the fall.
Limited Flight. The wings have 3 charges and regain 1d3 expended charges daily at dawn. While wearing them, you can take a Bonus Action to fly up to a number of feet equal to your Speed. If you're in the air at the end of this movement, you fall unless you have some other means of staying aloft.
Devil's Tail Flail
Weapon (Flail), Uncommon
On a hit, this magic weapon deals an extra 1d4 Fire damage, and the target starts burning.
Diving Suit
Armor (Plate), Rare
While you wear this armor, you can breathe normally underwater and have a Swim Speed equal to your Speed.
Doll of Torment
Wondrous Item, Legendary
Each Doll of Torment is created in the likeness of a Humanoid and uses a strong physical connection to that person as part of its creation, such as a body part, lock of hair, or bit of nail.
While holding the doll, you can use it to the effect the target Humanoid in the following ways:
- Damage. Half of any damage dealt to the doll is also dealt to the target. The doll has AC 10 and Immunity to Poison and Psychic damage. The doll can't be destroyed by damage.
- Hazard. Subjecting the doll to Extreme Cold or Heat also subjects the target to those effects.
- Suffocation. Submerging the doll in liquid subjects the target to suffocation, unless the target can breathe water.
Dragon Egg
Wondrous Item, Legendary (Requires Attunement)
If a Dragon Egg is kept in Extreme Heat for 3d6 weeks, it hatches into a dragon wyrmling (see appendix C for Innistrad dragon stat blocks). If you are attuned to the egg when it hatches, the dragon is Friendly to you.
Elixir of the Civilized Scholar
Potion, Legendary
When you drink this potion, you enter a rage, gaining the following effects for 1 hour:
- Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
- Rage Damage. When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a +3 bonus to the damage.
- Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
- No Concentration or Spells. You can't maintain Concentration, and you can't cast spells.
- Bloodlust. At the start of your turn in combat, you must succeed on a DC 8 Wisdom saving throw or move up to your Speed toward the nearest creature and take the Attack action to make a melee attack against that creature.
The potion's effect ends early if you don Heavy armor or have the Incapacitated condition.
Fleshtaker's Bib
Armor (Leather or Studded Leather Armor), Rare (Requires Attunement)
While you wear this black butcher's apron, you gain the following benefits.
Savage Attacks. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Crticial Slash. Your attack rolls with weapons that deal Slashing damage can score a Critical Hit on a roll of 19 or 20 on the d20.
Geistcatcher
Wondrous Item, Legendary
While holding this vacuum tube with two hands, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the Geistcatcher has fewer than 3 charges and the target is an Undead with the Incorporeal Movement or Incorporeal Passage trait, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the Geistcatcher until released. The Geistcatcher regains 1 charge.
As a Magic action while holding the Geistcatcher, you can expend 1 charge to cast one of the following spells from it: Banishment, Burning Hands (level 4 version), or Lightning Bolt (level 4 version). Whenever you expend a charge, there is a 20% chance that a creature trapped in the Geistcatcher is released. The released creature appears in an unoccupied space within 10 feet of the Geistcatcher and is Hostile to you.
Geist Grenade
Wondrous Item, Uncommon
As a Utilize action, you can throw this grenade at a point up to 60 feet away. The grenade explodes at that point in a 20-foot-radius Sphere. Each creature in the Sphere makes a DC 15 Dexterity saving throw, taking 17 (5d6) Force damage on a failed save or half as much damage on a successful one.
Ghost Lantern
Wondrous Item, Rare (Requires Attunement)
A restless spirit is trapped inside this lantern. The spirit is bound to the lantern and can't be harmed, turned, or revived. While you are attuned to the lantern, the spirit is Friendly to you.
Light. As a Magic action, you can touch the lantern and cause it to shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, or cause it stop shedding light.
Spirit Release. While holding the lantern, you can cast the Mage Hand spell from it.
Stabilizing Touch. If you drop to 0 Hit Points while within 10 feet of the lantern, you become Stable.
Freeing the Spirit. Casting the Dispel Evil and Good spell on the lantern releases the spirit to the Blessed Sleep and transforms the lantern into a nonmagical Hooded Lantern.
Ghoulcaller's Bell
Wondrous Item, Uncommon
When rung as a Magic action, this bell produces a sound that can be heard up to 60 feet away. If you ring the bell in Darkness or at night, you can cast the Animate Dead spell with it as part of the same action. The bell can't cast this spell again until the next dawn. Once the bell has created an Undead with the spell, it can't do so again until 7 days have passed.
Gisa's Favorite Shovel
Wondrous Item, Artifact (Requires Attunement by a Wizard)
This is the favorite shovel of the infamous ghoulcaller Gisa Cecani, who at one time assaulted and occupied the city of Thraben with an undead army.
Spellcasting Focus. You can use the shovel as a Spellcasting Focus for your Wizard spells.
Magic Weapon. You can wield the shovel as a magic Maul that grants a +2 bonus to attack rolls and damage rolls made with it. The shovel deals an extra 2d6 Necrotic damage on a hit.
Shovel. Working for 1 hour, you can use the shovel to dig a hole that is 5 feet on each side in soil or similar material.
Spells. The shovel has 6 charges and regains 1d6 expended charges daily at dawn. While holding the shovel, you can cast one of the spells on the following table from it (save DC 18). The table indicates how many charges you must expend to cast the spell.
Spell | Charge Cost |
---|---|
Animate Dead | 3 |
Inflict Wounds | 1 |
Summon Undead | 3 |
Vampirirc Touch | 3 |
Wrathful Smite | 1 |
Grimoire of the Dead
Wondrous Item, Rare (Requires Attunement by a Wizard)
While attuned to this book, you can use it as a Spellbook and an Arcane Focus. It has the following spells: Animate Dead, Circle of Death, False Life, Finger of Death, Speak with Dead, Summon Undead, and Vampiric Touch.
The book has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend charges to use the book in the following ways:
- With 1 minute of study, you can expend 1 charge to change one of your prepared spells, replacing the spell with a spell of the Necromancy school from the book.
- As a Magic action, you can expend 1 charge to transform for 10 minutes. For the duration, your creature type becomes Undead, and other Undead are Friendly to you by default. The transformation ends early if you make an attack roll, deal damage, or cast a spell.
Holy Symbol of the Heron
Wondrous Item, Legendary (Requires Attunmenet by a Cleric or Paladin)
The Holy Symbol of the Heron is a silver amulet shaped like the head of heron. It is a sacred symbol to Sigardians and predates the establishment of the Church of Avacyn. According to legend, it was delivered to a paladin by a giant heron—or an angel in the form of a heron.
The symbol has 10 charges and regains 1d6 + 4 expended charges daily at dawn. You can use it as a Holy Symbol.
Hold Vampires. As a Magic action, you can expend 1 charge and present the symbol. Each vampire within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, the target has the Paralyzed condition for 1 minute. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Bane of the Undead. Whenever you cast a spell or use your Channel Divinity, you can expend 3 charges to impose Disadvantage on any saving throw an Undead makes against that spell or feature.
Sunlight. As a Magic action, you can expend 5 charges and present the symbol to make it shed Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light lasts for 10 minutes or until you end the effect (no action required). This light is sunlight.
Icon of Innistrad
Wondrous Item, Legendary (Requires Attunement)
The Icon of Innistrad is a 12-inch tall statuette made of moonsilver, weighing 10 pounds. It depicts an Avacynian priest kneeling in supplication.
Aura of Salvation. Each creature in a 30-foot Emanation originating from the icon has the effect of a Protection from Evil and Good spell.
Augury. As a Magic action, you can cast Augury with the icon. The icon can't cast this spell again until the next dawn.
Bane of the Undead. If you are a Cleric or Paladin, whenever you use your Channel Divinity while holding the icon, Undead have Disadvantage on any saving throw they make against that feature.
Cure Wounds. While holding the icon, you can take a Magic action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 Hit Points, unless it is a Construct, Fiend, or Undead. The icon can't be used in this way again until the next dawn.
Eyes of Ivold
Wondrous Item, Rare (Requires Attunement)
These crystal lenses fit over the eyes. While wearing them, you can cast See Invisibility with them.
Jack–o'–Lantern
Wondrous Item, Common
Each creature that's a Fiend, Undead, or shape-shifted that enters a 30-foot Emanation originating from the Jack-o'-Lantern must succeed on a DC 13 Wisdom saving throw or have the Frightened condition until it leaves the Emanation. One of those creatures also makes this save when the Emanation moves into its space and when it ends its turn there. A creature makes this save only once per turn.
Living Wood Weapon
Weapon (Any Ammunition or Melee Weapon), Common
This weapon or piece of ammunition is carved from the wood of a Plant creature, such as a Dryad or Treant. Whenever this weapon or piece of ammunition hits a vampire, the hit is a Critical Hit.
Moonsilver Shackles
Wondrous Item, Uncommon
You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. If the creature is shape-shifted, it reverts to its true form. The shackles prevent a creature bound by them from shape-shifting.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Moonsilver Weapon
Weapon (Any Ammunition or Melee Weapon), Common
An alchemical process has bonded moonsilver to this weapon or piece of ammunition. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
Pithing Needle
Wondrous Item, Very Rare
As a Magic action, you can cast Modify Memory (level 9 version) on one creature you touch with the needle. The needle can't cast this spell again until the next dawn.
Skeleton Key
Wondrous Item, Uncommon
While holding this clockwork key, you can cast Knock from it. The key can't cast this spell again until the next dawn.
Spiked Armor
Armor (Any), Rare (Requires Attunement)
While you wear this armor, a creature that hits you with a melee attack or that starts its turn in a grapple with you takes 1d8 Piercing damage.
Staff of Perdition
Staff, Rare (Requires Attunement)
This staff was made from a branch of the Tree of Perdition, the executioner's tree in the city of Thraben. At one time the tree's magic could absolve the souls of hanged, but after the arrival of Emrakul, the tree was twisted with eldritch magic.
Blight Bane. Plant creatures are Friendly to you by default.
Vampiric Strike. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. When you hit with a melee attack using the staff, you can expend 1 charge to regain a number of Hit Points equal to the attack's total damage. Whenever you expend a charge, you must succeed on a DC 12 Wisdom saving throw or have the Frightened condition until the start of your next turn.
Thirsting Axe
Weapon (Handaxe), Uncommon (Requires Attunement)
When you hit with a melee attack using this magic weapon and reduce a creature to 0 Hit Points, you gain 2d6 Temporary Hit Points.
Traveler's Amulet
Wondrous Item, Very Rare (Requires Attunement)
While wearing this amulet, you can cast Find the Path from it. The spell fails if you are indoors or underground.
Witchbane Orb
Wondrous Item, Legendary (Requires Attunement)
When you attune to this orb, all curses and magical contagions affecting you end. While holding the orb, you gain the following benefits:
- Hexproof. You can't be cursed or infected with magical contagions.
- Magic Resilience. You have Advantage on saving throws against spells and other magical effects, spell attack rolls have Disadvantage against you, and you have Resistance to damage from spells.
Appendix C: Monsters
This appendix provides stat blocks for monsters and npcs on Innistrad. See the Monster Manual for how to read a stat block. The stat blocks are presented in alphabetical order.
Angel of Innistrad
Salvation on Heron Wings
Habitat: Any; Treasure: Relics
Angels on Innistrad are the foremost protectors of humanity against the monsters of the night. Though their magic is channeled by priests of the Church of Avacyn, angels themselves will sometimes directly intervene, answering prayers in dark times.
Angelic Flights
1d4 | Flight | These angels... |
---|---|---|
1 | Alabaster | Lay protective wards on grafyards and guide souls to the Blessed Sleep |
2 | Heron | Protect humans in life and hunt down werewolves and the undead |
3 | Goldnight | Uphold the laws of the church and train clerics and cathars |
4 | Moonsilver | Rule with an iron fist, punishing dissenters and monsters alike |
Angel of Innistrad
Medium Celestial, Lawful Good
AC 17
HP 136 (16d8 + 64)
Initiative +4 (14)
Speed 30 ft., Fly 90 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 17 | +3 | +3 |
MOD | SAVE | ||
---|---|---|---|
Dex | 18 | +4 | +4 |
Wis | 20 | +5 | +9 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +4 |
Cha | 20 | +5 | +9 |
- Skills Insight +9, Perception +9
- Resistances Bludgeoning, Piercing, Radiant, Slashing
- Immunities Charmed, Exhaustion, Frightened
- Senses Darkvision 120 ft., Passive Perception 19
- Languages All, Telepathy 120 ft.
- CR 10 (XP 5,900; PB +4)
Traits
Angelic Flight. The angel is a member of one of the following flights (DM's choice): Alabaster, Heron, Goldnight, or Moonsilver. This choice affects other aspects of the stat block.
Protection (Heron Only). Each of the angel's allies in a 10-foot Emanation originating from the angel has Advantage on saving throws as long as the angel doesn't have the Incapacitated condition.
Magic Resistance. The angel has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The angel makes two Holy Spear attacks.
Holy Spear. Melee or Ranged Attack Roll: +8, reach 5 ft. or range 20/60 ft. Hit: 7 (1d6 + 4) Slashing damage plus 18 (4d8) Radiant damage. Hit (Moonsilver Only): The target also gains 1 level of Exhaustion. This Exhaustion can be removed by a creature who takes the Magic action and succeeds on a DC 15 Wisdom (Medicine) check to inspect the wound.
Menace (Goldnight Only). Wisdom Saving Throw: DC 17, each of the angel's enemies within 120 feet. Failure: The target has the Frightened condition until the start of the angel's next turn.
Healing Touch (3/Day). One creature the angel touches regains 20 (4d8 + 2) Hit Points, and the angel removes from the target all curses, magical contagions, and the Blinded, Deafened, and Poisoned conditions.
Spellcasting. The angel casts one of the following spells, requiring only Verbal components and using Charisma as the spellcasting ability (spell save DC 17):
- At Will: Protection from Evil and Good (Alabaster only); Detect Evil and Good
- 1/Day Each: Dispel Evil and Good (Alabaster only); Commune, Raise Dead
Ashmouth Devil
Tiny Fiend, Chaotic Evil
AC 13
HP 21 (6d4 + 6)
Initiative +3 (13)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 6 | –2 | –2 |
Int | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 17 | +3 | +3 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 14 | +2 | +2 |
- Resistances Cold
- Immunities Fire, Poison; Poisoned
- Senses Darkvision 120 ft., Passive Perception 11
- Languages Common, Demonic
- CR 1 (XP 200; PB +2)
Traits
Death Burst. Dexterity Saving Throw: DC 12, each creature in a 5-foot Emanation originating from the devil when it dies. Failure: 7 (2d6) Fire damage. Success: Half damage.
Devil's Sight. Magical Darkness doesn't impede the devil's Darkvision.
Magic Resistance. The devil has Advantage on saving throws against spells and other magical effects.
Actions
Flaming Weapon. Melee or Ranged Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 5 (2d4) Fire damage. If the target is a creature or flammable object, it starts burning.
Incite Violence (1/Day). The devil casts Crown of Madness, using Charisma as the spellcasting ability (spell save DC 12).
Ashmouth Devil
Malicious Miscreants
Habitat: Mountain, Urban; Treasure: Relics
Devils are infernal creatures that emerge from Ashmouth. They make up the personal armies and entourages of the demons—those creatures’ selfish desires and urges made flesh. They delight in destruction, mayhem, and pain.
Devils stand about three or four feet tall and have faces full of needlelike teeth. Most have ruddy or deep red skin, one or two back-sweeping horns, and long, whiplike tails. Devils are agile and make passable fighters, but they do their best destructive work by sabotaging things of value, starting fire, and inciting violence in others.
Ashmouth Weapons
1d4 | The devil's flaming weapon is... |
---|---|
1 | Its own whiplike tail |
2 | A rusty pitchfork |
3 | A bloodied sickle |
4 | A large torch |
Blood Servitor
Medium Construct, Neutral
AC 11
HP 16 (3d8 + 3)
Initiative +1 (11)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 12 | +1 | +1 |
Wis | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 12 | +1 | +1 |
Cha | 1 | –5 | –5 |
- Resistances Acid, Necrotic
- Immunities Blinded, Deafened, Exhaustion
- Senses Blindsight 60 ft., Passive Perception 10
- Languages Understands the languages of its creator but can't speak
- CR 1/4 (XP 50; PB +2)
Traits
Amorphous. The servitor can move through a space as narrow as 1 inch wide without it counting as Difficult Terrain.
Actions
Multiattack. The servitor makes two Slam attacks. It can replace one of those attacks with use of Spatter.
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Bludgeoning damage.
Spatter. Dexterity Saving Throw: DC 11, one creature the servitor can see within 60 feet. Failure: 4 (1d6 + 1) Necrotic damage.
Blood Servitor
Sanguine Servants
Habitat: Urban; Treasure: Relics
A blood servitor is a kind of homunculus or golem composed entirely of blood, held together by magic. A frequent commodity at lavish vampire events, these servitors provide a variety of functions; the most pertinent of which is supplying its hosts and guests with fresh drink.
Blood Servitor Horror Quirks
1d4 | Occasionally, the blood servitor... |
---|---|
1 | Emits a stifled, human scream |
2 | Stares longlingly at its reflection |
3 | Loses control of its form and becomes a puddle |
4 | Hums a mournful tune |
Brain in a Jar
Small Undead, Any Alignment
AC 11
HP 55 (10d6 + 20)
Initiative –4 (6)
Speed 0 ft., Fly 10 ft. (hover)
MOD | SAVE | ||
---|---|---|---|
Str | 1 | –5 | –5 |
Int | 19 | +4 | +6 |
MOD | SAVE | ||
---|---|---|---|
Dex | 3 | –4 | –4 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 15 | +2 | +2 |
Cha | 15 | +2 | +4 |
- Resistances Psychic
- Immunities Poison; Blinded, Exhaustion, Paralyzed, Poisoned, Prone
- Senses Blindsight 120 ft., Passive Perception 10
- Languages Telepathy 60 ft.
- CR 3 (XP 700; PB +2)
Traits
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, unless the creature is protected by a Mind Blank spell.
Magic Resistance. The brain has Advantage on saving throws against spells and other magic effects.
Actions
Mind Blast (Recharge 5–6). Intelligence Saving Throw: DC 14, each creature in a 60-foot Cone. Failure: 17 (3d8 + 4) Psychic damage, and the target has the Stunned condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Spellcasting (Psionics). The brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14):
- At Will: Detect Thoughts, Mage Hand (the hand is Invisible), Mind Sliver (3d6), Zone of Truth
- 3/Day Each: Charm Person, Hold Person
- 1/Day Each: Compulsion, Hideous Laughter, Hold Monster, Sleep
Bonus Actions
Telekinetic Shove. Strength Saving Throw: DC 14, one creature within 30 feet. Failure: The brain moves the target 5 feet toward or away from the brain.
Brain in a Jar
Mind over Matter
Habitat: Urban; Treasure: Arcana
Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with preserving fluids and the liquefied goop of their body's flesh. The transformation renders the brain immortal and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.
Brain in a Jar Casing
1d4 | The brain is encased in... |
---|---|
1 | A rusty, leaking pickle jar |
2 | An elegant, masterwork container |
3 | A glass jar affixed to a headless Skaab |
4 | A container affixed to a Carriage |
Creepy Doll
Tiny Construct, Lawful Evil
AC 12
HP 21 (6d4 + 6)
Initiative +4 (14)
Speed 40 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 6 | –2 | –2 |
Int | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 10 | +0 | +0 |
- Skills Stealth +6
- Resistances Bludgeoning, Piercing, Slashing
- Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages The languages of its creator
- CR 2 (XP 450; PB +2)
Actions
Multiattack. The doll makes two Scissors attacks and uses Psychic Assault.
Scissors. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage.
Psychic Assault. Intelligence Saving Throw: DC 12, one creature the doll can see within 10 feet. Failure: 11 (2d10) Psychic damage. Failure by 5 or more: The target also has the Stunned condition until it regains Hit Points.
Body Exchange. Intelligence Saving Throw: DC 12, one Humanoid the doll can see within 5 feet. Failure: The doll possesses the target until the doll or the target drops to 0 Hit Points. Until the possession ends, the doll perceives through the target's senses and decides what actions the target takes and where it moves. The doll's body has the Unconscious condition. A Dispel Evil and Good spell cast on the target ends the possession.
Creepy Doll
One, Two, It's Coming For You
Habitat: Urban; Treasure: Implements
A living doll is easily mistaken for an inanimate doll or a stuffed animal until it moves. Trapped within each living doll is a malicious geist or demon. The doll takes pleasure in tormenting the guilt-ridden and despondent, hastening their descent into depression or paranoia.
Creepy Doll Appearances
1d4 | The creepy doll depicts... |
---|---|
1 | A wealthy nobleman |
2 | A little girl |
3 | An angel |
4 | A bear |
Dawnhart Witch
Medium Humanoid, Any Alignment
AC 17
HP 93 (17d8 + 17)
Initiative +2 (12)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Int | 15 | +2 | +2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 20 | +5 | +8 |
MOD | SAVE | ||
---|---|---|---|
Con | 12 | +1 | +1 |
Cha | 16 | +3 | +6 |
- Skills Nature +6, Survival +5
- Senses Passive Perception 12
- Languages Common, Primordial
- CR 5 (XP 1,800; PB +3)
Actions
Multiattack. The witch makes two Sungold Staff attacks. It can replace one of these attacks with a use of Spellcasting.
Sungold Staff. Melee Attack Roll: +8, reach 5 ft. Hit: 10 (1d10 + 5) Bludgeoning damage plus 9 (2d8) Radiant damage.
Sungold Barrage. Constitution Saving Throw: DC 16, each creature in a 60-foot Cone. Failure: 25 (10d4) Radiant damage, and the target has the Blinded condition until the end of its next turn. Success: Half damage only.
Spellcasting (Druid). The witch casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 16):
- At Will: Barkskin (included above), Dancing Lights, Druidcraft
- 2/Day Each: Entangle, Healing Word
- 1/Day Each: Beacon of Hope, Conjure Animals, Daylight
Dawnhart Witch
Keeper of the Old Ways
Habitat: Urban; Treasure: Arcana
Before the coming of Avacyn and the angels, the old magic of the coven was a source of protection from the threats in the dark. After the archangel's death, the coven emerged once more, becoming the last hope of humanity against the encroaching darkness of the eternal night. The dawnhart coven are clad in elaborate skull headdresses, face paint, and autumnal robes.
The witches of the Dawnhart Coven draw power from the god Ghrin-Danu, a primordial and forgotten god of nature.
Dawnhart Witch Masks
1d4 | The witch's headdress is the skull of a... |
---|---|
1 | Wolf |
2 | Elk |
3 | Goat |
4 | Human |
Dragons
Terrors of the Peaks
Habitat: Mountain; Treasure: Arcana
Dragons are extremely rare on Innistrad, mostly confined the remotest parts of the Geier Reach mountains in Stensia.
Balefire Dragons
Most of Innistrad's dragons are brutal fire-breathers called Balefire dragons or Ashmouth dragons. They are firecely territorial, preying on any creature that enters their territory.
Moonveil Dragons
A few dragons are known to favor more monstrous prey, hunting vampires and feasting on werewolves. Known as Moonveil dragons, these extremely rare creatures have shimmering, transparent wings that gleam in the moonlight as they hunt. The sight of one is considered an inspiring good omen by those who fight the evils of the world.
Balefire Dragon Wyrmling
Medium Dragon, Chaotic Evil
AC 17
HP 75 (10d8 + 30)
Initiative +0 (10)
Speed 30 ft., Fly 60 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Int | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +2 |
Wis | 11 | +0 | +2 |
MOD | SAVE | ||
---|---|---|---|
Con | 17 | +3 | +5 |
Cha | 15 | +2 | +4 |
- Skills Perception +4, Stealth +2
- Immunities Fire
- Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
- Languages Draconic
- CR 4 (XP 1,100; PB +2)
Actions
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 9 (1d10 + 4) Piercing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 24 (7d6) Fire damage, and the target starts burning. Success: Half damage only.
Young Balefire Dragon
Large Dragon, Chaotic Evil
AC 18
HP 178 (17d10 + 85)
Initiative +0 (10)
Speed 40 ft., Fly 80 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 23 | +6 | +6 |
Int | 14 | +2 | +2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +4 |
Wis | 11 | +0 | +4 |
MOD | SAVE | ||
---|---|---|---|
Con | 21 | +5 | +9 |
Cha | 19 | +4 | +8 |
- Skills Perception +8, Stealth +4
- Immunities Fire
- Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
- Languages Draconic
- CR 10 (XP 5,900; PB +4)
Actions
Multiattack. The dragon makes three Fiery Rend attacks.
Fiery Rend. Melee Attack Roll: +10, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage plus 3 (1d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 17, each creature in a 30-foot Cone. Failure: 56 (16d6) Fire damage, and the target starts burning. Success: Half damage only.
Adult Balefire Dragon
Huge Dragon, Chaotic Evil
AC 19
HP 256 (19d12 + 133)
Initiative +0 (10)
Speed 40 ft., Fly 80 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 27 | +8 | +8 |
Int | 16 | +3 | +3 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +6 |
Wis | 13 | +1 | +7 |
MOD | SAVE | ||
---|---|---|---|
Con | 25 | +7 | +13 |
Cha | 21 | +5 | +11 |
- Skills Perception +13, Stealth +6
- Immunities Fire
- Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 23
- Languages Draconic
- CR 17 (XP 18,000; PB +6)
Traits
Legendary Resistance (3/day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Fiery Rend attacks.
Fiery Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 15 (2d6 + 8) Slashing damage plus 7 (2d6) Fire damage.
Fire Breath (Recharge 5–6). Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 63 (18d6) Fire damage, and the target starts burning. Success: Half damage only.
Legendary Actions
Legendary Action Uses: 3. Immediately after another creature's turn, The dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Noxious Smoke. The dragon casts Stinking Cloud, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 19).
Rend. The dragon makes one Fiery Rend attack.
Searing Heat. Constitution Saving Throw: DC 15, each creature in a 15-foot Emanation originating from the dragon. Failure: 10 (3d6) Fire damage, and the target gains 1 level of Exhaustion. Success: Half damage only.
Wingbeat. Strength Saving Throw: DC 22, each creature in a 10-foot Emanation originating from the dragon. Failure: 15 (2d6 + 8) Bludgeoning damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The dragon flies up to half its Fly Speed. The dragon can't take this action again until the start of its next turn.
Moonveil Dragon Wyrmling
Medium Dragon, Chaotic Good
AC 16
HP 16 (3d8 + 3)
Initiative +0 (10)
Speed 30 ft., Fly 60 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 15 | +2 | +2 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +2 |
Wis | 11 | +0 | +2 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 13 | +1 | +3 |
- Skills Perception +4, Stealth +2
- Immunities Fire; Charmed
- Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
- Languages Draconic
- CR 1 (XP 200; PB +2)
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d10 + 2) Piercing damage plus.
Sleep Breath (Recharge 6). Constitution Saving Throw: DC 11, each creature in a 15-foot Cone. Creatures that don't sleep or that have Immunity to the Exhaustion condition automatically succeed this save. Failure: The target has the Unconscious condition for 1 minute, until it takes damage, or until another creature takes an action to shake it awake.
Moonlight Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 5-foot-wide, 20-foot-long Line. Failure: 14 (4d6) Radiant damage. Success: Half damage.
Young Moonveil Dragon
Large Dragon, Chaotic Good
AC 17
HP 110 (13d10 + 39)
Initiative +0 (10)
Speed 40 ft., Fly 80 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Int | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +3 |
Wis | 11 | +0 | +3 |
MOD | SAVE | ||
---|---|---|---|
Con | 17 | +3 | +6 |
Cha | 15 | +2 | +5 |
- Skills Perception +6, Stealth +3
- Immunities Fire; Charmed
- Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
- Languages Draconic
- CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 13 (2d8 + 4) Piercing damage plus.
Sleep Breath (Recharge 6). Constitution Saving Throw: DC 11, each creature in a 30-foot Cone. Creatures that don't sleep or that have Immunity to the Exhaustion condition automatically succeed this save. Failure: The target has the Unconscious condition for 10 minutes, until it takes damage, or until another creature takes an action to shake it awake.
Moonlight Breath (Recharge 5–6). Dexterity Saving Throw: DC 11, each creature in a 5-foot-wide, 40-foot-long Line. Failure: 42 (12d6) Radiant damage. Success: Half damage.
Adult Moonveil Dragon
Huge Dragon, Chaotic Good
AC 18
HP 172 (15d12 + 75)
Initiative +0 (10)
Speed 40 ft., Fly 80 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 23 | +6 | +6 |
Int | 14 | +2 | +2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +5 |
Wis | 13 | +1 | +6 |
MOD | SAVE | ||
---|---|---|---|
Con | 25 | +5 | +10 |
Cha | 17 | +3 | +8 |
- Skills Perception +11, Stealth +5
- Immunities Fire; Charmed
- Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 21
- Languages Draconic
- CR 13 (XP 10,000; PB +5)
Traits
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +11, reach 15 ft. Hit: 15 (2d8 + 6) Piercing damage plus.
Moonlight Breath (Recharge 5–6). Dexterity Saving Throw: DC 18, each creature in a 5-foot-wide, 20-foot-long Line. Failure: 45 (13d6) Radiant damage. Success: Half damage.
Sleep Breath (Recharge 6). Constitution Saving Throw: DC 18, each creature in a 60-foot Cone. Creatures that don't sleep or that have Immunity to the Exhaustion condition automatically succeed this save. Failure: The target has the Unconscious condition for 10 minutes, until it takes damage, or until another creature takes an action to shake it awake.
Reactions
The dragon can take up to three Reactions per round but only one per turn.
Mirrorwing. Trigger: The dragon succeeds on a saving throw against a spell or a spell attack misses it. Response: The spell is deflected back at its caster; the caster makes a saving throw against the spell or makes a spell attack against themselves, using their own spell save DC and spell attack modifier.
Manaform. Trigger: A creature the dragon can see ends its turn within 5 feet of the dragon. Response: The dragon casts Mislead, requiring no spell components and using Charisma as the spellcasting ability.
Disorienting Visions. Trigger: The dragon takes damage. Response—Wisdom Saving Throw: DC 18, each creature in a 20-foot Emanation originating from the dragon. Failure: The target has Disadvantage on ability checks until the end of the dragon's next turn.
Dreadlight Monstrosity
Gargantuan Monstrosity, Unaligned
AC 20
HP 203 (14d20 + 56)
Initiative +5 (15)
Speed 30 ft., Swim 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 20 | +5 | +5 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 12 | +1 | +1 |
Wis | 20 | +5 | +9 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +8 |
Cha | 3 | –4 | –4 |
- Skills Perception +9
- Immunities Grappled, Paralyzed, Petrified, Prone, Restrained
- Senses Truesight 60 ft., Passive Perception 19
- Languages None
- CR 10 (XP 5,000; PB +4)
Traits
Illumination. The dreadlight sheds Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
Actions
Multiattack. The dreadlight makes two Claw attacks and uses Dread Light.
Claw. Melee Attack Roll: +9, reach 10 ft. Hit: 27 (5d8 + 5) Bludgeoning damage.
Dread Light. Wisdom Saving Throw: DC 17, each creature in the dreadlight's Bright Light (see the Illumination trait). Failure: The target has the Charmed condition until the end of its next turn. On its next turn, the Charmed target moves up to its Speed toward the dreadlight. If the target ends its turn within 10 feet of the dreadlight, the target is swallowed.
A swallowed target has the Restrained condition, has Total Cover against attacks and other effects outside the Dreadlight, and takes 11 (2d10) Acid damage at the start of each of the dreadlight's turns. A swallowed creature can escape by taking an action to make a DC 17 Strength (Athletics) check, escaping and entering an unoccupied space within 5 feet of the dreadlight on a success. If the dreadlight has 0 Hit Points, a swallowed creature automatically succeeds on its check to escape.
Dreadlight Monstrosity
Deadlights in the Deep
Habitat: Coastal; Treasure: Arcana
The dreadlight monstrosity is a horrifying creature of the sea. It appears as an enormous crab or kraken-like creature, with an entire lighthouse affixed where its head would be. The light of the dreadlight's lighthouse has a mesmerizing quality, making hunting for food all the easier.
Fox
Tiny Beast, Unaligned
AC 13
HP 2 (1d4)
Initiative +3 (13)
Speed 30 ft., Burrow 5 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 2 | –4 | –4 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 16 | +3 | +3 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 11 | +0 | +0 |
Cha | 6 | –2 | –2 |
- Skills Perception +5, Stealth +5
- Senses Darkvision 60 ft., Passive Perception 13
- Languages None
- CR 0 (XP 10; PB +2)
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage.
Fox
Tagline
Habitat: Arctic, Forest; Treasure: None
The foxes of Innistrad live in burrows and can be found in forested regions, such as Kessig and Ulvenwald. They prowl the woods and nearby villages for food, hunting hares or stealing fish. These timid creatures typically avoid contact with humanoids, but they are sometimes trained by the hunters of Devilthorn Lodge—a hunting lodge near Ashmouth that must deal with devils when they hunt game.
Geist
Medium Undead, Any Alignment
AC 11
HP 45 (10d8)
Initiative +1 (11)
Speed 0 ft., Fly 40 ft. (hover)
MOD | SAVE | ||
---|---|---|---|
Str | 7 | –2 | –2 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 10 | +0 | +0 |
Cha | 17 | +3 | +3 |
- Resistances Acid, Bludgeoning, Fire, Lightning, Piercing, Slashing, Thunder
- Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 60 ft., Passive Perception 11
- Languages The languages it knew in life
- CR 4 (XP 1,100; PB +2)
Traits
Incorporeal Movement. The geist 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.
Actions
Ghostly Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 17 (4d6 + 3) Necrotic damage.
Catapult Object (Chaotic Alignment Only). Dexterity Saving Throw: Each creature in a 30-foot Line. Failure: 10 (3d6) Bludgeoning damage.
Etherealness (Neutral Alignment Only). The geist casts Etherealness on itself, requiring no spell components and using Charisma as the spellcasting ability.
Horrifying Visage (Evil Alignment Only). Wisdom Saving Throw: DC 13, each creature within 60 feet of the geist that isn't Undead. Failure: The target has the Frightened condition until the end of the geist's next turn.
Possession (3/Day). Charisma Saving Throw: DC 13, one creature the geist can see within 5 feet. Failure: The geist possesses the target. Until the possession ends, the geist occupies the target's space and has Total Cover. The geist decides what actions the target takes and where it moves. At the end of each of its turns, the target repeats the save, ending the possession on a success. When the possession ends, the geist appears in an unoccupied space within 5 feet of the target. Failure (Good Alignment only): While possessed, the target has Immunity to the Charmed and Frightened conditions and Resistance to Bludgeoning, Piercing, and Slashing damage.
Geist
The Restless Dead
Habitat: Any; Treasure: Relics
Innistrad is filled with the ghosts of the human dead. These spirits, called geists, take many forms. Some are protective ancestors, some are simply lost between life and death, and others are vengeful creatures bent on resolving conflicts they couldn’t in life.
Geist Alignment
1d10 | The geist is... |
---|---|
1 | Chaotic Evil |
2 | Chaotic Good |
3 | Chaotic Neutral |
4 | Lawful Evil |
5 | Lawful Good |
6 | Lawful Neutral |
7–8 | Neutral |
9 | Neutral Evil |
10 | Neutral Good |
Giant Slug
Large Monstrosity, Unaligned
AC 13
HP 66 (6d10 + 18)
Initiative +0 (10)
Speed 15 ft., Climb 10 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Int | 1 | –5 | –5 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 5 | –3 | –3 |
- Skills Perception +5
- Senses Darkvision 60 ft., Passive Perception 15
- Languages None
- CR 3 (XP 700; PB +2)
Traits
Spider Climb. The slug can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The slug makes two Bite attacks. It can replace one of these attacks with a use of Acid Breath if available.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Piercing damage plus 2 (1d4) Acid damage.
Corrosive Breath (Recharge 5–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 9 (2d8) Acid damage, and the target takes a –2 penalty to its AC until the end of its next turn. Success: Half damage only.
Giant Slug
Slimy, Squirming Evil
Habitat: Swamp; Treasure: None
Giant slugs are grotesque, slimy horrors that emerge from Innistrad's swamps. Many swamp villages devolve into cults that worship these creatures in hopes that it steers clear of the village. They are slow moving but territorial, and can breathe a corrosive slime when threatened.
Giant Snapping Turtle
Large Beast, Unaligned
AC 17
HP 75 (10d10 + 20)
Initiative +0 (10)
Speed 30 ft., Swim 40 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 5 | –3 | –3 |
- Senses Darkvision 60 ft., Passive Perception 11
- Languages None
- CR 3 (XP 700; PB +2)
Traits
Amphibious. The turtle can breathe air and water.
Stable. The turtle has Advantage on saving throws it makes to avoid the Prone condition.
Actions
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 18 (4d6 + 4) Slashing damage.
Giant Snapping Turtle
Jaws of Death
Habitat: Coastal, Swamp; Treasure: None
Giant snapping turtles can grow to be 12 feet in diameter. Although they appear slow and ponderous, they are capable of startling bursts of speed and will aggressively attack smaller creatures that approach them. One snap of a giant turtle's jaws can cut a human in half, and these creatures aren't fussy about what they eat.
Gryff
Large Celestial, Neutral Good
AC 11
HP 19 (3d10 + 3)
Initiative +1 (11)
Speed 40 ft., Fly 60 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 17 | +3 | +3 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 8 | –1 | –1 |
- Skills Perception +5
- Senses Passive Perception 15
- Languages None
- CR 1 (XP 200; PB +2)
Actions
Multiattack. The gryff makes two Hooves attacks.
Hooves. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage.
Spellcasting. The gryff casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 11):
- 1/Day Each: Beacon of Hope, Calm Emotions, Find the Path
Gryff
Salvation on Angel Wings
Habitat: Any; Treasure: Relics
Gryffs are an elegant, heron-headed species of Hippogriff. They are longer and leaner than the traditional griffin, with flexible necks, sleek hindquarters, lance-like beaks, and equine hooves. Gryffs are swift and nimble flyers, natural enemies of dark creatures, and a powerful force for the side of Avacyn and her angels. They are used by cathars as flying steeds.
Homunculus
Small Construct, Neutral
AC 12
HP 7 (2d6)
Initiative +2 (12)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 4 | –3 | –3 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 15 | +2 | +2 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 11 | +0 | +0 |
Cha | 7 | –2 | –2 |
- Immunities Poison; Charmed (except by its master), Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages The languages of its master
- CR 0 (XP 10; PB +2)
Traits
Telepathic Bond. While the homunculus and its master are on the same plane of existence, the master can communicate with the homunculus telepathically, and the master can perceive through the homunculus' senses.
Actions
Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Bludgeoning damage.
Homunculus
Fetch Master the Brain
Habitat: Coastal; Treasure: Arcana
Stitchers and necro-alchemists of Innistrad often create and utilize homunculi, which are small subservient living constructs. They are used for menial tasks including collecting parts for skaab creation and maintaining libraries and laboratories. They often appear as blue-skinned cyclopean humanoids.
Homunculus Tasks
1d4 | The homunculus' master wants it to fetch... |
---|---|
1 | Arms and legs |
2 | A moondrake's wing |
3 | Melee weapons |
4 | A human brain |
Insectile Aberration
Medium Monstrosity, Any Alignment
AC 15
HP 81 (18d8)
Initiative +2 (12)
Speed 30 ft., Fly 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 9 | –1 | –1 |
Int | 17 | +3 | +6 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 12 | +1 | +4 |
MOD | SAVE | ||
---|---|---|---|
Con | 11 | +0 | +0 |
Cha | 11 | +0 | +0 |
- Skills Arcana +6, History +6
- Senses Darkvision 60 ft., Passive Perception 11
- Languages Common and any three languages
- CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The aberration makes three attacks, using Proboscis or Spark in any combination.
Proboscis. Melee Attack Roll: +6, reach 5 ft. Hit: 16 (3d10) Piercing damage.
Spark. Ranged Attack Roll: +6, range 120 ft. Hit: 16 (3d10) Lightning damage.
Spellcasting (Wizard). The aberration casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
- At Will: Detect Magic, Light, Mage Hand, Prestidigitation
- 2/Day Each: Call Lightning, Suggestion
- 1/Day: Insect Plague
Insectile Aberration
Be Afraid. Be Very Afraid.
Habitat: Urban; Treasure: Arcana
A number of crazed wizards on Innistrad perform experiments that revolve around insects and metamorphosis, with the ultimate goal of achieving a kind of "perfect" state of being that merges man and insect.
Kindercatch
Medium Fey, Neutral Evil
AC 17
HP 82 (11d8 + 33)
Initiative +1 (11)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 13 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 12 | +1 | +1 |
Wis | 14 | +2 | +2 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 14 | +2 | +2 |
- Skills Deception +4, Perception +4, Stealth +3
- Senses Darkvision 60 ft., Passive Perception 14
- Languages Common, Draconic, Primordial
- CR 3 (XP 700; PB +2)
Traits
Mimicry. The kindercatch can mimic animal sounds and Humanoid voices. A hearer can discern the sounds are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
Spellcasting. The kindercatch casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
- At Will: Dancing Lights, Invisibility (self only), Minor Illusion, Vicious Mockery
Kindercatch
Don't Go Into the Woods
Habitat: Forest; Treasure: Arcana
Kindercatches are malign forest spirits. Though similar in appearance to geists, they are manifestations of primal mana rather than souls of the deceased. They are like hags, seeking to lure small human children away from woodland villages to be eaten.
Kraken Horror
Gargantuan Monstrosity, Chaotic Evil
AC 16
HP 217 (14d20 + 70)
Initiative +0 (10)
Speed 20 ft., Swim 50 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 24 | +7 | +12 |
Int | 5 | –3 | –3 |
MOD | SAVE | ||
---|---|---|---|
Dex | 11 | +0 | +5 |
Wis | 15 | +2 | +7 |
MOD | SAVE | ||
---|---|---|---|
Con | 20 | +5 | +10 |
Cha | 9 | –1 | –1 |
- Skills Perception +11
- Resistances Bludgeoning, Piercing, Slashing
- Immunities Cold, Lightning; Frightened, Grappled, Paralyzed, Restrained
- Senses Darkvision 120 ft., Passive Perception 21
- Languages Understands Primordial but can't speak
- CR 14 (XP 11,500; PB +5)
Traits
Amphibious. The kraken can breathe air and water.
Freedom of Movement. The kraken's movement is unaffected by Difficult Terrain, and spells and other magical effects can't reduce the kraken's Speed. The kraken can spend 5 feet of movement to automatically escape from nonmagical restraints.
Siege Monster. The kraken deals double damage to objects and structures.
Actions
Multiattack. The kraken makes two Claw attacks.
Claw. Melee Attack Roll: +12, reach 15 ft. Hit: 25 (4d8 + 7) Bludgeoning damage. If the target is Huge or smaller, it has the Grappled condition (escape DC 20). While Grappled, the target has the Restrained condition. The kraken has ten claws, each of which can grapple one target.
Kraken Horror
In the Ice of the North, Dead Krakens Wait Dreaming
Habitat: Underwater; Treasure: Arcana
Lurking in the deepest reaches of Innistrad's seas, kraken horrors are gigantic monsters of unpredictable wrath and terrible destruction. A kraken has a shape similar to that of a lobster, with numerous clawed arms and a tentacle-lined maw.
Innistrad's krakens are native to the frozen north of Innistrad, where they are sometimes found by expeditions encased in ice. The Stromkirk line of vampires worships them as avatars of pre-avacynian gods.
Moondrake
Large Dragon, Unaligned
AC 13
HP 110 (13d10 + 39)
Initiative +3 (13)
Speed 20 ft., Fly 80 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Int | 5 | –3 | –3 |
MOD | SAVE | ||
---|---|---|---|
Dex | 16 | +3 | +3 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 6 | –2 | –2 |
- Skills Perception +4
- Immunities Lightning
- Senses Darkvision 60 ft., Passive Perception 14
- Languages Understands Draconic but can't speak
- CR 6 (XP 2,300; PB +3)
Traits
Lightning Absorption. When the moondrake is dealt Lightning damage, it takes no damage and instead regains a number of Hit Points equal to the Lightning damage dealt.
Actions
Multiattack. The moondrake makes two Rend attacks and uses Tail Whip.
Rend. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
Tail Whip. Dexterity Saving Throw: DC 15, one creature within 10 feet. Failure: 14 (3d6 + 4) Slashing damage, and the target has the Prone condition.
Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 15, each creature in a 30-foot Cone. Failure: 42 (12d6) Lightning damage. Success: Half damage.
Moondrake
Unlimited Power
Habitat: Mountain, Urban; Treasure: None
Moondrakes are smaller than their dragon cousins, and rather than fire, they breathe lightning. They seem to have a connection with or affinity for lighting, as they are often seen chasing storms in flight or gathering near the lightning-fueled laboratories of skaberen alchemists.
Revealing Eye
Large Aberration, Neutral Evil
AC 15
HP 142 (15d10 + 60)
Initiative +2 (12)
Speed 0 ft., Fly 30 ft. (hover)
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 12 | +1 | +5 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +8 |
Cha | 10 | +0 | +0 |
- Skills Perception +5, Insight +5
- Immunities Prone
- Senses Truesight 60 ft., Darkvision 120 ft., Passive Perception 15
- Languages Understands Common and Primorial but can't speak
- CR 10 (XP 5,900; PB +4)
Actions
Multiattack. The eye makes three Tentacle attacks. One of these attacks can be replaced with a use of Fell Glare, if available.
Tentacle. Melee Attack Roll: +8, reach 20 ft. Hit: 11 (2d6 + 4) Bludgeoning damage. If the target is Huge or smaller, it has the Grappled condition (escape DC 14). While Grappled, the target has the Restrained condition. The eye has ten tentacles, each of which can grapple one target..
Fell Glare (Recharge 5–6). Wisdom Saving Throw: DC 14, one creature the eye can see within 60 feet. Failure: 22 (4d10) Psychic damage, and the target has the Frightened condition. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Revealing Eye
Eye See You
Habitat: Urban; Treasure: Arcana
Practically nothing is known about the revealing eye, save that it is intelligent enough to set a trap. In towns throughout Innistrad, some bulletin boards will find a posting for a private show, some must-see event of wonder. Hapless guests who visit the listed address will find a horror behind the curtains, and are unlikely to be seen again.
Shadow Kin
Medium Monstrosity, Any Alignment
AC 14
HP 52 (8d8 + 16)
Initiative +8 (18)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Int | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 18 | +4 | +4 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 14 | +2 | +2 |
- Skills Deception +6, Insight +3
- Immunities Charmed
- Senses Darkvision 60 ft., Passive Perception 11
- Languages Common and one other language
- CR 3 (XP 700; PB +2)
Traits
Ambusher. The kin has Advantage on attack rolls against any creature that hasn't taken a turn yet in combat.
Surprise Attack. If the kin hits a creature that hasn't taken a turn yet in combat with an attack, the target takes an extra 10 (3d6) damage of the same damage type as the attack.
Actions
Multiattack. The kin makes two Slam attacks.
Slam. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage.
Spellcasting. The kin casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12):
- At Will: Detect Thoughts, Shapechange (Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Dead
Shadow Kin
Dark Reflections
Habitat: Urban; Treasure: Implements
Shadow kin are mysterious shapeshifters found throughout Innistrad's history. Stories of doppelgangers, evil twins, and living reflections all trace their origins back to some form of shadow kin.
Skaab
Medium Construct, Unaligned
AC 9 or 14 (Armored only)
HP 93 (11d8 + 44)
Initiative –1 (9)
Speed 30 ft.; Fly 30 ft. (Winged only)
MOD | SAVE | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Int | 6 | –2 | –2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 9 | –1 | –1 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +4 |
Cha | 5 | –3 | –3 |
- Resistances Bludgeoning, Piercing, Slashing
- Immunities Lightning, Poison; Blinded, Deafened, and Stunned (Multiheaded only), Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Understands the languages of its creator but can't speak
- CR 5 (XP 1,800 or 2,300 if Armored or Multilimbed; PB +3)
Traits
Grafts. The skaab has one of the following enhancements (DM's choice): Armored, Multilimbed, Multiheaded, or Winged. This choice affects other aspects of the stat block.
Immutable Form. The skaab can't shape-shift.
Magic Resistance. The skaab has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The skaab makes two Slam attacks, or three Slam attacks (Multilimbed only).
Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Bludgeoning damage.
Skaab
It's Alive
Habitat: Any; Treasure: Armaments, Implements
Skaberen, also called stitchers, are scientist-mages who create artificial forms of life. The true goal of a skaberen is to create real life, an undertaking which usually produces a malformed “offspring” for the practitioner. This offspring is a skaab—a constructed zombie.
Skaabs are assembled from disparate body parts and animated through scientific means. Most skaabs are more or less humanlike, but creative stitchers have crafted winged skaabs similar to the drakes of other worlds, towering giant skaabs, and unrecognizable horrors. Skaberen go through an elaborate process to gather body parts, bind them together, infuse the stitched body with vital fluid, and plant a vital force in its unliving flesh.
Skaab Grafts
1d4 | The skaab's body is... |
---|---|
1 | Armored |
2 | Multilimbed |
3 | Multiheaded |
4 | Winged |
Treefolk
Large Plant, Any Alignment
AC 17
HP 171 (18d10 + 72)
Initiative +1 (11)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 23 | +6 | +6 |
Int | 10 | +0 | +4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 12 | +1 | +1 |
Wis | 20 | +5 | +9 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +8 |
Cha | 11 | +0 | +0 |
- Skills Insight +9, Nature +8, Perception +9
- Vulnerabilities Fire
- Resistances Bludgeoning, Piercing
- Senses Blindsight 30 ft., Passive Perception 19
- Languages Common, Druidic, Sylvan
- CR 11 (XP 7,200; PB +4)
Traits
Plant Camouflage. The treefolk has Advantage on Dexterity (Stealth) checks it makes in forest terrain.
Actions
Multiattack. The treefolk makes two attacks, using Crushing Vine or Nightshade Bolt in any combination.
Crushing Vine. Melee Attack Roll: +10, reach 10 ft. Hit: 25 (3d12 + 6) Bludgeoning damage, and the target has the Grappled condition (escape DC 18). While Grappled, the target has the Restrained condition. The treefolk has six vines, each of which can grapple one target.
Nightshade Bolt. Ranged Attack Roll: +9, range 60 ft. Hit: 33 (6d10) Poison damage.
Spellcasting (Druid). The treefolk casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 17):
- At Will: Detect Poison and Disease, Druidcraft, Heroism
- 2/Day each: Enlarge/Reduce, Speak with Plants
- 1/Day: Commune with Nature (as an action)
Treefolk
Willows of Wisdom
Habitat: Forest; Treasure: Arcana
The wise and ancient treefolk thrive in the depths of Innistrad's forests, especially in Kessig and the Ulvenwald. Many treefolk rival vampires in age. They serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches. Despite their peacefulness, they will viciously defend the natural order and those who would do harm to the woods.
Vampire Neonate
Medium Undead, Any Alignment
AC 15
HP 82 (11d8 + 33)
Initiative +3 (13)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Int | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 16 | +3 | +6 |
Wis | 10 | +0 | +3 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 12 | +1 | +1 |
- Skills Perception +3, Stealth +6
- Resistances Bludgeoning, Necrotic, Piercing, Slashing
- Senses Darkvision 60 ft., Passive Perception 13
- Languages the languages it knew in life
- CR 5 (XP 1,800; PB +3)
Traits
Regeneration. The vampire regains 10 Hit Points at the start of its turn if it has at least 1 Hit Point. If the vampire takes Radiant damage, this trait doesn't function at the start of the vampire's next turn.
Vampiric Glamer. The vampire is disguised by an illusion, appearing as a beautiful human. The illusion can be seen through by a creature who takes the Study action and succeeds on a DC 20 Intelligence (Investigation) check.
Actions
Multiattack. The vampire makes two Claw attacks. It can replace one of these attacks with a Bite attack.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (2d4 + 3) Slashing damage, and the target has the Grappled condition (escape DC 14).
Bite. Melee Attack Roll: +6, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Necrotic damage, and the vampire regains Hit Points equal to the Necrotic damage taken.
Aura of Silence. The vampire radiates an aura of silence in a 5-foot Emanation until the start of its next turn. Each creature in the Emanation has the Deafened condition, has Immunity to Thunder damage, and can't speak or cast a spell with a Verbal component.
Vampires
Sires of Blood
Habitat: Any; Treasure: Relics
Vampires are a hedonistic society that embodies indulgent desire, driven by the blood thirst gift of their fiendish heritage. The selfish and arrogant vampires view humans as cattle in comparison to the elegance and sophistication of vampire society. New inductees to this society are called neonates. They are those who have been given the opportunity to undergo the blood ritual and become vampires. They are young, and will spend the next centuries of their life amassing power. Elder vampires are the strongest of their kind, and hold positions of power and privilege among their bloodlines.
Vampiric Bloodlines
1d4 | Bloodline | Elder Ability |
---|---|---|
1 | Falkenrath | Flight |
2 | Markov | Charm |
3 | Stromkirk | Gorge |
4 | Voldaren | Shapechange |
Vampire Elder
Medium Undead, Any Alignment
AC 16
HP 144 (17d8 + 68)
Initiative +9 (19)
Speed 30 ft.; Fly 30 ft. (Flight only)
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 20 | +5 | +5 |
MOD | SAVE | ||
---|---|---|---|
Dex | 18 | +4 | +9 |
Wis | 15 | +2 | +7 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +4 |
Cha | 18 | +4 | +9 |
- Skills Perception +12, Stealth +9
- Resistances Bludgeoning, Necrotic, Piercing, Slashing
- Senses Darkvision 120 ft., Passive Perception 22
- Languages the languages it knew in life
- CR 15 (XP 13,000; PB +5)
Traits
Elder Magic. The vampire knows one of the following abilities (DM's choice): Charm, Flight, Gorge, or Shapechange. This choice affects other aspects of the stat block.
Regeneration. The vampire regains 20 Hit Points at the start of its turn if it has at least 1 Hit Point. If the vampire takes Radiant damage, this trait doesn't function at the start of the vampire's next turn.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Vampiric Glamer. The vampire obscures its true form with an illusion that makes it appear as a beautiful human. The illusion can be seen through by a creature who takes the Study action and succeeds on a DC 20 Wisdom (Perception) check.
Actions
Multiattack. The vampire makes two Claw attacks. It can replace one of these attacks with a Bite attack.
Claw. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points; Gorge only), reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage, and the target has the Grappled condition (escape DC 14).
Bite. Dexterity Saving Throw: DC 17, one creature within 5 feet that has the Charmed, Grappled, Incapacitated, or Restrained condition. Failure: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage, and the vampire regains Hit Points equal to the Necrotic damage taken.
Aura of Silence. The vampire radiates an aura of silence in a 5-foot Emanation until the start of its next turn. Each creature in the Emanation has the Deafened condition, has Immunity to Thunder damage, and can't speak or cast a spell with a Verbal component.
Change Shape (Shapechange Only). The vampire casts Gaseous Form or Polymorph (Bat form only) on itself, requiring no spell components and using Charisma as the spellcasting ability.
Charm (Charm Only). The vampire casts Charm Person, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17).
Reactions
The vampire can take up to three Reactions per round but only one per turn.
Misty Escape (Shapechange Only). Trigger: The vampire becomes Bloodied. Response: The vampire casts Gaseous Form on itself, using the same spellcasting ability in Change Shape.
Deathless Evasion. Trigger: A creature the vampire can see ends its turn within 10 feet of the vampire. Response: The vampire moves up to its Speed without provoking Opportunity Attacks.
Retaliating Claw. Trigger: The vampire takes damage. Response: The vampire makes one Claw attack.
Bloodthirsting Bite. Trigger: A creature that has the Charmed, Grappled, Incapacitated, or Restrained condition starts its turn within 5 feet of the vampire. Response: The vamprie makes one Bite attack against the triggering creature.
Werewolf
Medium Humanoid (Human), Any Alignment
AC 11 (Human only) or 12 (Canid only)
HP 58 (9d8 + 18)
Initiative +1 (11)
Speed 30 ft. (Human only) or 40 ft. (Canid only)
MOD | SAVE | ||
---|---|---|---|
Str | 15 | +2 | +2 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 10 | +0 | +0 |
- Skills Perception +4, Stealth +3
- Gear Spear (3)
- Senses Passive Perception 14
- Languages Common
- CR 3 (XP 700; PB +2)
Traits
Howlpack. The werewolf is a member of one of the following howlpacks (DM's choice): Krallenhorde, Leeraug, Mondronen, or Vildin. This choice affects other aspects of the stat block.
Wounded Fury (Mondronen Only). While Bloodied, the werewolf has Advantage on attack rolls.
Actions
Multiattack. The werewolf makes two Rend or Spear attacks.
Rend (Canid Only). Melee Attack Roll: +4 (with Advantage if the target doesn't have all its Hit Points; Leeraug only), reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Spear (Human Only). Melee or Ranged Attack Roll: +4, reach 5 ft. or range 20/60 ft. Hit: 6 (1d8 + 2) Piercing damage.
Change Shape. The werewolf shape-shifts into a human-wolf canid form, or back into its human form. Its form affects other aspects of the stat block. It reverts to its human form if it dies.
Reactions
Rampage (Vildin Only). Trigger: The werewolf reduces a creature to 0 Hit Points. Response: The werewolf moves up to half its Speed and makes one Rend or Spear attack.
Werewolf
Howl at the Moon
Habitat: Any; Treasure: Armaments, Implements
Driven by their passions, their supernatural hunger, and the cycle of the moon, werewolves shed their tenuous humanity to embrace the savage predator within. They live along the boundary between humanity and supernatural evil, between civilization and the wilds, between light and utter darkness. Gathering in wild packs or hunting alone under the silver moon, werewolves embody the urge to violence, the rebellion against social mores and the chains of conscience, and the hunting instinct that lives within the human heart.
Dire Werewolf
The strong sway of the errant moon produced a new breed of werewolf called the dire strain. In human form, these werewolves are markedly tall, lanky folk with a grim cast to their appearance. They distrust others, looking strangers up and down with their sunken, beady eyes, somehow both suspicious and bored. In werewolf form, they grow far larger than other werewolves, with legendary strength and speed.
Werewolf Howlpacks
1d4 | Howlpack |
---|---|
1 | Krallenhorde |
2 | Leeraug |
3 | Mondronen |
4 | Vildin |
Dire Werewolf
Medium Humanoid (Human), Any Alignment
AC 16
HP 170 (20d8 + 80)
Initiative +1 (11)
Speed 30 ft. (Human only) or 40 ft. (Canid only)
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 14 | +2 | +2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 18 | +4 | +9 |
Wis | 16 | +3 | +3 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +9 |
Cha | 16 | +3 | +8 |
- Skills Perception +13, Stealth +9
- Immunities Charmed, Frightened
- Senses Darkvision 120 ft., Passive Perception 23
- Languages Common
- CR 13 (XP 10,000; PB +5)
Traits
Legendary Resistance (2/Day). When the werewolf fails a saving throw, it can choose to succeed instead.
Regeneration. The were regains 10 Hit Points at the start of its turn. If the werewolf takes damage from a Silvered Weapon, this trait doesn't function at the start of the werewolf's next turn. The werewolf dies only if it starts its turn with 0 Hit Points and doesn't regain Hit Points.
Actions
Multiattack. The werewolf makes two Longsword or Rend attacks.
Longsword. Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 15 (2d10 + 4) Slashing damage.
Rend (Canid Only). Melee Attack Roll: +9 (with Advantage if the target doesn't have all its Hit Points), reach 5 ft. Hit: 11 (2d6 + 4) Slashing damage plus 14 (4d6) Necrotic damage, and the target has the Prone condition if it is Large or smaller.
Bonus Actions
Change Shape. The werewolf shape-shifts into a human-wolf canid form, or back into its human form. Its form affects other aspects of the stat block. It reverts to its human form if it dies.
Reactions
The werewolf can take up to two Reactions per round but only one per turn.
Retaliation. Trigger: The werewolf takes damage. Response: The werewolf makes one Longsword or Rend attack.
Prowl. Trigger: A creature the werewolf can see ends its turn within 5 feet of the werewolf. Response: The werewolf moves up to half its Speed without provoking Opportunity Attacks.
Decayed Zombie
Medium Undead, Neutral Evil
AC 8
HP 15 (2d8 + 6)
Initiative –2 (8)
Speed 20 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 6 | –2 | –2 |
Wis | 6 | –2 | –2 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 5 | –3 | –3 |
- Immunities Poison; Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 8
- Languages understands the languages it knew in life but can't speak
- CR 1/4 (XP 50; PB +2)
Traits
Loathsome Limbs. If damage reduces the zombie to 0 Hit Points, two Crawling Claws appear in its space (see the Monster Manual for the creature's statstics) unless the damage is Radiant or from a Critical Hit.
Actions
Slam. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage.
Zombies
We Are the Walking Dead
Habitat: Any; Treasure: Implements
Ghoulcallers are necromancers—mages who call forth the dead from grafyards. These risen dead are called ghouls, or the unhallowed. The ghoulcaller fills the fragile mind of his or her creation with a single driving purpose, which the ghoul carries out to the best of its ability using whatever skills it has. Unhallowed ghouls might be represented with the zombie stat block from the Player's Handbook, or the Ghoul, Ghast, or even Mummy stat block from the Monster Manual. The following section offers a selection of other options for different kinds of ghouls.
Tomb Tyrant
Most zombies, both ghouls and skaabs, aren't truly intelligent. They are simply tools that serve their skaberen and ghoulcaller masters. However, on rare occasions, a zombie will remember much of its former life and retain its intelligence. To prevent such an occurrence, wizards have developed a magic item known as a Pithing Needle to remove such memories from their creations. However, when a pithing needle is not employed, the result is an intelligent zombie that often leads its undead brothers against their former masters.
Tombshell
Tombshells are the zombies of giant turtles, now extinct on Innistrad but buried deep underground. The most powerful necromancers animate these corpses and use them as mobile fortresses and laboratories.
Tomb Tyrant
Medium Undead, Neutral Evil
AC 15
HP 97 (13d8 + 39)
Initiative +3 (13)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 6 | –2 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 17 | +3 | +3 |
Cha | 6 | –2 | –2 |
- Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
- Senses Darkvision 60 ft., Passive Perception 8
- Languages the languages it knew in life
- CR 5 (XP 1,800; PB +3)
Traits
Undead Fortitude. If damage reduces the tyrant to 0 Hit Points, it must make a Constitution saving throw with a DC of 5 plus the damage taken unless the damage is Radiant or from a Critical Hit. On a successful save, the tyrant drops to 1 Hit Point instead.
Actions
Multiattack. The tyrant makes two Necrotic Slam attacks.
Necrotic Slam. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Bludgeoning damage plus 7 (2d6) Necrotic damage.
Tombshell
Gargantuan Undead, Unaligned
AC 17
HP 227 (13d20 + 91)
Initiative –4 (6)
Speed 20 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 28 | +9 | +12 |
Int | 4 | –3 | –3 |
MOD | SAVE | ||
---|---|---|---|
Dex | 3 | –4 | –4 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 25 | +7 | +10 |
Cha | 5 | –3 | –3 |
- Immunities Poison; Exhaustion, Poisoned
- Senses Darkvision 60 ft., Passive Perception 10
- Languages None
- CR 8 (XP 3,900; PB +3)
Traits
Crush. Dexterity Saving Throw: DC 18, each creature in the tombshell's space when the tombshell ends its turn. Failure: The target has the Grappled condition (escape DC 18) until the tombshell moves. While Grappled, the target has the Prone and Restrained conditions.
Actions
Bite. Melee Attack Roll: +12, reach 10 ft. Hit: 28 (3d12 + 9) Piercing damage.
Shell Defense (Recharge 4–6). The tombshell withdraws into its shell until it emerges as an action. While withdrawn, the tombshell has the Prone condition, its AC is 22, and its Speed is 0 and can't increase.
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Become What You Fear.
Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.
This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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For use with the revised Dungeon Master's Guide, Monster Manual, and Player's Handbook