Revisit Magic: the Gathering's Gothic Horror plane of Innistrad in this guide for the world's greatest roleplaying game
Credits
- Designer:
- Gabe Rodriguez, /u/letterephesus
- Cover Art:
- Alix Branwyn
Artist Credits:
Adam Paquette, Alexander Deruchenko, Alexander Mokhov, Andreas Zafiratos, Andrew Mar, Aurore Folny, Brent Hollowell, Brian Valeza, Campbell White, Cristi Balanescu, Daniel Ljunggren, Darren Tan, Dave Kendall, Eric Deschamps, Fajareka Setiawan, Filip Buburan, Greg Staples, Igor Kieryluk, Jakub Kasper, Jamie Jones, James Paick, Jana Schirmer & Johannes Voss, Jason A. Engle, Johann Bodin, Josh Hass, Joshua Raphael, Justine Cruz, Karl Kopinski, Marta Nael, Matt Stewart, Michele Giorgi, Mila Pesic, Nicholas Gregory, Olivier Bernard, Pindurski, Rovina Cai, Sam White, Simon Dominic, Steve Prescott, Svetlin Velinov, Vincent Proce, Yeong-Hao Han, Zara Alfonso
- The following resources provided material and inspiration:
- The MTG Wiki
- The orignal Plane Shift: Innistrad
- A Planeswalker's Guide to Innistrad
- Magic: the Gathering cards from the Crimson Vow and Midnight Hunt sets
- Technical Resources:
- 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
- Planeshifted Guides:
- Ixalan, inspired by pirates, dinosaurs, and mesoamerican cultures
- Eldraine, inspired by fairy tales and legends
- New Capenna, inspired by 1920s America, mobster films, and art deco
- Kamigawa: Neon Dynasty, inspired by cyberpunk and Japanese culture
- Unfinity, inspired by retro sci-fi
- Phyrexia, inspired by biomechanical horror
- Kaldheim, inspired by Norse mythology
- Lorwyn-Shadowmoor, inspired by celtic mythology
- Tarkir, inspired by dragons and east asian cultures
- Ikoria, a mutation monster manual
- Amonkhet, inspired by ancient Egypt
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Contents
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Supporters
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A.J., Aaron Vetovitz, Abner Castillo, Adam Larson, Alex Hunter, Alun Howard, Andre Beshta, André Paquim, Andrew Arias, Andrew Fielder, Antoine Polignone, Astus, Bruno Arcand, Bryce Haertjens, Caroline Magoulas, Chris Campbell, Christian Weiß, Connor Sanders, Damiën, David Cummings, David Vincent DeCaro-Brown, Dylan Man, Echo Rowan, Eric Koger, Finn the Human, Guilherme Mello, Hannah Flayhan, Isaac Swisher, Joseph Joffe, Josue A Rodriguez, Justin Finley, Mason Jones, Matthew McKinnon, Matthew Wood, Nayla + Steve Caruso, Nebulous, Patrick O'Connell, Radek, ReaperTheWolf, RocketTurtle, Shaun Sullivan, Tim Platt, trent smith, Vexstar, Xoridian, Zac Bruntmyer, zen magus
Changelog
- 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.
Welcome to 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.
About this Book
This book is a detailed guide to playing Dungeons & Dragons in Magic: the Gathering's plane of Innistrad.
Chapter 1 provides information on the locations of Innistrad.
Chapter 2 presents 10 race options and lore for creating characters in Innistrad.
Chapter 3 presents a collection of 15 new unique spells for Innistrad spellcasters.
Chapter 4 presents a collection of 7 new magic items to discover on your adventures.
Chapter 5 concludes with a collection of 31 stat blocks for various monsters and NPCs that can be found on Innistrad.
Locations
The mainland of Innistrad is split into four provinces called Gavony, Kessig, Stensia, and Nephalia, with much-unexplored wilderness lying beyond these provinces. Beyond the great seas, other continents are rumored to exist that harbor exotic species of lycanthropes.
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.
Races
At 1st level, you choose your character's race. This section presents the playable races for this setting, and provides information to help you understand your character's place in the world.
When you create a character for a campaign or adventure set on the plane of Innistrad, you choose from one of the race options presented here, and follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class's "Quick Build" section offers suggestions on which scores to increase. You're free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The languages in Innistrad that a character might speak are listed below.
Innistrad Languages
Language | Typical Speakers |
---|---|
Common | Common |
Demonic | Demons, Devils |
Draconic | Dragons |
Gavony | Gavony Province |
Kessig | Kessig Province |
Nephalia | Nephalia Province |
Stensia | Stensia Province |
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race in this section tells you what your creature type is.
Here's a list of the game's creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Age
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Proficiencies
Some races and subraces grant proficiencies. These proficiencies are usually cultural, and your character might not have any connection with the culture in question or might havpe pursued different training. You can replace each of those proficiencies with a different one of your choice, following the restrictions on the Proficiency Swaps table.
Proficiency Swaps
Proficiency | Replacement Proficiency |
---|---|
Skill | Skill |
Armor | Simple/Martial weapon or tool |
Martial weapon | Simple/Martial weapon or tool |
Simple weapon | Simple weapon or tool |
Tool | Simple weapon or tool |
Angel Traits
You have the following racial traits.
Creature Type. You are a Celestial.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Angelic Magic. You know the light cantrip. Starting at 3rd level, you can cast the moonbeam spell with this trait. Once you cast moonbeam with this trait, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Celestial Resistance. You have resistance to necrotic damage damage.
Flight. Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Angel
Innistrad's angels are the foremost protectors of humanity against the creatures of night. They are seperated into "flights" associated with different aspects of the plane. The Flight of Goldnight is associated with the sun, the Flight of Alabaster with the "Blessed Sleep," the flight of Herons with birth, rebirth and purity, and the Flight of Dusk, associated with monsters.
The vampire planeswalker Sorin Markov created an angel named Avacyn to maintain a balance on the plane between humans, vampires, and other inhabitants. The Church of Avacyn, the main faith of Innistrad, was built around her and the angels loyal to her; her magic invoked to beat back the creatures of the night. When Avacyn fell under the influence of the Eldrazi invaders, the angel Sigarda, the host of Flight of Herons, replaced her as the main angel of Innistrad.
Angel Characters
Angels hold special significance in Innistrad and may not be suited to all class options, background options, or campaigns. Speak with your DM about the implications of playing an angel before choosing this race.
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
You have the following racial traits.
Creature Type. You are an Elemental.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. 500 years on average.
Dryad Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the entangle spell with this trait. Starting at 5th level, you can also cast the barkskin spell with this trait. Once you cast entangle or barkskin with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Speech of Beast and Leaf. You have the ability to communicate in a limited manner with Beasts, Plants, and vegetation. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Tree Step. As an action, you can use 10 feet of movement to magically step into a tree within 5 feet of you and emerge from a second tree you can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be living and at least the same size as you. 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.
Geist Traits
You have the following racial traits.
Creature Type. You are an Undead.
Size. You are Medium or Small (choose when you select this race).
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Deathless Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.
Ghostly Hover. You hover slightly off the ground. You can move across difficult terrain without expending extra movement if you are using your walking speed.
Incorporeal Avoidance. You have advantage on saving throws you make to avoid or end the grappled or restrained condition on yourself.
Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside a creature or object. This movement is blocked by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead.
Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Geist
Geists are the ghosts of human dead of Innistrad. They are found throughout the plane and take many forms, shaped by the characteristics of the plane's mana. Although their nature and substance are fundamentally insubstantial, allowing them to pass through walls or disappear entirely from view, they can affect the material world in a variety of ways. Some can make themselves solid for a brief time, or can solidify parts of themselves or items they hold—typically long enough to slash open a throat with a weapon or claws.
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.
On Devils and 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. Consider this when dealing with effects that require you to be a devil.
Racial Traits
You have the following racial traits.
Creature Type. You are a Fiend. You are also considered a devil for any prerequisite or effect that requires you to be a devil.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Devilish Talent. You have proficiency in one of the following skills of your choice: Deception, Insight, Sleight of Hand, or Stealth.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know the minor illusion cantrip. Starting at 3rd level, you can cast the hellish rebuke spell with this trait. Starting at 5th level, you can also cast the crown of madness spell with this trait. Once you cast hellish rebuke or crown of madness with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you gain this lineage).
Homonculus Traits
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Small.
Speed. Your walking speed is 30 feet.
Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the paralyzed or poisoned condition on yourself. You don't need to eat, drink, or breathe.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.
True Life. If the mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
In addition, your creator designed you to benefit from common spells that preserve life but that normally don't affect Constructs: cure wounds, healing word, and spare the dying.
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.
Human
Innistrad's population is mostly human, and are found throughout the four provinces. The people of Gavony 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. Beneath an ever-present shroud of fog billowing in from the sea, the people of Nephalia maintain a semblance of normalcy, buying and selling goods from across Innistrad in their bustling markets, setting out to sea in tiny fishing boats, or tilling the soggy earth in waterlogged fields. And finally, countless generations of hardship and proximity to the vampire strongholds—leading to lost children and neighbors—have taught Stensians to guard their hearts. They are proud and fervent in their beliefs but seem brusque or even cold to the people of other provinces.
Avacynian Church
The human government of Innistrad is inextricably tied to its body of faith: the Avacynian church. Named after the long dead archangel Avacyn, the church venerates the plane's angels, beings of raw mana, and uses magic based on their radiance to repel creatures of the night. One of the key principles of the Church of Avacyn refers to the conditions of death. The "blessed sleep" is an eternity of quiet oblivion, much better than the shame of becoming a troubled spirit, a maimed body, or an undead abomination.
Human Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. 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.
Skills. Humans have a wide range of natural talents. You have proficiency in one skill of your choice and with one tool of your choice.
Variant Traits
If your campaign uses the optional feat rules from the Player's Handbook, your Dungeon Master might allow these variant traits, which replace your Human Determination and Skills traits.
Resourceful. Whenever you finish a long rest, you are given inspiration, using the rules for inspiration provided in the Player's Handbook.
Feat. You gain one of the following feats from the Player's Handbook: Alert, Healer, Lucky, Magic Initiate, Savage Attacker, Skilled, or Tough.
Scarecrow Traits
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Medium or Small (choose when you select this race).
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being paralyzed or poisoned. You don't need to eat, drink, or breathe.
False Appearance. If you are motionless at the start of combat, you have advantage on your initiative roll. Moreover, if a creature hasn't observed you move or act, it must succeed on a Wisdom (Perception) check against a DC equal to 8 + your proficiency bonus + your Dexterity modifier to discern that you are animate.
Repair. If the mending spell is cast on you, you can spend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point).
Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Terrifying Glare. As an action, you can glare at one creature within 30 feet of you that can see you. That creature must succeed on a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the end of your next turn. 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.
Weakness to Fire. You have disadvantage on ability checks you make to avoid fire damage.
Scarecrow
On Innistrad, living scarecrows are inhabited and given life by malign forces such as geists or demons. Each one is unique, often handcrafted by local humans from whatever scraps and junk are available. Most often, scarecrows continue their goal of scaring, but turn from crows and ravens to the local humans.
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
You have the following racial traits.
Creature Type. You are a Construct.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and can't be aged magically.
Constructed Nature. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You don't need to eat, drink, or breathe.
Sleepless Revitalization. You don't need to sleep, and magic can't put you to sleep. You remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.
Amalgamation. You are an amalgamation of parts of other dead creatures. You gain an additional benefit based on one of the following options (choose when you select this race):
- Extra Head. You have an additional head. You can't be surprised, and you have advantage on saving throws you make to avoid the blinded, deafened, or unconscious condition on yourself.
- Extra Limbs. You have two secondary limbs somewhere on your body. The secondary limbs can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
- Natural Weapons. You have a natural weapon that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning, piercing, or slashing damage, instead of the bludgeoning damage normal for an unarmed strike (choose the damage type when you select this option).
- Tattered Wings. As a bonus action, you can fly up to a number of feet equal to your Speed. If you are in the air at the end of this movement, you fall if nothing is holding you aloft.
Treefolk Traits
You have the following racial traits.
Creature Type. You are a Plant.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. Over 1,000 years on average.
Natural Armor. Your bark-like skin provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor.
Plant Camouflage. You have advantage on Dexterity (Stealth) checks you make to hide in forest terrain.
Speech of Leaf. You can communicate in a limited manner with trees. They can understand the meaning of your words, and you can empathically understand their emotions.
Tree Stride. As an action, you can use 10 feet of movement to magically step into a tree within 5 feet of you and emerge from a second tree you can see within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be at least the same size as you. 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.
Treefolk Magic. You know the druidcraft cantrip. Starting at 3rd level, you can cast the detect poison and disease spell with this trait without requiring a material component. Starting at 5th level, you can cast the speak with plants spell with this trait. Once you cast detect poison and disease or speak with plants with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Weakness to Fire. You have disadvantage on ability checks you make to avoid fire damage.
Treefolk
The treefolk of Innistrad are the fusions of geists with the anceint wood. Some treefolk spend most of their time in slumber and arise only seasonally, while others are permanently hungry for more life to add to their core. Within the Somberwald forest, there are spirits residing in treefolk that predate humanity itself.
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.
Vampiric Bloodlines
The vampires of Innistrad are all descended from twelve ancient sires—a congregation that participated in progenitor Edgar Markov’s blasphemous alchemical ritual, taught to him by a demon of Ashmouth. The four major bloodlines are Markov, Voldaren, Falkenrath, and Stromkirk. Minor bloodlines include Dusken, Domnathi, Maurer, and Nusfar.
Racial Traits
You have the following racial traits
Creature Type. You are an Undead.
Size. You are Medium.
Speed. Your walking speed is 30 feet.
Life Span. You are immune to the effects of aging and cannot be aged magically.
Aura of Silence. As an action, you can shroud yourself in a cloak of silence out to 5 feet for 1 minute, or until you end the effect as a bonus action. Everything in that radius other than you is affected by the silence spell. 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 can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
Bite. You have elongated fangs that you can use to make unarmed strikes. If you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Vampiric Drain. When you attack with your Bite and hit a creature that isn't a Construct or an Undead, you can gain temporary hit points equal to your proficiency bonus. 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.
Vampiric Glamer. As an action, you can obscure your true form with enchantment magic, or reveal your true form. While obscured, creatures perceive you as a beautiful human of the same size and shape. Your true form is revealed when you die. A creature can use its action to visually inspect you, ending the mental effect on itself and seeing your true form with a successful Wisdom (Perception) check against a DC equal to 8 + your proficiency bonus + your Charisma modifier.
Vampiric Nature. You don't need to eat or breathe, and you can only drink blood for sustenance.
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.
Howlpacks
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.
Racial Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium.
Speed. Your walking speed is 35 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Bestial Instincts. You have proficiency in one of the following skills of your choice: Acrobatics, Athletics, Intimidation, or Survival.
Shapechanger. As a bonus action, you can transform into a man-beast hybrid. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you transform, you gain temporary hit points equal to 2 × your proficiency bonus. You can transform in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you are transformed, the following rules apply:
- You can use your elongated fangs and claws to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Your walking speed increases by 5 feet, and you have a climbing speed equal to your walking speed.
- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Involuntary Change. If you start your turn in the light of the full moon, you must succeed on a DC 15 Charisma saving throw or use your bonus action to transform as described in the Shapechanger trait, even if you have expended all uses, and you can't revert to your normal appearance until you leave the moon's light.
Spells
Magic functions on Innistrad as it does in most other D&D settings. The following chapter presents spells unique to this plane that can be used by characters in an Innistrad campaign or adventure. The New Innistrad Spells table shows which class spell lists the spells appear on, as well as that spell's level and school of magic. With your DM's permission, these spells might be available to you even if they aren't on your class spell list. (The Artificer class is presented in Tasha's Cauldron of Everything.) In addition, some spells change when they are cast on Innistrad. These spells and their modified descriptions are found later in this chapter.
New Innistrad Spells
Level | Spell | School | Classes |
---|---|---|---|
Cantrip | Blessed Defiance | Abjuration | Cleric, Paladin, Warlock |
Cantrip | Occult Epiphany | Divination | Bard, Cleric, Sorcerer, Warlock, Wizard |
1st | Adamant Will | Abjuration | Bard, Cleric, Paladin, Warlock |
1st | Chill of the Grave | Transmutation | Sorcerer, Warlock, Wizard |
1st | Discover the Formula | Divination | Artificer, Wizard |
1st | Memory Deluge | Divination | Artificer, Wizard |
2nd | Burn the Accursed | Evocation | Artificer, Cleric, Druid, Paladin |
2nd | Conductive Current | Evocation | Artificer, Druid, Ranger, Sorcerer, Warlock, Wizard |
2nd | Siphon Insight | Enchantment | Artificer, Bard, Druid, Ranger, Warlock |
3rd | Candletrap | Abjuration | Cleric, Paladin, Sorcerer, Warlock, Wizard |
3rd | Flare of Faith | Enchantment | Cleric, Paladin, Warlock |
3rd | Geistwave | Abjuration | Artificer, Cleric, Paladin, Sorcerer, Warlock, Wizard |
4th | Alchemist's Retrieval | Abjuration | Artificer, Wizard |
5th | Rite of Harmony | Transmutation | Bard, Druid, Sorcerer, Warlock |
8th | Unnatural Moonrise | Transmutation | Cleric, Druid, Sorcerer, Warlock, Wizard |
Spell Descriptions
The spells are presented in alphabetical order.
Adamant Will
1st-level Abjuration
- Casting Time: 1 reaction, which you take when a creature you can see within range is reduced to 0 hit points but not killed outright
- Range: 60 feet
- Components: V, S
- Duration: 1 round
When you cast this spell, the target drops to 1 hit point instead of 0. On its next turn, it gains advantage on its first attack roll.
Alchemist's Retrieval
4th-level Abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: S, M (a flask made of iron or glass worth at least 5gp)
- Duration: Concentraion, up to 1 minute
You attempt to pull a geist or other ethereal creature into a flask to contain it. You choose one creature you can see within range that has the Incorporeal Movement trait. That creature must succeed on a Strength saving throw or be pulled into the flask and trapped.
While trapped, a creature is incapacitated, has full cover from attacks and other effects originating outside the flask, and can't see or hear anything outside the flask. At the end of each of its turns, it can repeat the Strength saving throw, escaping the flask on a success.
Breaking the flask ends the spell early. If you concentrate on this spell for the entire possible duration, the trapped creature remains trapped in the flask until the flask is broken.
Blessed Defiance
Abjuration cantrip
- Casting Time: 1 reaction, which you take when you are reduced to 0 hit points
- Range: Self
- Components: V, S
- Duration: 1 minute
When you drop to 0 hit points, you call upon your patron or deity to grant you vengeance. Your spirit manifests as a ghost in your space, and lasts until it drops to 0 hit points or until the spell ends. You control the ghost and make all decisions for it. In combat, it shares your initative count. The spell ends early if you regain consciousness.
Burn the Accursed
2nd-Level Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a silver coin and an open flame)
- Duration: Instantaneous
You cause a creature you can see within range to burn from the inside out. The target makes a Constitution saving throw, taking 3d8 fire damage on a failed save or half as much on a successful one. A creature that is cursed or attuned to a cursed object has disadvantage on the saving throw.
Candletrap
3rd-Level Abjuration
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (5 or more candles with a total value of 100gp, which the spell consumes)
- Duration: 1 hour
As you cast this spell, you arrange the candles in a circle with a 5 or 10-foot radius on the ground or the floor. When you finish casting, magical energy fills the circle to a height of 20 feet for the duration, and the cylinder becomes a magic trap.
The trap is triggered when a Construct, Shapechanger, or Undead creature moves into the cylinder. The circle affects the creature in the following ways:
- The creature can't willingly leave the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets outside the cylinder.
- Targets outside the cylinder can't be charmed, frightened, or possessed by the creature.
Chill of the Grave
1st-Level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a piece of rotting flesh)
- Duration: Concentration, up to 1 minute
You imbue yourself with the cold energy of the dead. Until the spell ends, you can use an action to exhale freezing energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 cold damage and is restrained by ice until the spell ends. On a successful save, a creature takes half as much damage and isn't restrained.
A restrained target, or another creature that can touch it, can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by ice.
Conductive Current
2nd-Level Evocation
- Casting Time: 1 Action
- Range: Touch (30-foot radius)
- Components: V, S, M (a length of copper wire)
- Duration: Instantaneous
You touch some conductive surface or material, such as a metal wall or a body of water, and send a jolt of lightning through it. Each creature in contact with that surface within range must make a Constitution saving, taking 2d6 lightning damage on a failed save, or half as much damage on a successful one.
Discover the Formula
1st-Level Divination (Ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: S, M (a magnifying glass worth at least 100gp)
- Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. You learn any formula, recipe, or schematic needed to craft the object, including any components, exotic materials, and tool proficiencies required to craft it.
Flare of Faith
3rd-Level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a holy symbol)
- Duration: Concentration, up to 1 minute
You present your holy symbol and speak a prayer censuring the undead. A sphere of bright light appears around you in a 15-foot radius, casts dim light for an additional 15 feet, and lasts for the duration. Each Undead in the light that can see or hear you must succeed on a Wisdom saving throw or be turned for 1 minute. A turned creature can repeat the saving throw at the end of each of its turns, ending the spell on itself on a success. If a turned creature takes damage, the spell also ends for it.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within the light. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Geistwave
3rd-Level Abjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a glass jar)
- Duration: 1 round
You attempt to send one creature you can see within range into the Border Ethereal. The target must succeed on a Charisma saving throw or be banished until the end of your next turn.
While on the Ethereal plane, the target can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive the target and can't interact with it, unless a special ability or magic has given them the ability to do so. The target ignores all objects and effects that aren't on the Ethereal Plane, allowing it to move through objects it perceives on the plane it originated from.
When the spell ends, the target immediately returns to the plane it originated from in the spot it currently occupies. If it occupies the same spot as a solid object or creature when this happens, it is immediately shunted to the nearest unoccupied space that it can occupy and takes force damage equal to twice the number of feet it is moved.
This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.
Occult Epiphany
Divination Cantrip
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Instantaneous
You choose a book or scroll you must touch throughout the casting of the spell. You learn the entirety of the book or scroll's contents. This spell doesn't translate written languages or decode secret messages.
Rite of Harmony
5th-Level Transmutation (ritual)
- Casting Time: 1 minute
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
This ancient coven rite encourages nature to temporarily spring to life. Until the spell ends, up to three Huge or smaller nonmagical plants of the DM's choice within range animate with limited sentience. Each plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for each plant, such as the statistics for the awakened shrub or the awakened tree.
The plants are allies to you and your companions until you or your companions do anything harmful to them. In combat, they share your initiative, but take their turns immediately after yours. You gain no special ability to influence them and they act as appropriate for awakened plants.
At Lower Levels. Other spellcasters that remain within 30 feet of you throughout the casting can join you in the casting of this spell. If one other spellcaster joins you, you can cast this spell using a 4th level spell slot. If two or more spellcasters join you, you can cast this spell using a 3rd level spell slot.
Memory Deluge
1st-Level Divination
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a vial of tears)
- Duration: Concentration, up to 1 minute
This spell allows you to re-experience any memory you experienced within the past month with full accuracy. Until the spell ends, the memory is replayed in your mind and you are blinded and deafened in regards to your own senses. At your DM's discretion, you might be able to notice details you did not notice before by using your action to make a Wisdom (Perception) or Intelligence (Investigation) check.
Siphon Insight
2nd-Level Enchantment
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during this spell's duration, the attack deals an additional 2d6 psychic damage to the target, and you learn the surface thoughts of the creature—what is most on its mind in that moment. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
Unnatural Moonrise
8th-Level Transmutation
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (a clay jar filled with 1 pint of Humanoid blood)
- Duration: Concentration, up to 8 hours
You seize control of time on your current plane of existence. You must be on a plane with a day/night cycle to cast this spell, and it must be daytime when you cast it.
While casting this spell, you alter the flow of time around your current plane's celestial bodies such that it becomes night at your current location. For example, you cause your plane's sun(s) to set and its moon(s) to rise. When the spell is complete, it remains night for the duration. When the spell ends, time is altered such that the celestial bodies return to their previous locations and orientations over the course of 1 minute.
This spell doesn't alter time for creatures, plants, or other objects. If you leave your current plane of existence, the spell ends early.
Spell Modifications
The following spells have changes to their spell descriptions when they are cast on the plane of Innistrad.
Bestow Curse
When you cast bestow curse, you can choose the nature of the curse from the following additional options:
- Curse of Clinging Webs. While cursed, a spider-filled web clings to the target. At the start of each of its turns, the target must make a Dexterity saving throw. On a failed save, the target takes 1d4 piercing damage plus 1d4 poison damage and is restrained until the start of its next turn. On a successful save, the target takes half as much damage and isn't restrained.
- Curse of Conformity. You can choose this option only if you cast this spell using a spell slot of 4th level or higher. While cursed, the target is polymorphed into a commoner. It retains its alignment and personality. If the target is reduced to 0 hit points, it returns to the number of hit points it had before it transformed. The target's clothing and equipment aren't changed by this curse.
- Curse of Leeches. While cursed, the target is infested with leeches. The target must make a Constitution saving throw at the start of each of its turns, taking 1d6 necrotic damage on a failed save or half as much on a successful save. If this damage reduces the target to 0 hit points, it dies, and a leech lurker emerges from its body in its space.
- Curse of Shaken Faith. While cursed, the target's faith in its deity or patron is shaken. Whenever the target casts a spell on the Cleric, Paladin, or Warlock spell list, it gains a level of exhaustion.
- Curse of Silence. Choose a spell or a word such as a name. While cursed, the target can't perform the verbal component of the chosen spell or speak the chosen word or name.
- Curse of Surveillance. While cursed, eyeballs appear on the target's limbs. You can see and hear through the eyeballs as though you were there.
- Curse of the Restless Dead. While cursed, at the end of each of the target's turns, each corpse of a Large or smaller creature within 5 feet of the target animates and makes a melee attack against the target.
Moonbeam
If a werewolf is in its original form when it fails its saving throw against moonbeam, it instead transforms into its hybrid form and can't assume a different form until it leaves the spell's light.
Sunbeam
Whenever an Undead or Shapechanger takes damage from sunbeam, it is frightened of you for 1 minute or until it takes damage. A frightened creature can make a Wisdom saving throw at the end of each of its turns, ending the frightened condition on itself on a success.
Treasures
This section describes magic items that are likely to be found while adventuring in Innistrad. These items might be found as part of a monster's treasure hoard, the loot of a necromancer's lab, or perhaps offered as gifts by demons or vampires. The items are presented in alphabetical order.
Bramble Armor
Armor (any Medium or Heavy armor except Hide), Very Rare (Requires Attunement)
While wearing this armor, a creature that hits you with a melee attack while within 5 feet of you takes 1d4 piercing damage. In addition, at the start of each your turns, you deal 1d4 piercing damage to a creature grappling or grappled by you.
Hedgewitch's Mask
Wondrous Item, Very Rare (Requires Attunement)
This mask is made from a ram's skull and is adorned with branches and magic candles that produce dim light in your space. While wearing this mask, you have advantage on attack rolls against Undead, Shapechangers, and creatures larger than you.
Ivold's Device
Wondrous Item, Rare (Requires Attunement)
This leather cap fits over the head and has a number of crystal lenses that can be flipped over the eyes. While wearing the device, you can cast see invisibility at will.
Mask of Griselbrand
Wondrous Item, Artifact (Requires Attunement)
This mask appears as a white skull adorned with black horns, and depicts the most powerful demon of Innistrad, Griselbrand. While wearing this mask, you gain the following benefits:
- You have a flying speed of 60 feet.
- Whenever you hit a creature that isn't a Construct or Undead with a melee attack, you gain temporary hit points equal to half the damage dealt.
- Whenever you take damage, you can use your reaction to make an attack or cast a spell with a casting time of 1 action.
Pithing Needle
Wondrous Item, Legendary (Requires Attunement)
This small needle can be injected into a creature's neck to magically remove its memories.
As an action, you can prick a Large or smaller creature with the needle. If the creature is unwilling, you must succeed on an attack roll using the needle as an improvised weapon against the creature. On a hit, or if the creature is willing, you cast modify memory on the creature. When cast this way, the spell lasts until the needle is removed, and you can affect the target's memory of any event it has experienced.
Spiked Ripsaw
Wondrous Item, Very Rare
The ripsaw has 10 charges and regains all expended charges daily at dawn. You can expend a charge as an action and use the ripsaw to make a melee weapon attack against a creature or object within 5 feet of you. If you have proficiency with herbalism kit, you may add your proficiency bonus to the attack roll. On a hit, the ripsaw deals 2d8 slashing damage. If the target is a Plant or nonmagical plant, it takes an additonal 1d8 slashing damage. If the ripsaw has no charges left, it can be used as an improvised weapon that deals 1d8 bludgeoning damage on a hit.
Soulcipher Board
Wondrous Item, Uncommon
Soulcipher boards are tools to contact and divine the will of spirits or other mysterious forces. While touching the soulcipher board, you can use your action to begin communicating with the spirit of a dead Humanoid you are familiar with who died within 100 feet of the board's current location. For the next 10 minutes, you can ask the spirit up to five questions. The spirit knows only what it knew in life, including the languages it knew. The soulcipher board doesn't summon the spirit or cause it to appear. To answer a question, the spirit moves the board's planchette from the ethereal plane, guiding it towards letters and symbols, gradually revealing its message. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy.
Once you use the soulcipher board, it can't be used again until the next dawn.
Bestiary
This chapter presents a number of unique monsters and NPCs who can be found throughout Innistrad. The Innisrad Creatures table below lists every creature in this chapter, along with that creature's type and challenge rating (CR). The creatures in this bestiary are organized alphabetically.
Using a Stat Block
This chapter is a companion to the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, please read the introduction of the Monster Manual before proceeding further. That book explains stat block terminology and gives rules for various monster traits, information which isn't repeated here.
In this chapter you will find some weapons and spellcasting that function in atypical ways. These exceptions are features of a stat block and represent how a particular creature uses weapons and casts spells; these exceptions have no effect for how weapons and spells function for someone else.
Additionally, if a stat block contains the name of a class in the creature's name or in parentheses under the name, the creature is considered a member of that class for the purpose of meeting prerequisites for magic items.
Innistrad Creatures
Creature | Creature Type | CR |
---|---|---|
Angel of Innistrad | Celestial | 10 |
Ashmouth Devil | Fiend | 1 |
Blood Servitor | Construct | 1 |
Cathar | Humanoid | 5 |
Croaking Counterpart | Monstrosity | 3 |
Dawnhart Witch | Humanoid | 1 |
Deathbonnet | Plant | 3 |
Dragon, Moonveil | Dragon | 15 |
Dreamshackle Geist | Undead | 4 |
Giant Ant | Beast | 1/2 |
Hiveheart Shaman | Humanoid | 2 |
Homunculus | Construct | 0 |
Insectile Aberration | Monstrosity | 1 |
Lightning Elemental | Elemental | 5 |
Occultist | Humanoid | 2 |
Revealing Eye | Aberration | 10 |
Shadow Kin | Monstrosity | 3 |
Innistrad Creatures (contd.)
Creature | Creature Type | CR |
---|---|---|
Skaabs | ||
Skaab | Construct | 5 |
Cleaver Skaab | Construct | 5 |
Cobbled Lancer | Construct | 2 |
Falcon Abomination | Construct | 1 |
Sludge Monster | Ooze | 10 |
Slug Horror | Fiend | 10 |
Vampires | ||
Vampire Neonate | Undead | 5 |
Vampire Elder | Undead | 13 |
Werewolves | ||
Werewolf | Humanoid | 3 |
Werewolf Packleader | Humanoid | 13 |
Zombies | ||
Decayed Zombie | Undead | 1 |
Headless Rider | Undead | 10 |
Tomb Tyrant | Undead | 4 |
Zombie Bear | Undead | 1 |
Zombie Colossus | Undead | 6 |
Angel of Innistrad
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.
Angel of Innistrad
Medium Celestial, Typically Lawful Good
- Armor Class 17 (natural armor)
- Hit Points 136 (16d8 + 64)
- Speed 30 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
- Saving Throws Wis +9, Cha +9
- Skills Insight +9, Perception +9
- Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened
- Senses darkvision 120 ft., passive Perception 19
- Languages all
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Heron Protection (Flight of Herons). Whenever the angel or an ally within 10 feet of it makes a saving throw and the angel doesn't have the unconscious condition, the creature gains a +5 bonus to the saving throw.
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Magic Weapons. The angel's weapon attacks are magical.
Actions
Multiattack. The angel makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 18 (4d8) radiant damage.
Healing Touch (3/Day). The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse or disease, or from the poisoned, blinded, or deafened condition.
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: detect evil and good, protection from evil and good (Flight of Alabaster)
1/day each: commune, dispel evil and good (Flight of Alabaster), raise deadGoldnight Menace (Flight of Goldnight). The angel strikes fear into the hearts of its enemies. Each creature of the angel’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or have the frightened condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the angel’s Goldnight Menace for the next 24 hours.
Ashmouth Devil
Ashmouth is a demonic gateway in Stensia province, from which both demons and devils emerge. Demons on Innistrad are the counterparts of angels, and are malevolent creatures of raw black mana. To extend their influence into the mortal world while keeping out of easy reach of the angels, demons make pacts with cultists and witches, bending those humans to their sinister will, and employ devils.
Devils are infernal perpetrators of malicious mischief, creatures of red mana. 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.
As creatures of pure mana, demons and devils can never be truly destroyed. When a demon or devil dies, its essence is scattered for a time, but that essence eventually coalesces into a new form.
Virtually any stat block of a demon, devil, or yugoloth from the Monster Manual can be used for demons on Innistrad. The greatest demons, such as Griselbrand, Ormendahl, and Withengar, might use the stat blocks of the demon princes from Mordenkainen Presents: Monsters of the Multiverse.
Ashmouth Devil
Tiny Fiend (Devil), Typically Chaotic Evil
- Armor Class 13
- Hit Points 10 (3d4 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Common, Demonic
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Discorporation. When the devil drops to 0 hit points or dies, its body is destroyed but its essence travels back to ashmouth, and it is unable to take physical form for a time.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Pitchfork. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d3 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
Hurl Flame. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. The flame ignites flammable objects that aren't being worn or carried.
Blood Servitor
Medium Construct, Neutral
- Armor Class 17 (natural armor)
- Hit Points 33 (6d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 12 (+1)
- Saving Throws Dex +4
- Skills Insight +3, Persuasion +3
- Damage Immunities poison
- Condition Immunities blinded, deafened, exhaustion, poisoned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
- Languages the languages of its creator
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Rejuvenation. When the servitor dies, it collapses into a pool of blood. Unless this blood is splashed with holy water or placed in a vessel under the effects of the hallow spell, the servitor re-forms in 1d10 days, regaining all its hits points and appearing in pool's space or in the nearest unoccupied space.
Unusual Nature. The servitor doesn't require air, food, drink, or sleep.
Actions
Multiattack. The servitor makes two Spatter attacks.
Spatter. Ranged Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 6 (1d8 + 2) necrotic damage.
Blood Drain. The servitor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn't a Construct or Undead, it must succeed on a DC 12 Constitution saving throw or take 10 (3d6) necrotic damage and have the paralyzed condition until the end of its next turn. The servitor regains hit points equal to the necrotic damage dealt.
Blood Servitor
A blood servitor is a kind of homunculus 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.
Cathar
Cathars are the soldiers of the Avacynian church, but “soldiers” is a broad term encompassing everything from crime-solving investigators to mounted paladins. Some cathar orders are so independent as to be virtually separate sects of the church, while others are tightly bound to the hierarchy of the faith.
The head of Avacynian church is the Lunarch, below him the four bishops of the provinces, and below them the priests of individual abbeys. Cathars are likely to take orders from these church leaders, calling upon their faith and defending parishes and townsfolk from the evils of the night.
Stat blocks for acolytes or priests from the Monster Manual could be used to represent the bishops and priests of the church.
Cathar
Medium Humanoid (Human, Paladin), Typically Lawful Good
- Armor Class 18 (plate armor)
- Hit Points 84 (13d8 + 26)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
- Skills Athletics +7, Religion +4, Persuasion +6
- Senses passive Perception 12
- Languages Common
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Aura of Protection. The cathar and allies within 10 feet of it gain a +3 bonus to all saving throws.
Actions
Multiattack. The cathar makes two weapon attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Lay on Hands (3/day). One creature the cathar touches regains 12 (2d8 + 3) hit points.
Spellcasting. The cathar casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks):
1/day each: command, compelled duel, dispel magic, find steed, hold person, lesser restoration
Turn the Unholy. Each Fiend, Shapechanger, and Undead that can see or hear the cathar within 30 feet of it must succeed on a DC 14 Wisdom saving throw or have the frightened condition for 1 minute.
Croaking Counterpart
Tiny Monstrosity (Shapechanger), Unaligned
- Armor Class 11
- Hit Points 1 (1d4 - 1)
- Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
- Skills Perception +1, Stealth +3
- Senses darkvision 30 ft., passive Perception 11
- Languages speaks the languages of the creature it is mimicking but doesn't understand them
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Amphibious. The counterpart can breathe air and water.
Standing Leap. The counterpart's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Shapechanger. The counterpart polymorphs into a creature it has seen, or back into its true form. Its statistics are the same in each form, and its appearance never changes enough to hide the fact that it is a frog. It can mimic the appearance of equipment, but this equipment is a part of its form and can't be used or removed. It reverts to its true form if it dies.
Croaking Counterpart
No one is sure of the history or origin of the croaking counterpart. It appears as a small, frog-like creature that poorly mimics the appearance of nearby humanoids.
Dawnhart Witch
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 coven has an enclave near the Celestus in the Kessig Ulvenwald. Branches and hides fashioned into tents, decorated with crescents and spheres. Floating candles, candleguides, lend the place an eerie light, as do the strange scarecrows throughout. he witches of the Dawnhart Coven seem to derive their power from the god Ghrin-Danu, a primordial and forgotten god of nature.
Dawnhart Witch
Medium Humanoid (Human, Druid), Typically Chaotic Good
- Armor Class 13 (hide armor)
- Hit Points 39 (6d8 + 12)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 13 (+1)
- Skills Animal Handling +4, Nature +2, Perception +4
- Senses passive Perception 14
- Languages Common
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Actions
Multiattack. The witch makes two Staff attacks.
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.
Spellcasting. The witch casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At will: druidcraft, sacred flame
1/day each: aura of vitality, daylight, plant growth (as an action)
Deathbonnet
Tiny Plant, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 66 (12d4+36)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 17 (+3) 4 (-3) 14 (+2) 4 (-3)
- Skills Perception +4
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
- Languages —
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Unusual Nature. The deathbonnet doesn't require air or sleep.
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage plus 3 (1d6) bludgeoning damage for each size category above Tiny. If the target is a creature and the deathbonnet is larger than it, the target must succeed on a DC 15 Strength saving throw or have the prone condition.
Fungal Feast. The deathbonnet feeds on one corpse within reach. The deathbonnet's size magically increases for 1 minute. While enlarged, the deathbonnet increases its size by one category (from Tiny to Small, for example), deals an additional 1d6 damage on its Slam attacks for each size category above Tiny, and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to increase its size by one category, it attains the maximum size possible in the space available.
The corpse of the creature the deathbonnet feeds on is destroyed. The creature can be restored to life only by means of a true resurrection or a wish spell.
Deathbonnet
The deathbonnet sprout is a quasi-sentient fungus found in the forests of Innistrad, such as the Somberwald in the Geier Reach mountains of Stensia province. It feeds off of death, so much that a sprout might quickly evolve into a hulking menace.
Dragons
Dragons are extremely rare on Innistrad, mostly confined the remotest parts of the Geier Reach mountains in Stensia. Most of these dragons are brutal fire-breathers called balefire dragons or Ashmouth dragons. They are best represented by any of the red dragon stat blocks from the Monster Manual, except they are Unaligned, can't speak any languages, and have an Intelligence and Charisma of 4.
Drakes 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. Drakes are best represented by the blue dragon wyrmling or young blue dragon stat blocks from the Monster Manual, except they are Unaligned, can't speak any languages, and have an Intelligence and Charisma of 4.
A few dragons are known to favor more monstrous prey, hunting vampires and flying into Kessig to feast 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.
Adult Moonveil Dragon
Huge Dragon, Unaligned
- Armor Class 19 (natural armor)
- Hit Points 195 (17d12 + 85)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 4 (-3) 20 (+5) 4 (-3)
- Saving Throws Int +2, Wis +10, Cha +2
- Skills Perception +10, Persuasion +2, Stealth +9
- Condition Immunities charmed
- Senses blindsight 60 ft., darkvision 120 ft., passive Perception 20
- Languages —
- Challenge 15 (13,000 XP)
- Proficiency Bonus +5
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) radiant damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or have the prone condition.
Moonlight Breath (Recharge 5–6). The dragon exhales a beam of moonlight in a 90-foot line that is 10 feet wide. Each creature in that area must make a DC 18 Dexterity saving throw, taking 49 (9d10) radiant damage on a failed save, or half as much damage on a successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
- Tail. The dragon makes one Tail attack.
Dreamshackle Geist
Medium Undead, Any Alignment
- Armor Class 11
- Hit Points 45 (10d8)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
- Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 11
- Languages any languages it knew in life
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Ethereal Sight. The geist can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
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.
Unusual Nature. The geist doesn't require air, food, drink, or sleep.
Actions
Chain Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (2d4 + 1) force damage.
Dreamshackle. The geist attaches an ethereal chain to a creature with the unconscious condition the geist can see within 10 feet of it. The target loses control of its body, which the geist now controls. While controlling a creature, the geist can't cause that creature move more than 10 feet away from the geist.
The geist loses control of a creature if the creature takes damage, the ghost releases it as a bonus action, an effect moves the creature more than 10 feet away from the geist, or the creature is targeted by the dispel evil and good spell or similar magic. When the control ends, the creature wakes, and remembers the events only as a fading dream.
The geist can have no more than three creatures under its control at a time.Sleep (3/day). The geist casts the sleep spell, without requiring material components.
Giant Ant
Among the many other horrors of Innistrad are giant insects, particularly enlarged ants believed to be the result of failed experiments by fleshcrafting wizards.
Giant Ant
Large Beast, Unaligned
- Armor Class 16 (natural armor)
- Hit Points 22 (4d10)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 11 (+0) 3 (-4) 10 (+0) 3 (-4)
- Senses passive Perception 10
- Languages —
- Challenge 1/2 (100 XP)
- Proficiency Bonus +2
Keen Smell. The ant has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The ant has advantage on an attack roll against a creature if at least one of the ant's allies is within 5 feet of the creature and the ally doesn't have the incapacitated condition.
Spider Climb. The ant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Hiveheart Shaman
Medium Humanoid (Human), Any Alignment
- Armor Class 13 (hide armor)
- Hit Points 38 (7d8 + 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 13 (+1) 10 (+0) 15 (+2) 12 (+1)
- Skills Animal Handling +4, Nature +2, Perception +4, Survival +6
- Senses passive Perception 14
- Languages Common, Druidic, plus any one language
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Honey Smack. Ranged Weapon Attack: +3 to hit, range 90 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the targeted is covered in honey. A covered creature can use its action to uncover itself.
Summon Swarm (1/day). The shaman magically calls a swarm of wasps. The swarm arrives in 1d4 rounds, and will attack any creature covered in honey. The swarm remains for 1 minute.
Smoker. The shaman casts the fog cloud spell. Each creature in the sphere is affected by the calm emotions spell (spell save DC 12).
Hiveheart Shaman
The Dawnhart coven is one of many old and forgotten ways of witchcraft on Innistrad, such as the Bitterhearts, who descended from people whose village was swallowed by Ashmouth and thusly made pacts with demons.
The Hiveheart is another witch tradition, though a strange one. Its practitioners form strong bonds with lowly insects, in particular bees. Hiveheart witches often hide in plain sight, working in apiaries alongside farms and villages. In secret, they command swarms of bees to do their bidding, which often involves defending the woods from loggers or other monsters.
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
Tiny Construct, Neutral
- Armor Class 13 (natural armor)
- Hit Points 5 (2d4)
- Speed 20 ft.
STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (-2)
- Damage Immunities poison
- Condition Immunities charmed, poisoned
- Skills Arcana +2, Medicine +2, Perception +4, Stealth +4
- Senses darkvision 60 ft., passive Perception 14
- Languages the languages of its creator
- Challenge 0 (0 or 10 XP)
- Proficiency Bonus +2
Skulk. The homunculus has advantage on attack rolls against Small or larger creatures.
Unblinking. Attack rolls against the homunculus have disadvantage.
Unusual Nature. The homunculus doesn't require air, food, drink, or sleep.
Actions
Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage.
Devoted Assistant (1/day). One creature of the homunculus' choice within 30 feet of it regains one expended spell slot of 3rd level or lower.
Insectile Aberration
Medium Monstrosity (Wizard), Typically Chaotic Evil
- Armor Class 12 (15 with mage armor)
- Hit Points 22 (5d8)
- Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
- Saving Throws Int +5, Wis +3
- Skills Arcana +5, Investigation +5, Medicine +5
- Senses passive Perception 11
- Languages Common plus one other
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Actions
Proboscis. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Spellcasting. The aberration casts one of the following spell, using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, prestidigitation
1/day each: giant insect, hold person, insect swarm, mage armor
Insectile Aberration
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.
Lightning Elemental
Storms are frequent on Innistrad, and many skaberen have taken to harnessing the energy of such storms to bring the final spark of life to their skaab creations. Some wizards take the harnessing of such storms to new levels by using its power to manifest powerful lightning elementals that guard their laboratories against intruders and rising threats.
Lightning Elemental
Large Elemental, Neutral
- Armor Class 13
- Hit Points 102 (12d10 + 36)
- Speed 50 ft.
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 7 (-2)
- Damage Resistances fire, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities lightning, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Auran
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Lightning Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage and must succeed on a DC 13 Constitution saving throw or have the stunned condition until the start of the creature's next turn.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or have the stunned condition until the start of its next turn.
Occultist
Medium Humanoid (Human), Typically Chaotic Good
- Armor Class 10 (13 with mage armor)
- Hit Points 24 (7d8 - 7)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 10 (+0) 9 (-1) 17 (+3) 15 (+2) 11 (+0)
- Saving Throws Int +5, Wis +4
- Skills Arcana +5, Insight +6, Investigation +7, Perception +4
- Senses passive Perception 14
- Languages Common, Demonic, plus any one other
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Special Equipment. The occultist carries an ivold's device (see page 17).
Spellcasting. The occultist can spend 1 minute to cast one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
alarm, augury, glyph of warding, hallow, identify, illusory script, magic circle, prayer of healing.
Actions
See Invisibility. The occultist uses its ivold's device to cast see invisibility.
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.
Occultist
Where cathar inquisitors of the Church of Avacyn are the traditional investigators of Innistrad's supernatural threats and occurrences, occultists have stepped into their place as support for the church wanes. These new, young investigators don't draw their power from faith or angels, but instead take to dark and old forgotten magic; they aren't afraid to fight fire with fire when it comes to dark powers.
Revealing Eye
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.
Revealing Eye
Large Aberration (Beholder), Typically Lawful Evil
- Armor Class 15 (natural armor)
- Hit Points 142 (15d10 + 60)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws Con +8, Wis +5
- Skills Perception +5
- Condition Immunities prone
- Senses truesight 150 ft., passive Perception 15
- Languages telepathy 60 ft.
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Unusual Nature. The revealing eye doesn't require air, food, drink, or sleep.
Actions
Multiattack. The revealing eye makes three Tentacle attacks. One of these attacks can be replaced with Dispel Magic, and one can be replaced by Fell Glare.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the target has the restrained condition, and the revealing eye can't use the same tentacle on another target. The revealing eye has eight tentacles.
Fell Glare. The revealing eye gazes at a creature within 30 feet of itself. The creature must succeed on a DC 13 Wisdom saving throw or have the frightened condition for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revealing eye, ending the condition on itself on a success.
Dispel Magic. The revealing eye casts dispel magic, using Wisdom as the spellcasting ability (+5 to ability check).
Shadow Kin
Medium Monstrosity (Shapechanger), Typically Neutral Evil
- Armor Class 14
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
- Skills Deception +6, Insight +3
- Condition Immunities charmed
- Senses darkvision 60 ft., passive Perception 11
- Languages Common
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Ambusher. In the first round of a combat, the shadow kin has advantage on attack rolls against any creature it surprised.
Surprise Attack. If the shadow kin surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Actions
Multiattack. The shadow kin makes two melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Shapechanger. The shadow kin polymorphs into a Small, Medium, or Large humanoid it touches, or back into its true form. Its statistics, other than its size, skill proficiencies, and senses, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Speak With Dead. If the creature the shadow kin is polymorphed into is dead, the shadow kin magically knows the memories of that creature and can speak, read, and write all the languages it knew in life.
Shadow Kin
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
Skaabs are constructed zombies assembled from disparate body parts and animated through scientific means by skaberen scientists. Some skaab might be represented by the flesh golem stat block from the Monster Manual. The following section offers a selection of other options for different kinds of skaabs.
Skaab
Medium Construct, Unaligned
- Armor Class 9
- Hit Points 93 (11d8 + 44)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
- Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Aversion of Fire. If the skaab takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The skaab is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the skaab is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The skaab has advantage on saving throws against spells and other magical effects.
Magic Weapons. The skaab's weapon attacks are magical.
Unusual Nature. The skaab doesn't require air, food, drink, or sleep.
Actions
Multiattack. The skaab makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Shock (Recharge 5-6). The skaab shoots an arc of lightning in a 30 foot line that is 5 feet wide. Each creature in that area must make a DC 15 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.
Cleaver Skaab
Large Construct, Unaligned
- Armor Class 9
- Hit Points 95 (10d10 + 40)
- Speed 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
- Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 10
- Languages understands the languages of its creator but can't speak
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Aversion of Fire. If the skaab takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The skaab is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the skaab is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The skaab has advantage on saving throws against spells and other magical effects.
Magic Weapons. The skaab's weapon attacks are magical.
Multiheaded. The skaab can't be surprised, and it has advantage on saving throws against being knocked unconscious.
Unusual Nature. The skaab doesn't require air, food, drink, or sleep.
Actions
Multiattack. The skaab makes two slam attacks.
Cleaver. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage. If this attack reduces a creature to 0 hit points, any excess damage from the attack might carry over to another creature nearby. The skaab targets another creature within reach and, if the original attack roll could hit it, applies any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce a creature to 0 hit points.
Cobbled Lancer
Large Constuct, Unaligned
- Armor Class 12
- Hit Points 45 (6d10 + 12)
- Speed 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 5 (-3)
- Skills Athletics +6, Perception +3, Survival +3
- Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses passive Perception 13
- Languages understands the languages of its creator but can't speak
- Challenge 2 (450 XP)
- Proficiency Bonus +2
Aversion of Fire. If the skaab takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The skaab is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the skaab is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The skaab has advantage on saving throws against spells and other magical effects.
Magic Weapons. The skaab's weapon attacks are magical.
Unusual Nature. The skaab doesn't require air, food, drink, or sleep.
Actions
Multiattack. The skaab makes one Pike attack and one Hooves attack.
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. If the skaab moved at least 30 feet straight toward the target before the hit, the target takes an extra 10 (3d6) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Falcon Abomination
Large Construct, Unaligned
- Armor Class 13
- Hit Points 26 (4d10 + 4)
- Speed 10 ft., fly 80 ft.
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 13 (+1) 6 (-2) 10 (+0) 5 (-3)
- Skills Perception +2
- Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses darkvision 60 ft., passive Perception 12
- Languages understands the languages of its creator but can't speak
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Aversion of Fire. If the skaab takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Immutable Form. The skaab is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the skaab is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Magic Resistance. The skaab has advantage on saving throws against spells and other magical effects.
Magic Weapons. The skaab's weapon attacks are magical.
Unusual Nature. The skaab doesn't require air, food, drink, or sleep.
Actions
Multiattack. The skaab makes one Bite attack and one Talons attack.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Sludge Monster
A sludge monster is a mass of sentient ooze that crawls across nephalia, leaving sludge in its wake. This sludge is not only corrosive, but capable of completely covering a creature and controlling its movements, turning it into an agent for the monster.
Sludge Monster
Gargantuan Ooze, Unaligned
- Armor Class 9
- Hit Points 145 (10d20+40)
- Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 18 (+4) 1 (-5) 6 (-2) 1 (-5)
- Damage Immunities acid, cold, lightning, slashing
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
- Languages —
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Amorphous. The sludge monster can move through a space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the sludge monster or hits it with a melee attack while within 5 feet of it takes 9 (2d8) acid damage.
Actions
Pseudopod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) bludgeoning damage plus 40 (9d8) acid damage. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or be covered in sludge. While covered, a creature is under the effects of a crown of madness spell as though cast by the sludge monster. A covered creature or a creature within 5 feet of it can use its action to uncover the covered creature.
Slug Horror
Huge Fiend, Unaligned
- Armor Class 14 (natural armor)
- Hit Points 161 (14d12 + 70)
- Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA 23 (+6) 13 (+1) 20 (+5) 1 (-5) 12 (+1) 5 (-3)
- Saving Throws Con +9, Wis +5
- Skills Perception +9, Stealth +5
- Damage Resistances fire, lightning
- Senses darkvision 60 ft., passive Perception 19
- Languages —
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Corrosive Body. A creature within 5 feet of the slug takes 5 (1d10) acid damage whenever it hits the slug with a melee attack.
Salt Osmosis. Whenever the slug starts its turn in contact with a pound or more of salt, it takes 1d10 necrotic damage. Using an action to sprinkle a pound of salt on the slug deals 1d10 necrotic damage to it immediately and another 1d10 necrotic damage to it at the start of its next turn.
Keen Smell. The slug has advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb. The slug can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Actions
Multiattack. The slug makes one Bite attack and two Tentacle attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) piercing damage plus 11 (2d10) acid damage.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Summon Slugs (2/day). The slug causes one Humanoid corpse within 30 feet of it to spawn a swarm of insects, which appears in the corpse's space and acts as an ally of the slug. The slug can have no more than eight swarms under its control at one time.
Slug Horror
Slug horrors are enormous, grotesque slugs empowered by demonic blood. This unholy influence gives slug horrors their giant size, supernatural strength, and ability to spawn more slugs. A Nephalian cult known as the Temple of Toxrill created one such a slug horror, which now roams and stalks the Mokrut swamp, followed by endless swarms of slugs.
Vampires
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.
Vampire Neonate
Medium Undead, Any Alignment
- Armor Class 15 (natural armor)
- Hit Points 82 (11d8 + 33)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
- Saving Throws Dex +6, Wis +3
- Skills Perception +3, Stealth +6
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with living wood weapons
- Senses darkvision 60 ft., passive Perception 13
- Languages Common
- Challenge 5 (1,800 XP)
- Proficiency Bonus +3
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Actions
Multiattack. The vampire makes two attacks, only one of which can be with its Bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).
Aura of Silence. The vampire shrouds itself in a cloak of silence to a radius of 2 feet until it uses its action to end the effect. Within that radius, the effect is the same as the silence spell.
Vampiric Glamer. The vampire obscures its form with mind-affecting magic that makes others perceive it as a beautiful human of the same size and shape. The illusion ends if the vampire takes a bonus action to end it or if the vampire dies. A creature that can see the vampire can take an action to visually inspect it, ending the mental effect on itself and seeing the vampire's true form with a successful DC 20 Wisdom (Perception) check.
Vampire Elder
Medium Undead (Shapechanger), Typically Chaotic Evil
- Armor Class 16 (natural armor)
- Hit Points 144 (17d8 + 68)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
- Saving Throws Dex +9, Wis +7, Cha +9
- Skills Perception +7, Stealth +9
- Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with living wood weapons
- Senses darkvision 120 ft., passive Perception 17
- Languages Common, Demonic
- Challenge 13 (10,000 XP)
- Proficiency Bonus +5
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Actions
Multiattack. The vampire makes two attacks, only one of which can be with its Bite.
Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Charm. The vampire targets one Humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving or have the charmed condition. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.
Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the condition on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.Shapechanger. The vampire polymorphs into a Tiny bat or a Medium cloud of mist, or back into its true form. Its equipment melds into the new form. It reverts to its true form if it dies.
While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The vampire regains spent legendary actions at the start of its turn.
- Move. The vampire moves up to its speed without provoking opportunity attacks.
- Unarmed Strike. The vampire makes one Unarmed Strike attack.
- Bite (Costs 2 Actions). The vampire makes one Bite attack.
Werewolves
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.
Werewolf
Medium Humanoid (Human, Shapechanger), Any Alignment
- Armor Class 11 in humanoid form, 12 (natural armor) in hybrid form
- Hit Points 117 (18d8 + 36)
- Speed 30 ft. (40 ft. in hybrid form)
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
- Skills Perception +4, Stealth +3
- Condition Immunities charmed, frightened
- Senses passive Perception 14
- Languages Common (can't speak in wolf form)
- Challenge 3 (700 XP)
- Proficiency Bonus +2
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Regeneration. The werewolf regains 5 hit points at the start of each of its turns. If the werewolf takes damage from a silver 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 regenerate.
Actions
Multiattack. The werewolf makes two Spear attacks (Humanoid Form Only) or one Bite attack (Hybrid Form Only) and one Claws attack (Hybrid Form Only).
Bite (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
Bonus Actions
Shapechanger. The werewolf polymorphs into a wolf-humanoid hybrid, or back into its true form, which is human. Its statistics, other than its AC and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Werewolf Packleader
Flavor text.
Werewolf Packleader
Medium Humanoid (Human, Shapechanger), Any Alignment
- Armor Class 16 (natural armor)
- Hit Points 170 (20d8 + 80)
- Speed 30 ft. (40 ft. in hybrid form)
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 14 (+2) 16 (+3) 16 (+3)
- Saving Throws Dex +9, Con +9, Cha +8
- Skills Perception +13, Stealth +9
- Condition Immunities charmed, frightened
- Senses darkvision 120 ft., passive Perception 23
- Languages Common (can't speak in hybrid form)
- Challenge 13 (10,000 XP)
- Proficiency Bonus +5
Blood Frenzy. The werewolf has advantage on attack rolls against a creature that doesn't have all its hit points.
Legendary Resistance (2/Day). When the werewolf fails a saving throw, it can choose to succeed instead.
Regeneration. The werewolf regains 10 hit points at the start of each of its turns. If the werewolf takes damage from a silver 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 regenerate.
Actions
Multiattack. The werewolf makes two Longsword attacks (Humanoid Form only) or one Bite attack (Hybrid Form Only) and one Claws attack (Hybrid Form Only).
Bite (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 14 (4d6) necrotic damage.
Claws (Hybrid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or have the prone condition.
Longsword (Humanoid Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands.
Bonus Actions
Change Shape. The werewolf polymorphs into a Large wolf-humanoid hybrid or back into its true form. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Legendary Actions
The werewolf can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The werewolf regains spent legendary actions at the start of its turn.
- Swipe. The werewolf makes one Claws attack or one Longsword attack.
- Mauling Pounce (Costs 2 Actions). The werewolf moves up to its speed without provoking opportunity attacks, and it can make one Claws attack or one Longsword attack against each creature it moves past.
- Bite (Costs 3 Actions). The werewolf changes into hybrid form and then makes one Bite attack.
Zombie
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, 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.
Decayed Zombie
Medium Undead, Unaligned
- Armor Class 8
- Hit Points 30 (4d8 + 12)
- Speed 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Wis +0
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft., passive Perception 8
- Languages understands the languages it knew in life but can't speak
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Loathsome Limbs. Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:
1–8: One leg is severed from the zombie if it has any legs left.
9–16: One arm is severed from the zombie if it has any arms left. Each time the zombie loses an arm, it loses a Claw attack.
17–20: The zombie is decapitated and dies.The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.
Unusual Nature. The zombie doesn't require air or sleep.
Actions
Multiattack. The zombie makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Headless Rider
Medium Undead, Typically Chaotic Evil
- Armor Class 16 (breastplate)
- Hit Points 135 (18d8 + 54)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 11 (+0) 15 (+2) 16 (+3)
- Saving Throws Con +7
- Skills Perception +6
- Damage Resistances cold, lightning, poison
- Condition Immunities charmed, frightened, poisoned
- Senses truesight 120 ft., passive Perception 16
- Languages understands the languages it knew in life but can't speak
- Challenge 10 (5,900 XP)
- Proficiency Bonus +4
Legendary Resistance (2/Day). If the rider fails a saving throw, it can choose to succeed instead.
Unusual Nature. The rider doesn't require air, food, drink, or sleep.
Actions
Multiattack. The rider makes two attacks.
Vorpal Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) necrotic damage. If the rider scores a critical hit against a creature, the target must succeed on a DC 15 Constitution saving throw or the rider cuts off the target's head. The target dies if it can't survive without the lost head. A creature that doesn't have or need a head, or has legendary actions, instead takes an extra 27 (6d8) slashing damage.
Ghoulish Skull. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 14 (2d10 + 3) necrotic damage.
Legendary Actions
The rider can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The rider regains spent legendary actions at the start of its turn.
- Attack. The rider makes one attack.
- Headless Wail (Costs 2 Actions). An echoing shriek issues from the rider's headless stump. Each creature of the rider's choice within 30 feet of it that can hear it must succeed on a DC 15 Wisdom saving throw or have the frightened condition until the end of the creature's next turn.
- Head Hunt (Costs 3 Actions). The rider moves up to its speed without provoking opportunity attacks and makes one Vorpal Battleaxe attack with advantage. If the attack hits, but is not a critical hit, the attack deals an extra 27 (6d8) necrotic damage.
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.
Tomb Tyrant
Medium Undead, Typically Chaotic Evil
- Armor Class 15 (natural armor)
- Hit Points 78 (12d8 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 15 (+2) 11 (+0) 11 (+0) 15 (+2)
- Saving Throws Con +4, Wis +2
- Skills Perception +4
- Condition Immunities frightened
- Senses darkvision 60 ft., passive Perception 14
- Languages all the languages it knew in life
- Challenge 4 (1,100 XP)
- Proficiency Bonus +2
Undead Fortitude. If damage reduces the tyrant to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the tyrant drops to 1 hit point instead.
Unusual Nature. The tyrant doesn't require air or sleep.
Actions
Multiattack. The tyrant makes two melee attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage.
Longsword. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 4) piercing damage.
Reactions
Parry. The tyrant adds 2 to its AC against one melee attack that would hit it. To do so, the tyrant must see the attacker and be wielding a melee weapon.
Zombie Bear
Large Undead, Unaligned
- Armor Class 11 (natural armor)
- Hit Points 34 (4d10 + 12)
- Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
- Damage Immunities poison
- Condition Immunities poisoned
- Skills Perception +3
- Senses passive Perception 13
- Languages —
- Challenge 1 (200 XP)
- Proficiency Bonus +2
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Undead Fortitude. If damage reduces the bear to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bear drops to 1 hit point instead.
Unusual Nature. The bear doesn't require air or sleep.
Actions
Multiattack. The bear makes one Bite attack and one Claws attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Zombie Bear
Practically any living thing on Innistrad can become a ghoulish undead. The grizzlies of the Somberwald forest are no exception, and unlucky hunters might find themselves hunted by their recently deceased quarry.
Zombie Colossus
Huge Undead, Unaligned
- Armor Class 12 (natural armor)
- Hit Points 104 (11d12 + 33)
- Speed 40 ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 16 (+3) 3 (-4) 8 (-1) 10 (+0)
- Saving Throws Con +6
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
- Senses darkvision 60 ft., passive Perception 9
- Languages understands the languages it knew in life but can't speak
- Challenge 6 (2,300 XP)
- Proficiency Bonus +3
Deathly Stench. Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and have the poisoned condition until the start of the creature's next turn.
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn't require air or sleep.
Actions
Multiattack. The zombie makes two Slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
Flesh Entomb (Recharge 5–6). The zombie flings a detached clump of corpses at a creature it can see within 30 feet of it. The target must succeed on a DC 16 Strength saving throw or take 16 (3d10) bludgeoning damage, and if the target is a Large or smaller creature, it becomes entombed in dead flesh.
A creature entombed in the dead flesh has the restrained condition, has total cover against attacks and other effects outside the dead flesh, and takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can be freed if the dead flesh is destroyed. The dead flesh is a Large object with AC 10, 25 hit points, and immunity to poison and psychic damage.
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.
If you'd like to help support more Magic: the Gathering planes homebrewed into D&D, consider supporting me on Patreon, or buying me a coffee.
For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide