Psychopomps
The spiritual servants of the gods of death. These creatures care not for the wars between good and evil, or law and chaos. They have a singular duty: to chaperon the souls of the dead to their final resting place.
Soul Farers. Psychopomps govern the safe travel of a soul to the afterlife. There are many ways that souls may end up not ending up where they belong. Perhaps they sought revenge as a revenant, or had it stolen by a night hag.
Incidentally, they do respect the soul contracts of devils... assuming it was "fair".
The Restless Dead. It may seem easy to write these entities off in the immediate scale of things are irrelevant, since they care not for the actions of the living. But they do, for it is these creatures who judge you after death. But more importantly, if there is one thing that they cannot abide by, it is the creation of the undead.
As such, they frequently do battle and put to rest the living dead, the most famous of their foes being vampires and liches who active attempt to circumvent their souls' natural course.
Bureaucratic Nightmare. Sending a soul to it's deserved afterlife is a long an tedious process. The queue to be sentenced is long, as infinite an expanse the fugue plane is, there are only so many judges. Only those important enough to be judged by the gods of death themselves often skipping the queue altogether, and then sometimes they don't even get sentenced, because they're due to be revived.
The plane of the dead is an endless logistic system of messengers, judges, and bailiffs working as quickly as possible, but fortunately for them, they have all the time in the world.
Immortal Nature. A psychopomp doesn't require food, drink, or sleep.
Ahmuuth
Ahmuuth are psychopomps who specialize in destroying undead. Either by convincing the spirits of the dead to move on or by force.
Unlike some of the more powerful psychopomps, these owl masked humanoids often work with mortal agents. While not particularly powerful, ahmuuth can be very difficult to take down due to the floating gravestones that float around them, acting as shields.
Ember Weaver
These beautiful spirits, draped in gossamer shawls and veils attract wayward souls like moths to a flame.
Their powers lie in support, being able to disable the common defenses of undead near them, often teaming up with one or more other types of psychopomps to complete their mission.
Esobok
These skull headed crocodillians seek out and hunt undead like any predator would.
Straightforward and aggressive, these psychopomps need not eat, but are driven by an insatiable hunger. Often making them equally dangerous to the living as they are the undead.
Memitim
These helmeted black winged "angels" are a very common sight to soldiers on the battlefield.
These "Angels of Death" hover over sites of mass bloodshed, not to ferry the souls of the fallen to their final resting place, that they do on their own, but instead to fend off those who deal in souls, such as night hags and fiends.
Nosoi
Nosoi often serve as clerks and messengers for the bureaucracy of the fugue plane. Often present for a mortal's death, they record a soul's cause of death and the ultimate judgment of their soul.
These oversized four-winged black songbirds wear plague doctor masks but are also prone to more decorative attire. Much like the birds they often disguise themselves as they often feel compelled to take pretty baubles and nicknacks.
Shoki
Shoki roam the world of the living to put stubborn souls to rest. These snail-shelled humanoids employ various tactics such as counseling the wayward dead using theosophical arguments or blunt warnings about the ravenous things that wait to feed upon lost spirits.
If these passive methods fail, however, the lantern adorning their cold iron staves can wrest souls and trap them. Wherein these spirits will then personally take them to their final judgment.
Vanth
These tall ebony skeletons watch over the processions of souls, keeping them safe from the predations of fiends and celestials alike. They are ever vigilant in their duty, the empty eye sockets of their raven skull heads gazing in suspicion at everyone and everything.
They only depart from this vital task to hunt down any soul who attempts to flee their designated afterlife.
Yamaraj
These immense dragons preside over the fates of souls. In place of scales, these judges have black feathers.
While dutiful, these dread magistrates are not without ego. Often impressing their own opinions on the souls they judge which may run contrary to the gods of death's designs.
Nosoi
Tiny celestial (psychopomp), unaligned
- Armor Class 13
- Hit Points 7 (3d4)
- Speed 20 ft., fly 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 11 (+0) 11 (+0) 14 (+2) 12 (+1)
- Skills Insight +4, Perception +4, Religion +4, Stealth +5
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., lifesense 60 ft., passive Perception 14
- Languages Abyssal, Celestial, Commmon, Infernal
- Challenge 1 (200 XP)Proficiency +2
Magic Resistance. The nosoi has advantage on saving throws against spells and other magical effects.
Shapechanger. The nosoi can use its action to polymorph into a beast form that resembles a raven, or back into its true form. Its statistics 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.
Spirit Touch. The psychopomp can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Actions
Peck. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage
Invisibility. The nosoi magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the nosoi wears or carries is invisible with it.
Esobok
Medium celestial (psychopomp), unaligned
- Armor Class 15 (natural armor)
- Hit Points 45 (7d8 + 14)
- Speed 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+2) 15 (+2) 6 (-2) 14 (+2) 13 (+1)
- Saving Throws Str +5, Con +4
- Skills Athletics +5, Insight +4, Intimidation +5, Stealth +4
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., lifesense 60 ft., passive Perception 12
- Languages Abyssal, Celestial, Commmon, Infernal
- Challenge 3 (700 XP)Proficiency +2
Magic Resistance. The psychopomp has advantage on saving throws against spells and other magical effects.
Spirit Touch. The psychopomp can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Actions
Multiattack. The psychopomp makes three attacks: one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the psychopomp can't use its bite on another target.
Claw. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Wrench Spirit. If the psychopomp is grappling a creature with its bite, it can attempt to rip the animating spirit from its target. The target makes a DC 13 Charisma saving throw or have its spirit ripped from its body. On a failed save, If the target is undead with a CR of 2 or lower, it is destroyed. Otherwise, the target is no longer grappled, but becomes paralyzed until the psychopomp releases its spirit. At the end of its turn, the creature can reattempt the saving throw, ending it early on a success. The psychopomp cannot make a bite attack while it is holding a spirit.
Ahmuuth
Medium celestial (psychopomp), unaligned
- Armor Class 16 (natural armor, animated shield)
- Hit Points 65 (10d8 + 20)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 15 (+2) 15 (+2) 16 (+3) 11 (+0)
- Saving Throws Dex +4, Wis +5
- Skills Insight, Perception, Persuasion
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., lifesense 60 ft., passive Perception 14
- Languages Abyssal, Celestial, Commmon, Infernal
- Challenge 4 (200 XP)Proficiency +2
Magic Resistance. The psychopomp has advantage on saving throws against spells and other magical effects.
Death's Dagger. While in the psychopomp's possession, its daggers return to its hands after they are thrown and deal an additional 7 (2d6) damage to undead creatures on a hit (included in the attack).
Innate Spellcasting. The psychopomp's spellcasting ability is Wisdom (spell save DC 13, +5). It can innately cast the following spells, requiring no material components:
At will: chill touch, speak with dead
1/day: locate creature, plane shift (self only)
Spirit Touch. The psychopomp can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Actions
Multiattack. The psychopomp makes two attacks with its daggers.
Returning Dagger. Melee or Ranged Weapon Attack: +4 to hit, 5 ft. or 30 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) damage (if the target is undead).
Vanth
Medium celestial (psychopomp), unaligned
- Armor Class 17 (natural armor)
- Hit Points 82 (11d8 + 33)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 17 (+3) 13 (+1) 19 (+4) 15 (+2)
- Saving Throws Dex +7, Wis +5, Cha +6
- Skills Insight +10, Intimidation +5, Perception +10, Religion +4
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., lifesense 60 ft., passive Perception 20
- Languages Abyssal, Celestial, Commmon, Infernal
- Challenge 9 (5,000 XP)Proficiency +4
Fear Aura. Any creature hostile to the psychopomp that starts its turn within 20 feet of the psychopomp must make a DC 16 Wisdom saving throw, unless the psychopomp is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the psychopomp's Fear Aura for the next 24 hours.
Innate Spellcasting. The psychopomp's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: invisibility (self only)
3/day: bestow curse, locate creature, searing light
Magic Resistance. The psychopomp has advantage on saving throws against spells and other magical effects.
Spirit Touch. The psychopomp can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Actions
Multiattack. The psychopomp makes two attacks with its scythe.
Scythe. Melee Weapon Attack: +7 to hit, 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Ember Weaver
Medium celestial (psychopomp), unaligned
- Armor Class 17 (natural armor)
- Hit Points 71 (11d8 + 22)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 11 (+0) 19 (+4) 15 (+2) 12 (+1) 15 (+2) 17 (+3)
- Saving Throws Dex +7, Wis +5, Cha +6
- Skills Acrobatics +7, Insight +5, Performance +9, Persuasion +6, Religion +4
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire, necrotic, poison, radiant
- Condition Immunities charmed, poisoned
- Senses darkvision 120 ft., lifesense 60 ft., passive Perception 12
- Languages Abyssal, Celestial, Commmon, Infernal
- Challenge 7 (2,900 XP)Proficiency +3
Innate Spellcasting. The psychopomp's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: continual flame, dancing lights, sacred flame (5th level)
3/day: searing light, suggestion
Magic Resistance. The psychopomp has advantage on saving throws against spells and other magical effects.
Spirit Touch. The psychopomp can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Actions
Multiattack. The psychopomp makes two attacks with its searing touch.
Searing Touch. Melee Spell Attack: +6 to hit, 5 ft., one target. Hit: 7 (2d6) fire damage.
Eerie Radiance. The psychopomp wreaths itself in globes of light, which shed dim light up to 20 feet. Any creature within 120 feet of the that see the psychopomp must make a DC 14 Charisma saving throw or lose any advantages or immunities against becoming charmed or frightened for as long as the psychopomp maintains concentration on this ability (as if concentrating on a spell). If a creature's saving throw is successful, the creature is immune to the psychopomp's Eerie Radiance for the next 24 hours.
Rush of Souls (Recharge 5-6). The psychopomp calls forth a tide of souls to stampede through its foes. Each creature in a 60-foot cone must make a DC 14 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, and half as much on a successful one.
Memitim
Medium celestial (psychopomp, unaligned)
- Armor Class 17 (natural armor)
- Hit Points 130 (20d8 + 40)
- Speed 30 ft., fly 50 ft.
STR DEX CON INT WIS CHA 23 (+6) 14 (+4) 15 (+2) 12 (+1) 17 (+3) 15 (+2)
- Saving Throws Str +11, Dex +9, Con +7, Wis +8
- Skills Athletics +11, Diplomacy +7, Intimidation +12, Religion +6, Sense Motive +8
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities poisoned
- Senses truesight 120 ft., lifesense 60 ft., passive Perception 13
- Languages Abyssal, Celestial, Commmon, Infernal
- Challenge 15 (13,000 XP)Proficiency +5
Flyby. The psychopomp doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting. The psychopomp's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: dimensional anchor, dispel magic, speak with dead, freedom of movement
3/day: enervation, finger of death, forbiddance
1/day: plane shift (self only)
Magic Resistance. The psychopomp has advantage on saving throws against spells and other magical effects.
Shapechanger. The psychopomp can use its action to polymorph into a beast form that resembles an owl, a raven, or a vulture, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying merges into its form. It reverts to its true form if it dies.
Spirit Touch. The psychopomp can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Terminal Aura. Any dying creature within 60 feet of the psychopomp makes a death saving throw and rolls a 10 or higher, they do not add a success to their tally of successful death saving throws. Creatures with the regeneration ability in this area must make a DC 15 Constitution saving throw at the start of their turn. On a failed save, the ability is suppressed until the start of its next turn.
Actions
Multiattack. The psychopomp makes two attacks with its scythe.
Scythe. Melee Spell Attack: +11 to hit, 5 ft., up to three creatures within 5 feet of each other. Hit: 11 (2d4 + 6) slashing damage.
Shoki
Medium celestial (psychopomp), unaligned
- Armor Class 15 (natural armor)
- Hit Points 75 (10d8 + 30)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 17 (+3) 17 (+3) 17 (+3) 19 (+4) 13 (+1)
- Saving Throws Int +7, Wis +8, Cha +5
- Skills Arcana +7, Intimidation +7, Perception +8, Religion +7, Persuasion +7, Stealth +7
- Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities necrotic, poison
- Condition Immunities charmed, frightened, poisoned, unconscious
- Senses darkvision 120 ft., lifesense 60 ft., passive Perception 18
- Languages Abyssal, Celestial, Commmon, Infernal
- Challenge 8 (3,900 XP)Proficiency +3
Innate Spellcasting. The psychopomp's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, invisibility (self only), protection from evil and good, searing light
1/day: plane shift (self only)
Magic Resistance. The psychopomp has advantage on saving throws against spells and other magical effects.
Spirit Touch. The psychopomp can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Actions
Multiattack. The psychopomp makes two attacks with its quarterstaff.
Quarterstaff. Melee Weapon Attack: +7 to hit., 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is undead, it must make a DC 16 Constitution saving throw or be stunned until the start of the psychopomp's next turn.
Soul Lock (1/day). The psychopomp attempts to lock the soul of a dying creature, or one which has died within the last minute within its staff. It must make a DC 16 Charisma saving throw. On a failed save, the soul is trapped in the staff and the creature cannot be brought back to life without divine intervention, or the true resurrection, or wish spells. Creatures whose souls are trapped gain no benefit from the rejuvenation or regeneration traits. The psychopomp's staff may only trap one soul at a time.
Yamaraj
Huge celestial (psychopomp), unaligned
- Armor Class 19 (natural armor)
- Hit Points 241 (21d12 + 105)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 25 (+7) 17 (+3) 21 (+5) 21 (+5) 24 (+7) 20 (+5)
- Saving Throws Dex +10, Con +12, Wis +14, Cha +12
- Skills Insight +21, Perception +21, Persuasion +12
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities lightning, necrotic, poison
- Condition Immunities poisoned
- Senses truesight 120 ft., lifesense 60 ft., passive Perception 31
- Languages Abyssal, Celestial, Commmon, Infernal; telepathy 120 ft.
- Challenge 22 (41,000 XP)Proficiency +7
Fear Aura. Any creature hostile to the yamaraj that starts its turn within 20 feet of the yamaraj must make a DC 22 Wisdom saving throw, unless the yamaraj is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the yamaraj's Fear Aura for the next 24 hours.
Innate Spellcasting. The yamaraj's spellcasting ability is Wisdom (spell save DC 22, +14 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, detect magic, dimensional anchor, greater restoration, plane shift, reincarnate (chooses the race), telekinesis, tongues, true resurrection
3/day: call lightning, chain lightning (9th level)
Lightning Drinker. If the yamaraj gets hit by an attack that would deal lightning damage, it regains a number of hit points equal to the amount of lightning damage it would have received. Any hit points in excess of its total hit points received become into temporary hit points.
Magic Resistance. The yamaraj has advantage on saving throws against spells and other magical effects.
Magic Weapons. The yamaraj's weapon attacks are magical.
Spirit Touch. The yamaraj can attack and damage undead creatures, even if they're in the Ethereal Plane, or possessing a creature. Its attacks also bypass any damage resistance or immunities of undead creatures.
Storm Caller. If in the presence of a lightning storm (natural or created from its call lightning spell). The yamaraj can call down a bolt of lightning as per call lightning as a bonus action.
Actions
Multiattack. The yamaraj makes four attacks: one with its bite, two with its claws, and one with its tail.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 7) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Decomposer Breath (Recharge 5-6). The yamaraj exhales 60-foot cone of beetles and other insects. Each creature in that area must make a DC 20 Dexterity saving throw, taking 70 (20d6) slashing damage and be poisoned for 1 minute on a failed save, or half as much damage on a successful one.
Senses
The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Some new special senses are described below.
Lifesense
A monster with lifesense can perceive the distance and relative direction of living creatures that are not Undead or Constructs within a specific radius. While this ability can allow the creature to determine if a creature it is looking at is alive, dead, near death, or by process of elimination, undead, it does not provide it the precise location of a living creature that is concealed from its sight.
Spells
Searing Light
3rd-level evocation
- Casting Time: 1 action
- Range: 120 ft.
- Components: V, S
- Duration: Instantaneous
- Classes: Cleric
You focus divine power like a ray of the sun, and project a blast of light from your open palm. Make a ranged attack roll. On a hit, the target takes 5d6 radiant damage. An undead creature, or a creature with sunlight sensitivity or weakness takes 10d6 radiant damage.
At Higher Level. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 (or 2d6) for each slot level above 3th.
Variant: Nosoi Familiar
Nosoi can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. A nosoi urges its master to seek out and destroy undead, and prevent their creation. Some such nosoi have the following trait.
Familiar. The nosoi can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the nosoi senses as long as they are within 1 mile of each other. While the nosoi is within 10 feet of its master, the master shares the nosoi's Magic Resistance trait. At any time and for any reason, the nosoi can end its service as a familiar, ending the telepathic bond.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.