Explore Magic: the Gathering's haunted house of 80's horror in this campaign setting guide for Dungeons and Dragons
Credits
- Lead Designer: Gabe Rodriguez, aka /u/letterephesus
- Illustrations from: Magic: the Gathering
- Cover Art: Martin de Diego Sádaba, Wizards of the Coast
- Artists: Aaron Miller, Abz J Harding, Alexandre Honoré, Anna Christenson, Antonio José Manzanedo, Bartek Fedyczak, Billy Christian, Borja Pindado, Brian Valeza, Bryan Sola, Campbell White, Carlos Palma Cruchaga, Cristi Balanescu, Dan Watson, Darren Tan, David Astruga, David Szabo, Domenico Cava, Elizabeth Peiró, Fajareka Setiawan, Greg Staples, Helge C. Balzer, Inkognit, Ivan Shavrin, Jodie Muir, John Tedrick, Joshua Cairos, Josu Hernaiz, Josu Solano, Justine Cruz, Lauren K. Cannon, Liiga Smilshkalne, Loïc Canavaggia, Marco Gorlei, Marta Nael, Martin de Diego Sádaba, Mathias Kollros, Maxime Minard, Michele Giorgi, Miranda Meeks, Mirko Failoni, Néstor Ossandón Leal, Nino Is, Olivier Bernard, Oriana Menendez, Raymond Bonilla, Sam Burley, Sam Wolfe Connelly, Steve Ellis, Tyler Walpole, Wero Gallo
- Based on information from: The MTG Wiki, Magic Story: Bloomburrow, Magic: the Gathering cards from the Duskmourn, Duskmourn Commander, and Alchemy: Duskmourn sets
- Created with: GMBinder, Detect Balance Spreadsheet for Custom Races by u/jwbjerk, Adapted code from Blackthorn Dark Theme by Blckthorn, D&D Watercolor Stains by Jared Ondricek
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Other Planeshifted Guides
- Bloomburrow, a plane of forest critters
- Thunder Junction, a Wild West setting
- Eldraine, a setting of Fairy Tales
- New Capenna, a 1920s noir, mobster, and art deco setting
- Kamigawa, inspired by cyberpunk and Japanese culture
- Unfinity, a retro sci-fi space setting
- Phyrexia, inspired by biomechanical horror
- Kaldheim, inspired by Norse mythology
- Tarkir, inspired by dragons and east asian cultures
- Zendikar, a plane of adventure and eldritch monsters
- Ikoria, a mutation monster manual
- Ravnica, a metropolis plane of warring guilds
- Amonkhet, inspired by ancient Egypt
- Ixalan, inspired by pirates and mesoamerica
- Innistrad, inspired by gothic horror
- Alara, a fractured plane reunited
- Lorwyn-Shadowmoor, inspired by celtic mythology
Changelog
- Version 1.3
- PDF Release
- Version 1.2
- Public Release
A Planeshifted Guide to Duskmourn: House of Horror is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was created solely for private use. All rights are retained by the owners of trademarks and copyrights of the content within this document. This document, in part or whole, cannot be reproduced for the intent of retail sale or personal gain except by those said interested parties or by others with legal, written consent by said parties.
Contents
- 4Welcome to Duskmourn
- 5Ch. 1: Life in Duskmourn
- 5History
- 5The House
- 5Cycles
- 5Doors
- 5Locations
- 10Ch. 2: Create Your Character
- 10Languages
- 11Ch. 3: Species
- 11Parts of a Species
- 11Species Descriptions
- 19Ch. 4: Backgrounds
- 19Parts of a Background
- 19Other Backgrounds
- 19Background Descriptions
- 21Ch. 5: Magic Items
- 24Ch. 6: Spells
- 27Appendix A: Monsters
- 67Appendix B: The House
- 68Appendix C: Rules Glossary
Welcome to Duskmourn
Duskmourn is a setting from Magic: the Gathering inspired by horror media, particularly that from the 1980's. The entirety of this plane of existence is an infinite haunted house, under the control of a powerful moth demon. The house is alive and full of many different rooms of horror and terrifying inhabitants. The plane's surviving inhabitants are joined by visitors from other planes who find themselves in Duskmourn after opening mysterious interdimensional doors.
About This Book
This book is an in-depth guide to using Magic: the Gathering's plane of Duskmourn as a setting for a Dungeons & Dragons 5th edition campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in this world. It is divided into the following sections.
Chapter 1 provides an overview to Duskmourn, including the many zones and locations in the House.
Chapter 2 details how to create Duskmourn characters.
Chapter 3 presents the seven new species of Duskmourn.
Chapter 4 presents four new background options for Duskmourn survivors.
Chapter 5 describes magic items unique to Duskmourn.
Chapter 6 presents seven new spells for Duskmourn spellcasters.
Appendix A present 30+ new Monster stat blocks.
Appendix B provides maps for the rooms of the House and rules for their Hazards. (Work in Progress)
Appendix C is a Rules Glossary, provided to increase compatibility when using this guide with the 2014 ruleset.
Life in Duskmourn
Duskmourn is a modern-looking world, including electronics like television sets, mechanical devices like chainsaws, and 80's style fashion like sneakers. Its original name now long forgotten, the plane once had varied geography, including mountains, seas, coasts, and cities. But decades ago, the entire plane was engulfed in an endless haunted mansion filled with horrors.
History
In its deep past, Duskmourn was a high fantasy plane in which dragons attacked cities. It was composed of three parts: a physical realm and two immaterial realms inhabited by spirits and demons respectively. Magic was scarce, and controlled by very few, leading people to learn the art of summoning. This led to the advancement of the plane, both magically and technologically, and its growing awareness of the larger Multiverse. The demon Valgavoth, who was imprisoned in a house within the physical realm, expanded the barriers of the House and swallowed the entire plane in a period of chaos known as the Ascension, folding the demon realm into the physical and pushing the spirit realm to the edges of the plane's boundaries with the Blind Eternities.
To sustain a kind of long-term population, a twistedly symbiotic relationship between the House and its participants evolved. The House needed to provide a few safe zones for people to feel momentarily safe so that their fear could ferment. The House also restocked foodstuffs occasionally, packaging included, as bait. Foragers knew this, but they had to play the game anyway.
The House
The House is no ordinary building; it's a living, plane-spanning entity that thrives on the fear of its inhabitants. The House is the world, and the world is the House. Its rooms are constantly shifting, changing more significantly when not observed. Sometimes there seem to be outside environments, but there is always a door or window leading to the next room. The moths that are the symbol of Valgavoth appear everywhere. Each moth has multiple eyespots on their wings, functioning as the eyes of the house. If you can see a moth, the house can see you.
Cycles
Harrowings occur whenever Valgavoth molts out of his latest form and into a new body. The surge of malevolence that comes with this rebirth extrudes a fresh wave of cellarspawn into the House. It also sends out a psychic ripple that incites cultists, razorkin, and other monstrous entities to increased viciousness, bloodlust, and paranoia. Harrowings typically only last a few days. Harrowings are offset by Quiescences, which occur right before Valgavoth molts. With all his attention turned inwards to focus on his new growth, the House falls into a temporary lull that's as close to safety as it ever gets. Quiescences typically last a few weeks, giving survivors much-needed time to recuperate and prepare themselves for the upcoming Harrowing.
Doors
After the Ascension, Valgavoth could open doors to other planes, at great cost. Following the opening of the Omenpaths, this became much easier for him, allowing him to bring in victims from across the multiverse. The doors to Duskmourn can appear anywhere on the plane, usually emblazoned with a moth motif, and any unwitting or curious denizens who open the door will find themselves trapped in the House.
Locations
An older house with a black shingle roof, gray-brick facade, and gargoyles on its rafters, the House originally rested in a middle-class suburban neighborhood on the corner of a street near the woods. The House went through at least a dozen owners, one of whom summoned Valgavoth, hoping to use him as a simple service spirit, but panicked upon learning of his power and imprisoned him in the basement, fleeing. After Valgavoth's Ascension, his consciousness has imbued the House with a base level of sentience and awareness of everyone inside. Though it is infinite, eternal, and all-encompassing on the plane, it is composed of five nebulous and ever-changing zones that each contain a series of "rooms," though they often bear little resemblance to normal rooms.
The Mistmoors
Empty foyers that ring with eerie silence. Corridors lined with uncanny marble statues and draped with white fabric that ripples in unfelt breezes. Cobwebbed attics beneath towering arched eaves. Stacked terraces drowning beneath ceaseless eroding sand.
The Mistmoors is full of vast, echoing spaces that unsettle and unnerve. Rooms in this zone are typically characterized by white stone architecture, billowing drapes, drifts of windblown sand, and flat gray skies with no visible sun.
The Floodpits
Frozen subterranean lakes. Screen-lined corridors that breathe a cold, obscuring fog. Twisting staircases that you can walk onto but never off of. Libraries where waterfalls pour into waist-high lakes of sodden pages. Damp, musty bedrooms mottled with unsettling water stains.
The Floodpits is home to the most physics-defying environments of the House, full of surreal passages and impossible architectural juxtapositions. Rooms in this zone tend to feature water in some form—liquid, solid, or gas—as well as water stains and wall-spanning banks of staticky screens.
The Balemurk
Lightless foyers of rotting floorboards knit together by unpleasantly dripping spiderwebs. Bogs riddled with gravestones and punctuated by withered, grasping trees. Basements sunk in ominous gloom, whose shadowy corners seem to move when glimpsed from the corner of your eye.
Dimly lit and ominous, the Balemurk is filled with shadows deeper than they seem like they should be and unsettlingly organic shapes and substances. Jagged crevasses and rotted floorboards dominate, along with septic marshes and withered flora.
The Boilerbilges
Furnace rooms full of suffocating heat. Stairways that end in abrupt drops into vents of sulfurous fire. Hallways whose walls are slashed with rips glowing a vivid, infected red. Scorched, blackened, fire-ravaged junk rooms.
The Boilerbilges is characterized by the most overtly treacherous terrain in the House, full of precipitous drops, jagged architecture, and belching flames. It's also prone to violent, destructive events, like earthquakes and fire twisters, making survival in this zone an even less likely prospect than normal.
The Hauntwoods
Hallways choked with thorny vines and brambles. Overgrown greenhouses full of specimens both venomous and carnivorous. Isolated cabins in the middle of dense, lightless woods. Crumbling domes strung with wicker hexes and strangled by trees shaped like human hands.
Out of all the zones, the Hauntwoods is where the line between inside- and outside-seeming environments is most blurred, as trees, plants, and other vegetation invade dining rooms and corridors and even act as support beams for ceilings lost somewhere amongst the canopy. In some cases, plants appear to be decaying the structure of the House itself through voracious, unrestrained growth.
The Below
Deep within the heart of the House is the Below, a lightless underground chamber where Valgavoth himself resides, and from where he extends his tendrils throughout the rest of the House. The location of the Below is the only fixed point in the whole of Duskmourn. To reach it, you must go through the basement of the original dwelling that was the House, located in the depths of the Balemurk. A tunnel formed of the shed husks of Valgavoth's previous bodies extends deep underground, burrowing deeper with each molt. It's rumored that the only true exit to the House exists within the Below, but no one has ever ventured there and returned to confirm it. The only person who knows the path to the Below is the seneschal of the Cult of Valgavoth.
The Carnival
A fairground set in a field in the Mistmoors, surrounded by cornstalks and evil roses and protected by a wall. Pinstripe tents, fun houses, rollercoaster rides, and mayhem.
A relict of a time before Valgavoth, the Carnival had been a safe zone since Duskmourn was first conquered. But in recent times, a survivor called City defected to the Cult of Valgavoth and betrayed the Carnival, allowing it to be overrun by the Razorkin and Wickerfolk. The Carnival is still "open for business," but all the attractions have been modified by the Razorkin to be machines of destruction. They say that those who enter the amusement park never come back, and their disembodied laughter joins the others on the wind.
Safe Zones
The House contains several safe zones, often built on the borders between zones, although many of these have been lost since the opening of the Omenpaths. Safe paths existed between the zones, established over years through de facto "treaties" with the House. The greatest concentration of monsters resided directly outside of each safe zone. They include multiple attic settlements accessible by hatches on the floor, and "Benefactories," rooms controlled by the Benefactors faction with doors marked by their flame symbol.
Create Your Character
When you make your D&D character, you have an array of options in the Player's Handbook to create the sort of adventurer you want. When you create an adventurer for a Duskmourn adventure or campaign, use the options presented in this chapter.
Choose a Class
Characters of any class from the Player's Handbook can be found in Duskmourn.
Determine Origin
Determining your character's origin involves choosing a background, a species, and two languages. When making those choices, you choose from the options presented in this chapter instead of those in the Player's Handbook.
Choose a Background
When you choose a background, choose an option presented in chapter 6. If you're having trouble choosing a background, the Ability Scores and Backgrounds table shows which backgrounds benefit which ability scores. Look for your class's primary ability there.
Ability Scores and Backgrounds
Ability | Backgrounds |
---|---|
Strength | Benefactor, Doorblade |
Dexterity | Doorblade, Lone Survivor |
Constitution | Benefactor, House Institute, Lone Survivor |
Wisdom | Benefactor, Cultist, Lone Survivor |
Intelligence | Cultist, Doorblade, House Institute |
Charisma | Cultist, House Institute |
Other Backgrounds
At the DM's discretion, if your character is a visitor to Bloomburrow from another plane of existence, you can choose a background option from another book. If that background doesn't include ability score adjustments, adjust your ability scores by increasing one score by 2 and another by 1, or increase three scores by 1. None of these increases can increase a score above 20. Also, if the background you choose doesn't provide a feat, you gain an Origin feat of your choice (see chapter 7).
Choose a Species
When you choose a species for you character, you can choose from the species options presented in chapter 2.
At the DM's discretion, if your character is a visitor to Duskmourn from another plane of existence, you can choose a species from another book. Species from across the Magic: the Gathering multiverse can be found in Guildmaster's Guide to Ravnica, Strixhaven: A Curriculum of Chaos, Mythic Odysseys of Theros, the original Plane Shift books, and the rest of the Planeshifted Guides series.
Choose Languages
Duskmourn is not a plane with a large variety of languages, unlike most D&D worlds. Your character knows Common, the language spoken by all the survivors in Duskmourn.
If a feature lets a character learn a language, you can choose from the languages listed in the Duskmourn Languages table. At the DM's discretion, a character from another plane of existence might know languages from their home plane that aren't listed in this book.
Duskmourn Languages
Language | Origin |
---|---|
Common | Humans |
Druidic | Druids |
Elvish | Elves |
Kor Sign Language | Kor |
Infernal | Demons |
Thieves' Cant | Rogues |
Species
When you choose your character's species, choose one of the species presented in this chapter. At the DM's discretion, if your character is a visitor to Duskmourn from another plane of existence, you can choose a species from another book. Species from across the Magic: the Gathering multiverse can be found in Guildmaster's Guide to Ravnica, Strixhaven: A Curriculum of Chaos, Mythic Odysseys of Theros, the original Plane Shift books, and the rest of the Planeshifted Guides series.
Parts of a Species
A species includes the following parts
Creature Type. A character's species determines the character's creature type. Creature types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. The animalfolk species in this chapter are Humanoid, despite being non-humanoid animals, for the purpose of mechanical game balance.
Size. Your character's species determines the character's size. Individuals within a species cover a wide range of heights, and some species include such diversity of size that you can choose whether your character is Small or Medium.
Speed. Your character's species determines the character's Speed.
Special Traits. Each species gives a character special traits—unique characteristics based on the species' physiology or magical nature.
Ability Scores
Species in this chapter do not grant ability score adjustments. Those adjustments are instead offered by your choice of background.
Languages
Your character can speak, read, and write Common.
Life Span
The typical life span of a player character in the Magic: the Gathering multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. A species in this chapter tells you if it has an atypical life span.
Species Descriptions
Seven species are presented in this chapter in alphabetical order:
Dauthi | Formless |
Elf | Kor |
Human | Vampire |
Overgrown |
Dauthi
The Dauthi are not native to Duskmourn, but many have found themselves on the plane due to their nature. Originally, the Dauthi were members of three distinct peoples of the plane Dominaria, caught in a political war. During their conflict, all three races were caught in the maelstrom surrounding the artificial plane of Rath, and were trapped in the interdimensional space between the two planes. They were left in an incoporeal, shadow-like state, able to see both planes and interact with neither. As time went on, the Dauthi learned to momentarily slip between the planes, but still exist as shadowy horrors. It is perhaps their interdimensional nature that has pulled many of the Dauthi to Duskmourn.
Dauthi Traits
- Creature Type: Monstrosity
- Size: Medium (about 4-7 feet tall)
- Speed: 30 feet
As a Dauthi, you have these special traits.
Ethereal Sight. You can see into the Ethereal Plane. Creatures and objects there appear ghostly.
Hidden Step. As a Bonus Action, you have the Invisible condition until the start of your next turn. The condition ends early if you make an attack roll, deal damage, or cast a 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.
Necrotic Resistance. You have Resistance to Necrotic damage.
Voidwalk. You can move through other creatures and objects as if they were Difficult Terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 Force damage for every 5 feet traveled. This movement is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Elf
Elves of Duskmourn are similar to their counterparts on other worlds. They are humanoids with pointed ears and skin tones similar to humans.
Before the Ascension of Valgavoth, the elves of Duskmourn lived in various forests across the plane. Whereas humans used summoning to push for technological advancements, elves traditionally held beliefs of existing alongside nature and not disrupting the natural order. According to their legends, the last haven of the plane to be devoured by Valgavoth was the forest of Rotrue Wood, ruled by the elven king.
The elves retain an innate connection to the forest and natural land of the plane, which is only present in certain areas of the House, such as the Hauntwoods.
Elf Traits
- Creature Type: Humanoid
- Size: Medium (about 5–6 feet tall)
- Speed: 35 feet
As an Elf, you have these special traits.
Darkvision. You have Darkvision with a range of 60 feet.
Druidcraft. You know the Druidcraft cantrip.
Fey Ancestry. You have Advantage on saving throws you make to avoid or end the Charmed condition.
Keen Senses. You have proficiency in the Perception skill.
Mask of the Wild. You can take the Hide action even when you are obscured only by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Timberwalk. Ability checks made to track you have Disadvantage, and you can move across Difficult Terrain made of nonmagical plants and undergrowth without expending extra movement.
Formless
Members of the Cult of Valgavoth regularly perform a ritual known as the Rite of the Threshold. Cocoons grow from the walls of their altar room, and the cultists enter these cocoons to allow Valgavoth to feed directly on their fear and nightmares.
If a cultist spends too long in the cocoon, they can become Formless, partially digested husks hollowed out of their former personalities and driven by nefarious magic. They are so devoid of self that they can take on the appearances of other creatures, which they often do to fit into survivor communities. Though most Formless are infiltrators in service to Valgavoth, some forget even their purpose and forge new lives, with some even turning to the side of the survivors against the House.
Formless Traits
- Creature Type: Monstrosity
- Size: Medium (about 5-6 feet tall)
- Speed: 30 feet
As a Formless, you have these special traits.
Chill Touch. You know the Chill Touch cantrip.
Shapechanger. As a Magic action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium (up to 8 feet tall) and Small (up to 2 feet tall). You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use a Magic action to revert to your true form or until you die.
Human
Humans were the original dominant inhabitants of the plane. They built cities and fortresses across the landscape, and those few capable of magic mastered the art of summoning. By conjuring the spirits and demons of the plane's realms, technological and understanding of magic flourished until the plane became nearly analagous to the modern world. Ultimately, it was this contact with outside forces, opposed by the plane's elves, that lead to the summoning and eventual Ascension of Valgavoth.
The Humans of Duskmourn are similar to their counterparts on other worlds. They are diverse, varied, and versatile in skill.
Human Traits
- Creature Type: Humanoid
- Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Human, you have these special traits.
Resourceful. You gain Heroic Inspiration* whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice. Skilled* is recommended.
Kor
Kor are tall, slender humanoids with light hair and gray, blue-gray, or ivory skin. They are native to the plane of Zendikar, where their species has adapted to a nomadic lifestyle among the floating mountains. Masters of ropes and hooks, they scale sheer cliffs and cross yawning chasms with such skill and agility that they sometimes seem almost to take flight.
Though they are native to Zendikar, the House has no way of accessing that plane; the door that leads to it is boarded up and blocked. The Kor that exist on Duskmourn have been lost there from other planes in the multiverse, including Arcavios and Dominaria.
The kor have a nonverbal language of hand signs and gestures that allows communication despite significant distance (particularly when augmented with whirling ropes) or howling winds. They also use this sign language among themselves when they wish to avoid being overheard, giving rise to misguided rumors that they are incapable of speech. When they do speak, they typically use as few words as possible to convey their meaning.
Kor Traits
- Creature Type: Humanoid
- Size: Medium (about 5-6 feet tall)
- Speed: 30 feet
As a Kor, you have these special traits.
Brave. You have Advantage on saving throws you make to avoid or end the Frightened condition.
Climbing. You have a Climb Speed equal to your Speed.
Kor Talents. You have proficiency in the Athletics and Acrobatics skills.
Lucky. When you roll a 1 on the d20 of a D20 Test,* you can reroll the die, and you must use the new roll.
Overgrown
Wickerfolk are living constructs of wood that were once human. The first Wickerfolk were Warlocks who performed a transmuting ritual, but Wickerfolk can create more of their kind by sending slivers of leaves and branches into a creature's body.
The Overgrown are humans or elves who are in the process of being transformed into Wickerfolk. Perhaps they were caught by a Wickerfolk or perhaps they discovered the same transmuting ritual the ancient druids used. In either case, they now exist partway between Humanoid and Plant, enjoying a unique connection to nature, but always in danger of being overtaken by the wood.
Overgrown Traits
- Creature Type: Humanoid
- Size: Medium (about 4-7 feet tall)
- Speed: 30 feet
As an Overgrown, you have these special traits.
Barkskin. While you aren't wearing armor, your base Armor Class equals 16.
Plant Camouflage. You have Advantage on Dexterity (Stealth) checks you make in forest terrain.
Wickerfolk Magic. You know the Thorn Whip cantrip. When you reach character level 3, you learn the Entangle spell. When you reach character level 5, you learn the Spike Growth spell. You always have these spells prepared. You can cast each spell once without a spell slot, and you regain the ability to cast it that way when you finish a Long Rest. You can also cast it using any spell slots you have of appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select this species).
Vampire
Vampires on Duskmourn are the result of a horrible curse invented by Valgavoth to torture his supplicants. The first vampires on Duskmourn were cultists, but the curse has slowly spread to the survivors.
The curse causes the victim to become as cold as the dead, always hungry and never sated. The victim retains their will so Valgavoth can feed off the pain and horror of this miserable existence.
Duskmourn vampires have glowing eyes, sharp claws, mottled skin, and mouths similar to that of lampreys.
Vampire Traits
- Creature Type: Undead
- Size: Medium (about 4-7 feet tall) or Small (about 2-4 feet tall), chosen when you select this species
- Speed: 30 feet
As a Vampire, you have these special traits.
Bite. You can use your fanged maw to make Unarmed Strikes. When you hit with it and deal damage, you deal Piercing damage equal to 1d6 plus your Strength modifier, instead of the normal damage of an Unarmed Strike.
Darkvision. You have Darkvision with a range of 60 feet.
Life Drain. As a Bonus Action, you can make a special attack with your Bite against a creature that isn't a Construct or Undead. If the attack hits, it deals its normal damage, and you 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.
Life Span. You are immune to the effects of aging and can't be aged magically.
Necrotic Resistance. You have Resistance to Necrotic damage.
Unusual Nature. You don't need to eat, drink, or breathe.
Backgrounds
When you choose a background for a character from Duskmourn, choose one of the options presented in this chapter.
Parts of a Background
A background includes the following parts.
Ability Scores. A background lists three ability scores. Increase one score by 2 and another score by 1, or increase all three by 1. None of these increases can increase a score above 20.
Feat. A background gives you an Origin feat. If a feat is unique to this book or has an updated version introduced in this book, the background will direct you to chapter 7. Otherwise, you may take the feat of that name as presented in your version of the Player's Handbook.
Skill Proficiencies. A background gives your character proficiency in two specified skills.
Tool Proficiency. Each background gives a character proficiency with one tool.
Equipment. Each background offers a choice between an equipment package and 50 GP.
Other Backgrounds
If your character is from another plane of existence, you can choose a background option from another book instead. If that background doesn't include ability score adjustments, adjust your ability scores by increasing one score by 2 and another by 1, or increase three scores by 1. None of these increases can increase a score above 20. Also, if the background you choose doesn't provide a feat, you gain an Origin feat of your choice.
Background Descriptions
Four backgrounds are presented in this section in alphabetical order:
Benefactor | Lone Survivor |
Doorblade | House Institute |
Benefactor
- Ability Scores: Strength, Constitution, Wisdom
- Feat: Alert
- Skill Proficiencies: Perception and Survival
- Tool Proficiency: Navigator's Tools
- Equipment: Choose A or B: (A) Navigator's Tools, Painter's Supplies, Rope, Grappling Hook, Hooded Lantern, Oil (3 flasks), Map Case, Map (one area of Duskmourn), Traveler's Clothes, 4 GP; or (B) 50 GP
The Benefactors are a group of tough, resilient nomads who are the most knowledgeable about the House's geography. They frequently leave caches of supplies and materials around, marked for any other survivors who might need them.
Doorblade
- Ability Scores: Strength, Dexterity, Intelligence
- Feat: Savage Attacker
- Skill Proficiencies: Athletics and Stealth
- Tool Proficiency: Thieves' Tools
- Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, Healer's Kit, Traveler's Clothes, 12 GP; or (B) 50 GP
The Doorblades are a small band of ruthless survivors who have decided to turn the tables and execute thorough, strategic assassination plans to hunt and kill the monsters of the House. They frequently collaborate with the House Institute, making use of the institute's knowledge to guide their strikes. In exchange, they supply monster corpses and live specimens for the institute's experiments. Casualties among the Doorblades are high, but so are their kills.
House Institute
- Ability Scores: Constitution, Intelligence, Charisma
- Feat: Crafter
- Skill Proficiencies: Arcana and Investigation
- Tool Proficiency: Alchemist's Supplies
- Equipment: Choose A or B: (A) Alchemist's Supplies, Book (history), Traveler's Clothes; or (B) 50 GP
The House Institute is a group of survivors dedicated to investigating, analyzing, and recording the supernatural events of the House. Their goal is to find a way to end the House by finding its ultimate weakness. They maintain a permanent base in a series of disused operating rooms in the Floodpits, where they dissect and analyze any creatures they find.
Lone Survivor
- Ability Scores: Dexterity, Constitution, Wisdom
- Feat: Tough
- Skill Proficiencies: Insight and Stealth
- Tool Proficiency: Thieves' Tools
- Equipment: Choose A or B: (A) Quarterstaff, Thieves' Tools, Bedroll, Hooded Lantern, Oil (3 flasks), Traveler's Clothes, 16 GP; or (B) 50 GP
Survivors are the last remnants of those who existed before the House swallowed up their homes, or newcomers who smart enough to adapt to their new surroundings in time. Smart, tough, and resourceful, most remaining survivors survived by adopting a nomadic lifestyle. Survivors often name their children after aspects from a civilization long gone, like "City", "Dawn," and "Winter".
Magic Items
This section provides rules for magic items that can be found on Duskmourn. See the Dungeon Master's Guide for how to use magic items.
Magic Item Descriptions
The magic items are listed in alphabetical order.
Conductive Machete
Weapon (Scimitar), Uncommon
This magic weapon has 6 charges and regains 1d6 charges daily at dawn. As a Bonus Action, you can expend 1 charge to activate the weapon. The weapon remains active for 1 minute, until you use a Bonus Action to deactivate it, or until you drop or sheathe it.
While the weapon is active, it sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet, and when you hit with it and deal damage, it deals an extra 1d4 Lightning damage.
While holding the weapon, you can expend a level 1+ spell slot to cause the weapon to regain 1 expended charge. When a Glitch Ghost is reduced to 0 Hit Points within 30 feet of the weapon, it regains 1 expended charge.
Chainsaw
Weapon (Maul), Uncommon
The chainsaw has 3 charges and regains 1d3 expended charges daily at dawn. While holding the chainsaw, you can take a Magic action to expend 1 charge and activate it for 10 minutes. When you take the attack action on your turn while the chainsaw is active, you can replace one of your attacks with a swipe of the chainsaw at one creature you can see within 5 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Strength modifier and Proficiency Bonus) or take 2d8 Slashing damage.
Cursed Windbreaker
Wondrous Item, Rarity Varies (Requires Attunement)
This windbreaker looks and functions like another magic cloak, such as a Cloak of Protection or Wings of Flying.
Curse. This cloak is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you have Disadvantage on saving throws you make to avoid or end the Frightened condition.
Fateshifter Token
Wondrous Item, Legendary (Requires Attunement by a specific creature)
Powerful diviners can create fateshifter tokens that can be used to evade horrifying ends. The tokens are roughly carved figures, the size of a finger, shaped to give the vague impression of a person’s face and form. Only the depicted person can attune to the fateshifter token.
While holding the token, if you move or take an action that would lead to your certain death, you receive a vision of the outcome, allowing you to make a different decision. Each creature within 100 feet of you that is attuned to a fateshifter token also receives the vision. The vision can only be granted by your own actions and movements, not those of others. For example, you would receive a vision if you were about to step onto a pitfall trap over a deadly drop, but not if you entered combat with a potentially deadly enemy.
Once this property of the fateshifter is used, it loses its magic and can't be used again.
Flamethrower
Wondrous Item, Rare
The flamethrower has 3 charges and regains 1d3 expended charges daily at dawn. While holding the flamethrower, you can take a Magic action to cause it to project fire in a 10-foot Cone. Each creature in the Cone must make a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save, or half as much damage on a successful one.
If you expend the flamethrower's last charge, roll a d20. On a 1, the flamethrower malfunctions; you take 4d6 Fire damage, and you can't use the flamethrower again until the next dawn.
Ghost Vacuum
Wondrous Item, Rare
A Ghost Vacuum is a device used to trap spirits. It requires two free hands to operate. As a Magic action, you can use the Ghost Vacuum to target one Undead that you can see within 60 feet of you. If that Undead has the Incorporeal Movement trait, it must succeed on a DC 17 Dexterity saving throw or be trapped in the vacuum. Once trapped, a creature remains in the vacuum until released. As a Magic action, you can release each creature the vacuum contains.
When you finish a Long Rest, roll a d20. On a 20, a random creature trapped in the vacuum is dematerialized and destroyed. On a 1, a random creature trapped in the vacuum is released.
Glimmerlight
Wondrous Item, Common
A glimmerlight is a handheld flashlight, powered by a Glimmer. As a Bonus Action, you can activate or deactivate the glimmerlight. While active, the glimmerlight sheds Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
Creatures in the glimmerlight's Bright Light have Advantage on saving throws they make to avoid or end the Frightened condition.
If you have the Frightened condition while holding the glimmerlight, it deactivates and can't be activated.
Glitch Reader
Wondrous Item, Uncommon
A Glitch Reader is a handheld device that alerts the holder to the presence of ethereal creatures. The Glitch Reader has 6 charges and regains 1d6 expended charges daily at dawn. As a Magic action while holding the Glitch Reader, you can expend 1 charge to learn the location of any creature with the Invisible condition within 30 feet of you.
While holding the item, you can expend a level 1+ spell slot to cause the item to regain 1 expended charge. When a Glitch Ghost is reduced to 0 Hit Points within 30 feet of the item, it regains 1 expended charge.
Glitch Goggles
Wondrous Item, Very Rare (Requires Attunement)
These goggles have 6 charges and regain 1d6 expended charges daily at dawn. While wearing them, you can take a Magic action and expend 1 charge to cast the See Invisibility spell.
While holding the item, you can expend a level 1+ spell slot to cause the item to regain 1 expended charge. When a Glitch Ghost is reduced to 0 Hit Points within 30 feet of the item, it regains 1 expended charge.
Marina Vendrell's Grimoire
Wondrous Item, Artifact
The book contains sixty pages of yellowed paper. Written on these pages are the following spells:
- Level 1: Command, Detect Evil and Good
- Level 2: Blindness/Deafness, Crown of Madness
- Level 3: Summon Undead, Speak With Dead
- Level 4: Blight
- Level 5: Contact Other Plane (Valgavoth)
- Level 6: Summon Fiend
Recorder
Wondrous Item, Very Rare
A Recorder is a handheld device that used to make audio and visual recordings. Using the recorder requires a Tape. You can take an Action to load or remove a tape from the recorder.
While holding a loaded recorder, you can take a Bonus Action to expend one of the tape's charges and activate the recorder. It remains active for 10 minutes or until you take a Bonus Action to deactivate it.
While active, the recorder records events as though it could see in a 120-foot Cone and hear in a 120-foot Emanation. The resulting footage of events is recorded onto the tape.
While holding a loaded recorder, you can view and listen to the footage of events on its tape in real time (no action required).
Séance Board
Wondrous Item, Rare
While touching the Séance Board you can cast the Contact Other Plane spell, but the entity you contact can only be the spirit of a dead creature you are familiar with. Once you used the Séance Board to cast the spell, you can't do so again until the next dawn.
Tape
Wondrous Item, Uncommon
A Tape is a Tiny casette of magical tape that can hold recorded footage from a Recorder. Each tape can have up to 6 charges. At the DM's discretion, a found tape that has fewer than 6 charges can have up to 10 minutes of recorded footage for each charge below 6. Viewing the footage requires a recorder.
Spells
Magic functions on Duskmourn as it does in most other D&D settings. Like other planes in the Magic: the Gathering multiverse, Duskmourn has its own mana that spellcasters can draw from to cast spells. This chapter provides descriptions of common spells used on Duskmourn. See the Player's Handbook for rules on casting spells and how to read a spell description.
Spell Descriptions
The spells are presented in alphabetical order. If a spell in this chapter has the same name as a spell from another book, use the version of the spell presented in this chapter.
Some spells appear on the Artificer spell list. The Artificer class is from Tasha's Cauldron of Everything.
Commune with Good or Evil
Level 5 Divination (Sorcerer, Warlock, Wizard)
- Casting Time: 1 minute or Ritual
- Range: Self
- Components: V, S
- Duration: Instantaneous
You commune with local spirits, either Celestials, Fiends, or Undead, to gain knowledge of the surrounding area within 3 miles of you.
Choose three of the following facts; you learn those facts as they pertain the spell's area:
- Locations of areas affected by the Hallow or Magic Circle spell.
- Locations of portals to other planes of existence.
- Location of one Challenge Rating 10+ creature (DM's choice) that is a Celestial, Fiend, or Undead.
Convert to Slime
Level 3 Transmutation (Sorcerer, Warlock, Wizard)
- Casting Time: Action
- Range: 30 feet
- Components: V, S, M (a vial of Acid)
- Duration: Concentration, up to 1 hour
You attempt to transform a creature that you can see within range into an Ooze. The target must succeed on a Wisdom saving throw or shape-shift into an Ooze that has a Challenge Rating of 2 or less. The target's game statistics are replaced by the stat block of the chosen Ooze, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells.
The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
The target can repeat the Wisdom saving throw at the end of each of its turns, ending the spell on itself on a success.
Drag to the Roots
Level 2 Conjuration (Druid, Ranger, Wizard)
- Casting Time: Action
- Range: 60 feet
- Components: V, S, M (a tree root)
- Duration: Concentration, up to 1 minute
You conjure grasping hands from the ground in a 10-foot square within range. The area becomes Difficult Terrain for the duration. Each creature in the area when you cast the spell or that starts its turn in the area is pulled 2 feet into the ground, up to 10 feet, and has the Restrained condition.
As an action, a Restrained creature or another creature within 5 feet of it can make a Strength check against your spell save DC, freeing the Restrained creature on a success.
Ethereal Armor
Level 1 Abjuration (Cleric, Paladin)
- Casting Time: Bonus Action
- Range: Self
- Components: V, S, M (a flame)
- Duration: 1 hour
Protective magical light surrounds you. You gain 5 Temporary Hit Points. Until the spell ends, you have immunity to the Frightened condition. You also shed Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends early if you have no Temporary Hit Points.
Using a Higher-Level Spell Slot. The Temporary Hit Points increase by 5 and the radius of Bright and Dim Light each increase by 5 feet for each spell slot level above 1.
Glimmerburst
Level 3 Conjuration (Artificer, Bard, Cleric, Paladin, Sorcerer, Warlock, Wizard)
- Casting Time: Action
- Range: 90 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You call forth a Glimmer, a manifestation of your hope and persistence. It manifests in an unoccupied space that you can see within range and uses the Glimmer Spirit stat block. The creature appears as a glowing ethereal object or creature from your past that holds significant meaning to you. When you cast the spell, choose Tiny, Small, or Medium. Your choice determines the creature's size. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to your and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no acction required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
While you are within 30 feet of the creature, you have Advantage on saving throws you make to avoid or end the Charmed or Frightened condition.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell level in the stat block.
Manifest Dread
Level 3 Conjuration (Cleric, Paladin, Sorcerer, Warlock, Wizard)
- Casting Time: Action
- Range: 90 feet
- Components: V, S, M (a creature encased in amber worth 300+ GP)
- Duration: Concentration, up to 1 hour
You call forth a Nightmare, a manifestation of fear and dread. It manifests in an unoccupied space that you can see within range and uses the Nightmare Spirit stat block. The creature takes a dreadful form and appearance you choose. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to your and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no acction required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot's level for the spell level in the stat block.
Rite of the Moth
Level 1 Necromancy (Artificer, Cleric, Druid, Paladin, Ranger, Warlock, Wizard)
- Casting Time: Action
- Range: Touch
- Components: V, S, M (gilded moth wings worth 100+ GP, which the spell consumes)
- Duration: Concentration, up to 10 minutes
You touch a creature that has died within the last minute. The target revives with 0 Hit Points, and gains Temporary Hit Points equal to your spellcasting ability modifier, which last for the duration. The spell ends early on the target if it has no Temporary Hit Points left.
Until the spell ends, the target is Stable and has Immunity to the Unconscious condition. When the spell ends, the creature drops to 0 Hit Points.
Glimmer Spirit
Tiny, Small, or Medium Celestial, Neutral
- AC 12 + the spell's level
- HP 30 + 10 for each spell level above 3
- Speed 30 ft., Fly 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 11 | +0 | +0 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 16 | +3 | +3 |
- Immunities Charmed, Frightened
- Senses Passive Perception 10
- Languages understands the languages you know but doesn't speak
- CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Illumination. The spirit sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Incorporeal Movement. The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Glimmering Strike. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 2d6 + 3 + the spell's level Radiant damage.
Nightmare Spirit
Medium Aberration, Neutral
- AC 12 + the spell's level
- HP 30 + 10 for each spell level above 3
- Speed 30 ft., Fly 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 11 | +0 | +0 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 16 | +3 | +3 |
- Immunities Charmed, Frightened
- Senses Passive Perception 10
- Languages understands the languages you know but doesn't speak
- CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Aura of Fear. Wisdom Saving Throw: DC equal your spell save DC, each creature of the spirit's choice that starts its turn in a 30-foot Emanation originating from the spirit. Failure: The target has the Frightened condition.
Incorporeal Movement. The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Psychic Assault. Ranged Attack Roll: Bonus equals your spell attack modifier, range 60 ft. Hit: 1d12 + 3 + the spell's level Psychic damage.
Appendix A: Monsters
This chapter provides stat blocks for unique Monsters and NPCs who can be found in Duskmourn, to be used by the Dungeon Master. See the rules glossary in the Revised Player's Handbook (2024), or the Monster Manual, for how to read a stat block.
When the Dungeon Master uses a stat block, they may change details in it.
The Duskmourn Monsters table lists every creature in this chapter, along with that creature's creature type and Challenge Rating (CR).
Stat Block Descriptions
The following stat blocks are presented in alphabetical order.
Duskmorun Monsters
Creature | Creature Type | CR |
---|---|---|
Atlanak | Monstrosity | TBD |
Anthropede | Monstrosity | 11 |
Balemurk Leech | 1 | 1 |
Beastie | Beast | 2 |
Cellarspawn | ||
Cellarspawn | Aberration | 13 |
Appendage Amalgam | Aberration | 1 |
Grasping Longneck | Aberration | 12 |
Master of Keys | Aberration | TBD |
Crawling Claw | Undead | 0 |
Cultists of Valgavoth | ||
Cultist of Valgavoth | Humanoid | 1/8 |
Fanatic of Valgavoth | Humanoid | 2 |
Demon | Fiend | 6 |
Devourer | Plant | 11 |
Drowner | Humanoid | 2 |
Flesh Burrower | Beast | 1/8 |
Glimmer | Celestial | 1 |
Glitch Ghost | Undead | 4 |
Gremlin | Beast | 1/2 |
Malevolent Chandelier | Construct | 7 |
Nighmare Fear | Aberration | 5 |
The Mindskimmer | Aberration | TBD |
Oculus | Monstrosity | 13 |
Omnivaorus Flytrap | Plant | 5 |
Duskmorun Monsters (Contd.)
Creature | Creature Type | CR |
---|---|---|
Quickened Toys | ||
Quickened Toy | Construct | 2 |
Attack-in-the-Box | Construct | 2 |
Skitterspike | Construct | 2 |
Razorkin | ||
Razorkin | Humanoid | 1 |
Killer Clown | Humanoid | 2 |
The Jolly Balloon Man | Humanoid | TBD |
The Lord of Pain | Undead | TBD |
Reflection | Fey | 1/2 |
Shrieker | Monstrosity | 6 |
Skullcrab | Undead | 1/8 |
Spindrell | Undead | 2 |
Suspicious Bookcase | Construct | 1 |
Ursine Monstrosity | Monstrosity | 2 |
Valgavoth | Fiend | 20 |
Watchdog | Beast | 1/4 |
Wickerfolk | Plant | 1 |
Anthropedes
One Hundred Percent Grotesque
Area: Balemurk, Hauntwoods; Treasure: None
Anthropedes are enormous insects, similar in appearance to milipedes or centipedes. Their forelegs are not insectoid, instead being humanoid hands with sharp claws. Their heads appear to have skulls affixed to either side, giving the implication that these creatures were once fused to living humanoids.
Anthropedes often crawl along ceilings and extend downward to grab their prey. The touch of its many hands is almost gentle, at first. But then the grip tightens, and the mandibles dig in.
Anthropede
Large Monstrosity, Chaotic Evil
AC 17
HP 195 (17d12 + 85)
Speed 30 ft., Climb 30 ft.
Initiative +1 (11)
MOD | SAVE | ||
---|---|---|---|
Str | 24 | +7 | +7 |
Int | 4 | –3 | –3 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 21 | +5 | +5 |
Cha | 5 | –3 | –3 |
- Skills Stealth +9
- Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 10
- Languages None
- CR 11 (XP 7,200; PB +4)
Traits
Spider Climb. The anthropede can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Multiattack. The anthropede uses Grasp and makes one Bite attack.
Bite. Melee Attack Roll: +11, reach 5 ft. Hit: 40 (6d10 + 7) Piercing damage.
Grasp. Dexterity Saving Throw: DC 17, one creature within 10 feet. Failure: 10 (3d6) Bludgeoning damage, and the target has the Grappled condition (escape DC 17). While Grappled, the target also has the Restrained condition.
Coming SooN
Atlanak
Balemurk Leeches
Nefarious Necrophages
Area: Balemurk; Treasure: None
These enormous leeches are natural insects have adapted to feed on dead flesh, feasting on the cemeteries that have been absorbed into the House. But when no corpses are available, they are not averse to making their own from nearby survivors.
Balemurk Leech
Medium Beast, Unaligned
AC 12
HP 30 (4d8 + 12)
Speed 20 ft.
Initiative –5 (5)
MOD | SAVE | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Int | 1 | –5 | –5 |
MOD | SAVE | ||
---|---|---|---|
Dex | 1 | –5 | –5 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 2 | –4 | –4 |
- Immunities Acid; Frightened
- Senses Blindsight 60 ft. (Blinded beyond this radius), Passive Perception 10
- Languages —
- CR 1 (XP 200; PB +2)
Actions
Bite. Melee Attack Roll: +2, reach 5 ft. Hit: 2 (1d4) Piercing damage plus 3 (1d6) Acid damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 13).
Reactions
Acid Spit (Recharge 5–6). Trigger: The leech takes damage. Response–Dexterity Saving Throw: DC 13, one creature the leech can see within 60 feet. Failure: 10 (3d6) Acid damage, and the target has the Blinded condition until the end of its next turn.
Beasties
Wonderful Wild Friends
Area: All; Treasure: Relics
Originally the plane's household pets kept by humans, Beasties were transformed during Valgavoth's Ascension. They are small when young, and then they spin silk cocoons and emerge as large, shaggy, furred adults. They generally have more than four limbs, claws, horns, and fangs, and wear masks. Beasties don't speak Humanoid language, but they're fully intelligent; they can understand what's said to them and communicate with each other. Though they are predators, they don't eat intelligent creatures. The beasties find their purpose in protecting the House's survivors, who they refer to as "keep-alives."
The face beneath a beastie's mask is their most guarded secret. Beasties live in constant fear of their human companions seeing their real faces, which are visages of dried flesh tethered to exposed skulls. Beasties know these faces are terrifying, hideous mockeries of living flesh. If a human does ever catch a glimpse of a beastie's real face, the beastie will abandon them or even grow enraged and attack.
Though they were once a part of one large pack, Beasties are separated into multiple factions. The Mural in the Attic, which depicts the plane before the Ascension, is a neutral ground for the Beastie packs.
Above all, beasties want to be loved and appreciated. Beasties are fiercely loyal to their companions, and won't hesitate to attack anyone who threatens their new friend.
Beastie
Large Beast, Any Alignment
AC 15
HP 161 (14d12 + 70)
Speed 40 ft.
Initiative +1 (11)
MOD | SAVE | ||
---|---|---|---|
Str | 20 | +5 | +5 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 20 | +5 | +5 |
Cha | 8 | –1 | –1 |
- Skills Athletics
- Immunities Frightened
- Senses Passive Perception 11
- Languages Beastie, understands Common but can't speak it
- CR 8 (XP 3,900; PB +3)
Actions
Multiattack. The beastie makes two Rend attacks.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage, and the target has the Prone condition if it is Medium or smaller.
Roar (Recharge 6). Constitution Saving Throw: DC 13, each creature in a 60-foot Cone that doesn't have the Deafened condition. Failure: 16 (3d10) Thunder damage, and the target has the Frightened condition until the start of the beastie's next turn.
Cellarspawn
In His House at Duskmourn, Valgavoth Lies Dreaming
Area: Balemurk, Boilerbilges, Hauntwoods; Treasure: None
Cellarspawn are manifestations of Valgavoth's daydreams. Made of the materials of the House itself, warped, asymmetrical shapes that distort the world around them. When a cellarspawn catches a survivor, it overwhelms the person with pure terror until their mind collapses or their heart bursts. The resulting harvest is a dense, delicious morsel of terror that's considered a delicacy by cellarspawn. People harvested this way are reduced to floating spinal columns called Spindrells.
It's almost impossible to defeat a cellarspawn in open combat. Seemingly killed cellarspawn can reattach limbs, restore their blood, and seal their wounds. The only way to escape is to evade it long enough that it loses interest in you. Cellarspawn have practically no sense of perseverance or memory, so if a survivor can avoid drawing its attention for long enough, eventually it will drift away on its own.
Cellarspawn
Large Aberration, Chaotic Evil
AC 18
HP 255 (30d8 + 120)
Speed 30 ft.
Initiative +0 (10)
MOD | SAVE | ||
---|---|---|---|
Str | 17 | +3 | +3 |
Int | 8 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 13 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 19 | +4 | +4 |
Cha | 6 | –2 | –2 |
- Skills Perception +11
- Resistances Bludgeoning, Piercing, and Slashing
- Senses Darkvision 60 ft., Passive Perception 21
- Languages Common
- CR 13 (XP 10,000; PB +5)
Traits
Regeneration. At the start of each of the cellarspawn's turns, it regains 5 Hit Points. When the cellarspawn takes Force damage, this trait doesn't function at the start of the cellarspawn's next turn. The cellarspawn dies only if it starts its turn with 0 Hit Points and this trait doesn't function.
Actions
Multiattack. The cellarspawn makes two Claw attacks.
Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 16 (2d12 + 3) Slashing damage. If the target is Large or smaller, it has the the Grappled condition (escape DC 17). While Grappled, the target also has the Frightened condition and takes 19 (3d12) Psychic damage at the end of each of its turns. If the target is a Humanoid and this damage reduces it to 0 Hit Points, it dies and immediately returns to life as a Spindrell.
Appendage Amalgams
These grotesque horrors are cellarspawn that appear as impossible chimeras of limbs and body parts. Most often, an impossibly large nose serves as a sensory unit, mobilized by humanoid arms and spider limbs. Amalgams crawl around with speed, but aren't stealthy; they want to be heard, discovered, and feared. The resulting meal is all the more succulent.
Appendage Amalgam
Large Aberration, Chaotic Evil
AC 14
HP 26 (4d10 + 4)
Speed 30 ft., Climb 30 ft.
Initiative +3 (13)
MOD | SAVE | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Int | 8 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 16 | +3 | +3 |
Wis | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 12 | +1 | +1 |
Cha | 5 | –3 | –3 |
- Skills Perception +4
- Senses Blindsight 60 ft., Passive Perception 14
- Languages Understands Common but can't speak
- CR 1 (XP 200; PB +2)
Traits
Regeneration. At the start of each of the amalgam's turns, it regains 5 Hit Points. When the amalgam takes Force damage, this trait doesn't function at the start of the amalgam's next turn. The amalgam is destroyed only if it starts its turn with 0 Hit Points and this trait doesn't function.
Spider Climb. The amalgam can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Grasp. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Bludgeoning damage. If the target is Large or smaller, it has the Grappled condition (escape DC 13). The amalgam has four limbs, each of which can grapple one target.
Reactions
The amalgam can take up to three Reactions per round but only one per turn.
Retaliation. Trigger: A creature hits the amalgam with a melee attack. Response: The amalgam makes one Grasp attack.
Scuttle. Trigger: A creature ends its turn within 5 feet of the amalgam. Response: The amalgam moves up to half its Speed without provoking opportunity attacks.
Grasping Longnecks
This enormous cellarspawn is a mass of long limbs; it is so large that some survivors have mistaken it for a part of the Hauntwoods forests. It will wait patiently until survivors are caught amidst its limbs, and then strike. It toys with its victims, using its limbs to surround them and terrorize them for as long as possible before harvesting them.
Grasping Longneck
Gargantuan Aberration, Chaotic Evil
AC 17
HP 181 (11d20 + 66)
Speed 40 ft., Climb 30 ft.
Initiative +0 (10)
MOD | SAVE | ||
---|---|---|---|
Str | 22 | +6 | +6 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 22 | +6 | +6 |
Cha | 7 | –2 | –2 |
- Skills Perception +8, Stealth +8
- Senses Darkvision 60 ft., Passive Perception 18
- Languages None
- CR 12 (XP 8,400; PB +4)
Traits
Multiple Limbs. The longneck has six limbs, each of which occupies a 5-foot space within 20 feet of the longneck (it's still apart of the longneck's body). When the longneck moves, it can move any of its limbs to another space within 20 feet. Dexterity Saving Throw: DC aaa, each creature in the limb's space when it moves there. Failure: 9 (2d8) Bludgeoning damage, and the target has the Prone condition if it is Medium or smaller.
Regeneration. At the start of each of the longneck's turns, it regains 5 Hit Points. When the longneck takes Force damage, this trait doesn't function at the start of the longneck's next turn. The longneck is destroyed only if it starts its turn with 0 Hit Points and this trait doesn't function.
Actions
Multiattack. The longneck makes uses Rend six times.
Rend. Dexterity Saving Throw: DC aaa, one creature within 5 feet of one of the longneck's limbs. Failure: 13 (2d6 + 6) Slashing damage. If the target is a Humanoid and this damage reduces it to 0 Hit Points, it dies and immediately returns to life as a Spindrell.
Reactions
The longneck can take up to three Reactions per round but only one per turn.
Opportunistic Rend. Trigger: A creature moves within 5 feet of one of the longneck's limbs. Response: The longneck uses Rend.
Crawling Claws
Don't Feed the Hand that Bites You
Area: Boilerbilges; Treasure: None
Duskmourn's crawling claws aren't daydreams or nightmares like other manifestation, but instead a mutation of living tissue spawned from somewhere deep in the boilerbilges. They have a particular craving for the flesh of survivors and will hunt them. These hunting claws aren't often found in packs, instead preying on stragglers from survivor groups.
Crawling Claw
Tiny Undead, Neutral Evil
AC 12
HP 2 (1d4)
Initiative +2 (12)
Speed 20 ft., Climb 20 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Int | 5 | –3 | –3 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 11 | +0 | +0 |
Cha | 4 | –3 | –3 |
- Immunities Poison; Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Poisoned
- Senses Blindsight 120 ft. (Blinded beyond this radius), Passive Perception 10
- Languages Understands Common but can't speak
- CR 0 (XP 10; PB +2)
Actions
Feed. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage, and the claw moves into the target's space and attaches to the target. While attached, the claw moves with the target and has Advantage on attack rolls against the target.
Cultists of Valgavoth
Servants of the Moth
Area: All; Treasure: Arcana
The Cult of Valgavoth is a cabal of worshippers dedicated to promoting the glory of Valgavoth. Cultists wear long robes shaped like moth's wings. According to the cult, Valgavoth's fear-eating is a blessing: by devouring your fear, he can cleanse you of that fear and grant you protection from it. True paradise will only exist when Valgavoth has devoured all fear in existence, creating a world where all are safe. They call this the Gift of the Threshold. Believing themselves to be descendants of Valgavoth's original summoner, the cult views itself as the steward of the House, responsible for maintaining it and ensuring its smooth running.
Rituals
To achieve the Gift of the Threshold, cult members enter green- and brown-painted cocoons that grow from the walls of their altar room, allowing Valgavoth to feed from them directly. This ritual is known as the Rite of the Threshold. Cultists who display undue fear or weakness of faith can be assigned extra time in the Rite. Some cultists have given so much of themselves to Valgavoth this way that they've drifted out of touch with human emotions, becoming little more than empty husks, hollowed out of anything but a desire to serve. They also recognize the Rite of Four, a deal in which the demon trades a boon to anyone who offers him four lives.
Ranks
Attendants make up the bulk of the cult's members and are tasked with basic maintenance. They patch up cracks in the walls, exterminate pests, and repair architectural damage. Strictors enforce the cult's rules and schedule its rituals. Cocooniers are keepers of the cult's rites and beliefs, in charge of the actual running of all rituals. The cult is led by the seneschal Victor. He is the only person in the House who communicates directly with Valgavoth, and the only one who knows the path to Valgavoth's lair in the Below. The Imagora is the seneschal's inner circle of hand-picked advisors. They are charged with carrying out secret assignments that even the rest of the cult can't know about, sometimes occasionally even culling other cultists.
Methods
The cult prefers to avoid outright violence, but they aren't against wielding brute force if it's needed to keep a survivor from fleeing. Coercion and deception are the cult's preferred methods of gaining membership out of survivors. Outwardly, the cult presents an appearance of welcome and safety. Many a survivor who stumbles upon their village is lured in by the promise of clean beds, safety, and friendly faces. It isn't until the survivor has been lulled into complacency that the cult then reveals its true face and presents the survivor with a choice: join of your own free will or be forced to.
Cultist of Valgavoth
Medium Humanoid (Human), Lawful Evil
AC 12
HP 9 (2d8)
Speed 30 ft.
Initiative +1 (11)
MOD | SAVE | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 12 | +1 | +1 |
Wis | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
- Skills Deception +2
- Gear Robes, Dagger, Mason's Tools
- Senses Passive Perception 10
- Languages Common, Infernal
- CR 1/8 (XP 25; PB +2)
Actions
Ritual Dagger. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Piercing damage plus 1 Necrotic damage.
Faithful Sacrifice. The cultist drops to 0 Hit Points. A creature of the cultist's choice within 30 feet it regains Hit Points equal to the number of Hit Points the cultist lost.
Fanatic of Valgavoth
Medium Humanoid (Human), Lawful Evil
AC 13
HP 44 (8d8 + 8)
Speed 30 ft.
Initiative +2 (12)
MOD | SAVE | ||
---|---|---|---|
Str | 11 | +0 | +0 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 14 | +2 | +4 |
MOD | SAVE | ||
---|---|---|---|
Con | 12 | +1 | +1 |
Cha | 13 | +1 | +1 |
- Skills Deception +3, Persuasion +3
- Gear Book (Valgavoth), Holy Symbol, Robes
- Senses Passive Perception 12
- Languages Common, Infernal
- CR 2 (XP 450; PB +2)
Actions
Pact Blade. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8 + 2) Slashing damage plus 3 (1d6) Necrotic damage.
Spellcasting (Cleric). The fanatic casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 12):
At Will: Mind Sliver, Thaumaturgy
2/Day: Bane
1/Day: Fear
Bonus Action
Mothlight (Recharge 4–6). Ranged Attack Roll: +4, range 60 ft. Hit: 6 (1d8 + 2) Radiant damage. Until the start of the fanatic's next turn, the target sheds Dim Light in a 10-foot radius and attack rolls against the target have Advantage.
Demons
Fiendish Seekers of Vengeance
Area: Balemurk; Treasure: Arcana
Demons once existed in the Demon Realm, one of three distinct realms in the plane of Duskmourn. From there, they communed with humans in the Mortal Realm and made deals with them; in exchange, the human would not pass into the Spirit Realm after death, but instead serve as fuel for the demon's power and influence.
Valgavoth, a particularly powerful demon, was once imprisoned in a mortal house. Empowered by sacrifices, he was able to hunt mortals in the house until he could expand the house's borders in a ritual known as the Ascension; the House is now the entirety of the plane.
During the Ascension, the Mortal and Demon Realms became one. One of Valgavoth's first acts after the Ascension was killing most of the plane's other demons and breaking the rest, ensuring none could challenge his rule.
Those demons who have survived take vengeance on the House and continue to make pacts with survivors in hopes of one day deposing Valgavoth.
Demon
Large Fiend (Demon), Lawful Evil
AC 15
HP 104 (11d10 + 44)
Speed 40 ft., Fly 40 ft.
Initiative +2 (12)
MOD | SAVE | ||
---|---|---|---|
Str | 17 | +3 | +3 |
Int | 20 | +5 | +5 |
MOD | SAVE | ||
---|---|---|---|
Dex | 15 | +2 | +5 |
Wis | 13 | +1 | +4 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +4 |
Cha | 18 | +4 | +7 |
- Resistances Bludgeoning, Piercing, and Slashing
- Immunities Necrotic, Poison; Poisoned
- Senses Darkvision 120 ft., Passive Perception 11
- Languages Infernal, telepathy 120 ft.
- CR 6 (XP 2,300; PB +3)
Traits
Devil's Sight. Magical Darkness doesn't impede the demon's Darkvision.
Magic Resistance. The demon has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The demon makes two Claw attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 10 (2d6 + 3) Piercing damage plus 3 (1d6) Necrotic damage.
Spellcasting. The demon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 15):
At Will: Detect Thoughts
2/day Darkness
Drowners
Part of Your World
Area: Floodpits; Treasure: Relics
Drowners are aquatic monsters with a roughly humanoid appearance from the waist up, and a fish tail from the waist down. They are in fact Duskmourn's mermaids, though whether they existed on the plane before the Ascension or were brought by one of the House's doors remains unknown. In either case, they have been corrupted by Valgavoth's influence. They have no eyes, razor=sharp teeth and claws, and disply a single-minded desire to drown and devour survivors that venture into the Floodpits.
Drowner
Medium Humanoid, Chaotic Evil
AC 13
HP 45 (6d10 + 12)
Speed 10 ft., Swim 30 ft.
Initiative +0 (10)
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 8 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 15 | +2 | +2 |
Cha | 9 | –1 | –1 |
- Senses Blindsight 60 ft. (Blinded beyond this radius), Passive Perception 10
- Languages Abyssal, Aquan
- CR 2 (XP 450; PB +2)
Traits
Amphibious. The drowner can breathe air and water.
Actions
Multiattack. The drowner makes one Grasp attack and uses Submerge.
Grasp. Melee Attack Roll: +6, reach 5 ft. Hit: 20 (3d10 + 4) Slashing damage, and the target has the Grappled condition.
Submerge. The drowner moves up to half its Swim Speed without provoking Opportunity Attacks. At the end of this movement, the drowner can take the Hide action.
Flesh Burrowers
Crawling in Your Skin
Area: Hauntwoods; Treasure: None
Flesh burrowers are tiny insects that live in the Hauntwoods and, as their name implies, burrow into the flesh of their victims. Symptoms of a burrower bite include fevers, chills, gangrene, subcutaneous writhing, and a growing urge to eat the flesh of the living.
Flesh Burrower
Tiny Beast, Unaligned
AC 14
HP 2 (1d4)
Speed 20 ft., Burrow 5 ft.
Initiative +2 (12)
MOD | SAVE | ||
---|---|---|---|
Str | 4 | –3 | —3 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 8 | –1 | —1 |
MOD | SAVE | ||
---|---|---|---|
Con | 11 | +0 | +0 |
Cha | 2 | –4 | –4 |
- Skills Stealth +4
- Senses Passive Perception 9
- Languages None
- CR 1/8 (XP 25; PB +2)
Traits
Spider Climb. The burrower can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Actions
Flesh Burrow. Constitution Saving Throw: DC 12, one creature the burrower can see within 5 feet. Failure: 4 (1d4 + 4) Piercing damage, and the burrower burrows into the target. While burrowed, the burrower can't attack or move, has the Blinded and Deafened conditions, and has Total Cover against attacks and other effects outside the target. Until the burrow ends, the target has the Charmed and Poisoned conditions.
The burrower can end the burrow by spending 5 feet of its movement. Whenever the target takes Fire damage, it can repeat the Constitution saving throw, ending the burrow on a success.
Glimmers
Expectant Protectors
Area: All; Treasure: None
Glimmars are manifestations of the hopes and persistence of Duskmourn's survivors. The physical manifestation of psychic phenomena, they take the form of treasured childhood objects, fondly remembered pets, friends, or other comforts that a survivor holds to prevent giving up. Glimmers offer magical protection against Valgavoth's insidious malice and help keep survivors from succumbing to the House's influence, even after the two are separated.
They can be extinguished when their companion loses hope or dies, and most long-term survivors of the house no longer have their glimmers.
Glimmer
Medium Celestial, Neutral Good
AC 15
HP 32 (5d8 + 10)
Initiative +0 (10)
Speed 30 ft., Fly 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 11 | +0 | +0 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 16 | +3 | +3 |
- Immunities Charmed, Frightened
- Senses Passive Perception 10
- Languages understands Common but doesn't speak
- CR 1 (XP 200; PB +2)
Traits
Aura of Protection. The glimmer's allies in a 30-foot Emanation originating from the glimmer have Advantage on saving throws they make to avoid or end the Charmed or Frightened condition.
Illumination. The glimmer sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Incorporeal Movement. The glimmer can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.
Actions
Glimmering Strike. Melee Attack Roll: +5, reach 5 ft. Hit: 13 (3d6 + 3) Radiant damage.
Glitch Ghosts
They're Here
Area: All; Treasure: None
Originally, Duskmourn was separated into three distinct realms: the Mortal Realm, the Realm of Demons, and the Realm of Spirits. Mortals who died in the Mortal Realm passed on to the Realm of Spirits as ghosts. After Valgavoth's Ascension and the transformation of the House, the Spirit Realm was pushed to the edges of the plane. The ghosts of those who died outside the House before Valgavoth's Ascension can only enter by squeezing through weak spots, entering through reflections or cracks in the walls. The effort of doing this corrupts the ghosts, producing a warped appearance that has earned them the name "glitch ghosts."
Glitch ghosts are trapped in the moment of emotion they experienced when they died. Sometimes a ghost will haunt a particular person or location they have an affinity for.
Glitch Ghost
Medium Undead, Chaotic Evil
AC 11
HP 45 (10d8)
Initiative +1 (11)
Speed 0 ft., Fly 40 ft. (hover)
MOD | SAVE | ||
---|---|---|---|
Str | 7 | –2 | –2 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 10 | +0 | +0 |
Cha | 17 | +3 | +3 |
- Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing
- Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses Darkvision 60 ft., Passive Perception 11
- Languages The languages it knew in life
- CR 4 (XP 1,100; PB +2)
Traits
Illumination. The ghost sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Incorporeal Passage. The ghost can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.
Actions
Static Touch. Melee Attack Roll: +5 to hit, reach 5 ft. Hit: 17 (4d6 + 3) Lightning damage.
Terrifying Visage. Wisdom Saving Throw: DC 13, each creature that isn't an Undead within 60 feet. Failure: The target has the Frightened condition until the start of the ghost's next turn.
Possession (Recharge 6). Charisma Saving Throw: DC 13, one creature in the ghost's space. Failure: The ghost possesses the target. The possession lasts until the target drops to 0 Hit Points, the ghost ends the possession (no action required), the ghost is turned, or the ghost is forced out by the Dispel Evil and Good spell. or similar magic. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the target.
While the possession lasts, the target is under the ghost's control and the ghost makes all decisions for the target. The ghost occupies the target's space and has Total Cover from attacks and effects originating outside the target, except those that turn Undead.
Gremlins
Mischievous Midnight Menaces
Area: Boilerbilges; Treasure: Relics
Duskmourn's gremlins are chaotic beings who delight in mischief and pranks. They indiscriminately antagonize both survivors and other denizens of the House but can be partially tamed if treated with kindness.
Gremlin
Tiny Beast, Chaotic Neutral
AC 11
HP 27 (6d4 + 12)
Initiative +1 (11)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 13 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 6 | –2 | –2 |
- Skills Deception +0, Stealth +3
- Resistances Fire
- Senses Darkvision 60 ft., Passive Perception 11
- Languages None
- CR 1/2 (XP 100; PB +2)
Actions
Multiattack. The gremlin makes two attacks, using Siphoning Claws or Barbflare in any combination.
Siphoning Claws. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage. If the target is a magic item, or is wearing or carrying a magic item, the item's magical properties are suppressed for 1 round unless the item is an Artifact.
Barbflare. Melee Attack Roll: +3, reach 10 ft. Hit: 3 (1d4 +1) Fire damage, and the target starts burning.
Malevolent Chandeliers
You Don't Want to Swing From It
Area: Mistmoors; Treasure: None
Malevolent chandeliers have been animated by Valgavoth's influence and given an inherent malevolence toward survivors. The bulbs that once provided light now burn with wicked flames, and the chandeliers uses them to hurl fire at any and all living creatures in its vicinity.
Malevolent Chandelier
Large Construct, Unaligned
AC 13
HP 105 (14d10 + 28)
Initiative +2 (12)
Speed 30 ft., Fly 30 ft. (hover)
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 15 | +2 | +2 |
Wis | 5 | –3 | –3 |
MOD | SAVE | ||
---|---|---|---|
Con | 15 | +2 | +2 |
Cha | 1 | –5 | –5 |
- Immunities Fire, Poison, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
- Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 7
- Languages Understands Common but can't speak
- CR 7 (XP 2,900; PB +3)
Traits
False Appearance. If the chandelier is motionless at the start of combat, it has Advantage on its Initiative roll.
Fiery Aura. At the end of each of the chandelier’s turns, each creature in a 10-foot Emanation originating from the chandelier takes 7 (2d6) Fire damage. Creatures and flammable objects in the Emanation start burning.
Illumination. The chandelier sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
Actions
Multiattack. The chandelier makes three attacks, using Chain or Lamp in any combination.
Chain. Melee Attack Roll: +7, reach 15 ft. Hit: 13 (2d8 + 4) Bludgeoning damage, and the target is pulled into an unoccupied space within 5 feet of the chandelier.
Lamp. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (2d4 + 4) Bludgeoning damage plus 13 (3d8) Fire damage.
Blazing Vortex (Recharge 5–6). Constitution Saving Throw: DC 14, each creature within 20 feet not behind Total Cover Failure: 36 (8d8) Fire damage, and the target has the Blinded condition until the start of the chandelier's next turn.
Nightmare Fears
Fear and Loathing
Area: All; Treasure: None
Nightmare fears are manifested embodiments of individual terrors and fears, spawned from survivors by the House because of Valgavoth's influence. All nightmares are individual and specific to the fear they symbolize; if multiple people have the same nightmare, the nightmare in question will increase proportionally in size and power. A person can be responsible for contributing to multiple separate nightmares.
Most nightmares are manifested subconsciously, but sometimes a cultist of Valgavoth will deliberately feed their fears to the House to birth a new nightmare. These nightmares are some of the most terrifying and warped, as the cultists have willingly opened up their repressed subconscious minds for the House to scour.
Nightmares are single-minded entities that only target those who created them. They don't aim to kill their victims, instead preferring to cause the person to relive the fear they embody. A person defeated by a nightmare is pulled into the nightmare's body, where they're forced to live through their fear endlessly. Each nightmare has a weakness specific to its core concept, and thus a different method of overcoming it.
Nightmare Fear
Medium Aberration, Chaotic Evil
AC 13
HP 44 (8d8 + 8)
Initiative +3 (13)
Speed 30 ft., Fly 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Int | 9 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 17 | +3 | +3 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 17 | +3 | +3 |
- Immunities Psychic; Blinded, Charmed, Exhaustion, Frightened
- Senses Blindsight 120 ft. (Blinded beyond this radius), Passive Perception 11
- Languages Common
- CR 5 (XP 1,800; PB +3)
Traits
Magic Resistance. The fear has Advantage on saving throws against spells and other magical effects.
Phobophage. At the start of its turn, the fear gains a number of Temporary Hit Points equal to 5 times the number of creatures that have the Frightened condition within 30 feet of the fear.
Actions
Multiattack. The fear makes two Phantasmal Strike attacks.
Phantasmal Strike. Melee or Ranged Attack Roll: +6, reach 5 ft. or range 20/60 ft. Hit: 6 (1d6 + 3) Slashing damage plus 9 (2d8) Psychic damage. If this damage reduces the target to 0 Hit Points, the target is Stable but is absorbed by the fear until the fear is destroyed. An absorbed target has Total Cover from attacks and other effects originating outside the fear.
Project Fear (Recharge 5–6). Wisdom Saving Throw: DC 14, each creature within 20 feet. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition until the start of the fear's next turn. Success: Half damage only.
Coming SooN
Mindskinner
Oculi
The Eyes of Valgavoth
Area: Floodpits; Treasure: None
Valgavoth, the demon lord of the House, has eyes everywhere. Most often these eyes manifest as moths, but deep in the Floodpits are terrible, living eyes called Oculi (singular oculus). They are Valgavoth's spies, scouring the pits for survivors. When they find one, they will silently follow, hoping to find a survivor encampment. Once they are satisfied, they will attack relentlessly. Merely being spotted by an oculus will alert the rest of the House to the survivor's presence.
In their larval stage, oculi possess a bark-like husk that takes the shape of a spider, allowing them to crawl around. As they age, they grow in size; eventually, the oculus will burst from its husk with the innate ability of flight and hover around the Floodpits looking for victims.
Oculus
Large Monstrosity, Chaotic Evil
AC 18
HP 180 (19d10 + 76)
Initiative +2 (12)
Speed 0 ft., Fly 20 ft. (hover)
MOD | SAVE | ||
---|---|---|---|
Str | 17 | +3 | +3 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 15 | +2 | +7 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +4 |
Cha | 17 | +3 | +8 |
- Skills Perception +12
- Immunities Prone
- Senses Darkvision 120 ft., Passive Perception 22
- Languages Understands Common and Infernal but can't speak
- CR 13 (XP 10,000 or 11,500 in lair; PB +5)
Actions
Multiattack. The oculus makes two Bite attacks and uses Gaze of Dread.
Bite. Melee Attack Roll: +11, reach 5 ft. Hit: 42 (6d12 + 3) Piercing damage.
Gaze of Dread. Wisdom Saving Throw: DC 16, one creature the oculus can see within 120 feet. Failure: The target has the Frightened condition until the end of the oculus' next turn.
Omnivorous Flytraps
Mean and Green
Area: Hauntwoods; Treasure: None
In the Hauntwoods is the Greenhosue, a room beside a rickety gazebo that houses all manner of planters and potted plants, an amalgamation of every greenhouse found in human cities before the Ascension. Hiding among the plants here are flytraps that have been warped by the House to grow to enormous size and consume living flesh, especially that of hapless survivors. They have insatiable appetites, always hungering for more.
Omnivorous Flytrap
Large Plant, Unaligned
AC 15
HP 136 (16d10 + 48)
Initiative +2 (12)
Speed 0 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 18 | +4 | +4 |
Int | 1 | –5 | –5 |
MOD | SAVE | ||
---|---|---|---|
Dex | 15 | +2 | +2 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 5 | –3 | –3 |
- Skills Stealth +5
- Vulnerabilities Fire
- Senses Blindsight 60 ft. (Blinded beyond this radius), Passive Perception 10
- Languages None
- CR 5 (XP 1,800; PB +3)
Traits
False Appearance. If the flytrap is motionless at the start of combat, it has Advantage on its Initiative roll.
Actions
Multiattack. The flytrap makes two Bite attacks. It can replace one of these attacks with a use of Digesting Grasp.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Piercing damage.
Digesting Grasp. Dexterity Saving Throw: DC 15, one creature within 5 feet. If the flytrap has the Invisible condition, the target has Disadvantage on the saving throw. Failure: The target has the Grappled condition. While Grappled, the target also has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the flytrap, and takes 7 (1d6 + 4) Acid damage at the start of each of the flytrap's turns. The grapple ends early if the flytrap uses its Bite attack against another target.
Quickened Toys
You'll Wish it was Only Make Believe
Area: All; Treasure: Armaments
Quickened toys are previously inanimate objects that have gained sentience and an appetite for death thanks to Valgavoth's warping influence.
Quickened toys prefer to avoid confrontation directly. They most often come across their targets when they're picked up by someone who assumes they're harmless. They'll let themselves be carried around, waiting for the perfect moment when everyone in the group has dropped their guards before striking. Once that group is eliminated, they'll fall into a dormant state again to await the next unsuspecting survivor to pick them up.
The only way to defeat a quickened toy is to destroy it entirely. Because they lack any sort of physiological structure, normal methods of incapacitation aren't enough to stop one. If any parts are still intact, even just a single limb, those parts will continue to move and hunt.
Quickened Toy
Tiny Construct, Neutral Evil
AC 11
HP 28 (8d4 + 8)
Initiative +0 (10)
Speed 25 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 3 | –4 | –4 |
Int | 10 | +0 | +2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 11 | +0 | +0 |
Wis | 10 | +0 | +2 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 7 | –2 | +0 |
- Immunities Poison; Blinded, Deafened, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
- Senses Darkvision 30 ft., Passive Perception 10
- Languages Common, Infernal
- CR 2 (XP 450; PB +2)
Traits
False Appearance. If the toy is motionless at the start of combat, it has Advantage on its Initiative roll.
Regeneration. At the start of each of the toy's turns, it regains 5 Hit Points. When the toy takes Fire or Psychic damage, this trait doesn't function at the start of the toy's next turn. The toy is destroyed only if it starts its turn with 0 Hit Points and this trait doesn't function.
Unusual Nature. The toy doesn't require air, food, drink, or sleep.
Actions
Multiattack. The toy makes one Pester attack and uses Psychic Assault.
Pester. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) damage of a type of the toy's choice: Bludgeoning, Piercing, or Slashing.
Psychic Assault. Intelligence Saving Throw: DC 12, one creature the toy can see within 10 feet. Failure: 11 (2d10) Psychic damage, and the target has the Frightened condition until the start of the toy's next turn.
Attack-in-the-Box
The attack-in-the-box is a a quickened toy that appears as a small box with a crank. If a hapless survivor winds the crack, an eerie tune plays. At the end of the tune the toy inside, often decorated as a clown, springs forth and attacks. The attack-in-the-box is also capable of winding the crack itself, which it does very quickly to surprise survivors. Once it grabs a survivor, it holds on, terrorizing them and reveling in their fright.
Attack-in-the-Box
Tiny Construct, Neutral Evil
AC 12
HP 58 (9d8 + 18)
Initiative +1 (11)
Speed 15 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Int | 10 | +0 | +2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 12 | +1 | +1 |
Wis | 13 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 15 | +2 | +2 |
Cha | 7 | –2 | –2 |
- Immunities Poison; Blinded, Deafened, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
- Senses Darkvision 60 ft., Passive Perception 11
- Languages Common, Infernal
- CR 2 (XP 450; PB +2)
Traits
False Appearance. If the toy is motionless at the start of combat, it has Advantage on its Initiative roll.
Regeneration. At the start of each of the toy's turns, it regains 5 Hit Points. When the toy takes Fire or Psychic damage, this trait doesn't function at the start of the toy's next turn. The toy is destroyed only if it starts its turn with 0 Hit Points and this trait doesn't function.
Unusual Nature. The toy doesn't require air, food, drink, or sleep.
Actions
Grab. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (1d8 + 3) Bludgeoning damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 13). While Grappled, the target also has the Frightened conditon.
Skitterspike
The skitterspike is a quickened toy that consists of a dolls head within a small bird cage, affixed with mechanical spider legs. It skitters and behaves like a spider, crawling along walls and ceilings. As it approaches from the shadows, it laughs with a menacing giggle, hoping to strike terror in its victims.
Skitterspike
Tiny Construct, Neutral Evil
AC 11
HP 28 (8d4 + 8)
Initiative +0 (10)
Speed 25 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 3 | –4 | –4 |
Int | 10 | +0 | +2 |
MOD | SAVE | ||
---|---|---|---|
Dex | 11 | +0 | +0 |
Wis | 10 | +0 | +2 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 7 | –2 | +0 |
- Immunities Poison; Blinded, Deafened, Exhaustion, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
- Senses Darkvision 30 ft., Passive Perception 10
- Languages Common, Infernal
- CR 2 (XP 450; PB +2)
Traits
False Appearance. If the toy is motionless at the start of combat, it has Advantage on its Initiative roll.
Regeneration. At the start of each of the toy's turns, it regains 5 Hit Points. When the toy takes Fire or Psychic damage, this trait doesn't function at the start of the toy's next turn. The toy is destroyed only if it starts its turn with 0 Hit Points and this trait doesn't function.
Spider Climb. The toy can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Unusual Nature. The toy doesn't require air, food, drink, or sleep.
Actions
Multiattack. The toy makes one Rend attack and uses Giggle.
Rend. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
Giggle. Wisdom Saving Throw: DC 12, each creature that doesn't have the Deafened condition within 60 feet. Failure: 5 (1d10) Psychic damage, and the target has the Frightened condition until the start of the toy's next turn.
Razorkin
They'll Tear You Apart
Area: Balemurk, Boilerbilges, Mistomoors; Treasure: Armaments
Razorkin are former survivors who now hunt the remaining survivors for their amusement. They thrive on pain and suffering, deriving pleasure from subjecting their victims to elaborate, punishing maze traps or inventing new ways of keeping victims alive and in constant agony. When they can't find survivors to torture, they will turn on each other, or themselves, to satisfy their cravings. Though razorkin don't function as a cohesive group, most of them will listen to the directives of the Lord of Pain.
Razorkin
Medium Humanoid, Chaotic Evil
AC 13
HP 26 (4d8 + 8)
Initiative +1 (11)
Speed 35 ft., Climb 25 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 17 | +3 | +5 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 8 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +5 |
Cha | 12 | +1 | +1 |
- Skills Athletics +5, Perception +2
- Gear Chain Mail
- Senses Passive Perception 12
- Languages Common
- CR 1 (XP 200; PB +2)
Traits
Blood Frenzy. The razorkin has Advantage on attack rolls against any creature that doesn't have all its Hit Points.
Actions
Multiattack. The razorkin makes two Hack and Slash attacks. It can replace one of these attacks with a use of Ripchain.
Erratic Flamethrower (Recharge 4–6). Dexterity Saving Throw: DC 13, each creature in a 15-foot Cone. Failure: 9 (2d8) Fire damage. Success: Half damage.
Hack and Slash. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage.
Ripchain. Dexterity Saving Throw: DC 13, one creature the razorkin can see within 10 feet. Failure: 5 (1d4 + 3) Piercing damage, and the target is pulled up to 5 feet closer to the razorkin if the target is Large or smaller.
Killer Clowns
In recent times, a former survivor called City defected to the Cult of Valgavoth, betraying the former Safe Zone in the Mistmoors known as the Carnival. Since his betrayal, the Carnival has been taken over by Wickerfolk and the Razorkin,
Killer Clown
Medium Humanoid, Chaotic Evil
AC 13
HP 58 (9d8 + 18)
Initiative +3 (13)
Speed 30 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 16 | +3 | +3 |
Int | 11 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 16 | +3 | +3 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +5 |
Cha | 16 | +3 | +3 |
- Skills Acrobatics +5, Performance +5, Sleight of Hand +5
- Senses Passive Perception 10
- Languages Common
- CR 2 (XP 450; PB +2)
Traits
Last Laugh. When the clown drops to 0 Hit Points, it pops like a balloon. Dexterity Saving Throw: DC 12, each creature within 5 feet of the clown when it pops. Failure: 10 (3d6) Bludgeoning damage. Success: Half damage.
Squeakers. The clown wears shoes that squeak when it walks. The squeaking can be heard out to a range of 30 feet.
Actions
Multiattack. The clown makes two Rend attacks.
Rend. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Spellcasting (Warlock). The clown casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 13):
At will: Hideous Laughter, Mage Hand, Prestidigitaion
1/day Each: Color Spray, Disguise Self, Fear, Mirror Image, Spider Climb
Coming SooN
Jolly Balloon Man
Coming SooN
Lord of Pain
Reflections
Reflections
Area: Floodpits; Treasure: Implements
Reflections are mysterious shape-shifters that live in the Fractured Realm, a mirror world that exists inside the House's reflective surfaces like mirrors and water. It is most commonly accessed in the aptly named Mirror Room in the Floodpits.
In their true form, reflections have masks that imitate those of Beasties and wear cloaks that are decorated with dried moths, but it is unclear if these are merely reflections of things seen around the House. No one knows if the reflections are native inhabitants of the Fractured Realm, or merely another twisted manifestation of Valgavoth's demonic influence.
Reflections are nearly inscrutable; they appear to have no motives of their own. They only attack if attacked, and will mirror the movements and actions of those they stumble across.
Reflection
Medium Fey, Any Alignment
AC 12
HP 16 (3d8 + 3)
Speed 30 ft.
Initiative +2 (12)
MOD | SAVE | ||
---|---|---|---|
Str | 10 | +0 | +0 |
Int | 8 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 14 | +2 | +2 |
Wis | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Con | 13 | +1 | +1 |
Cha | 10 | +0 | +0 |
- Skills Deception +4
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Common
- CR 1/2 (XP 100; PB +2)
Traits
Mirror Movement. The reflection can move along the surface of reflective or translucent objects, such as mirrors, without provoking Opportunity Attacks. It can move through translucent objects as if they were Difficult Terrain.
Actions
Reflect Visage. The reflection shape-shifts into a Small or Medium creature within 60 feet of the reflection, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying melds into its new form. It reverts to its true form if it dies.
Reactions
The reflection can take any number of Reactions per round but only one per turn.
Reflect Harm. Trigger: A creature attacks the reflection or targets the reflection with a spell or spell effect. Response–Wisdom Saving Throw: DC 13, the triggering creature. Failure: The effect of the attack or spell is reflected back at the triggering creature as though it originated from the reflection.
Shriekers
Screams in the Night
Area: Hauntwoods; Treasure: None
The shrieker is a chimera of animals that were native to the now consumed Rotrue Wood. They have the features of leapords, gazelle, racoons, and even reptiles. They have been twisted by Valgavoth's influence, and now hunt survivors and other monsters in the Hauntwoods. They are so named because of the terrifying shriek they emit before they pounce on their prey.
Shrieker
Large Monstrosity, Unaligned
AC 14
HP 114 (12d10 + 48)
Initiative +0 (10)
Speed 30 ft., Climb 20 ft.
MOD | SAVE | ||
---|---|---|---|
Str | 19 | +4 | +4 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 11 | +0 | +0 |
Wis | 14 | +2 | +2 |
MOD | SAVE | ||
---|---|---|---|
Con | 19 | +4 | +4 |
Cha | 7 | –2 | –2 |
- Skills Perception +8
- Senses Darkvision 60 ft., Passive Perception 18
- Languages None
- CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The shrieker makes two Horns attacks and uses Pounce. If its Shriek is available, it can use Shriek in place of one Horn attack.
Horns. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d12 + 4) Bludgeoning damage. If the shrieker moved at least 20 feet straight toward the target immediately before the hit, the target takes an extra 3 (1d6) Bludgeoning damage and has the Prone condition.
Pounce. Dexterity Saving Throw: DC 15, one creature within 5 feet that has the Prone condition. Failure: 11 (2d6 + 4) Piercing damage.
Shriek (Recharge 5–6). Wisdom Saving Throw: DC 15, each creature within 10 feet that doesn't have the Deafened condition. Failure: 31 (7d8) Thunder damage, and the target has the Frightened condition until the end of its next turn. Success: Half damage only.
Skullcrabs
Carnivorous Crustaceans
Area: Floodpits, Mistmoors; Treasure: None
Skullcrabs appear as giant crabs with humanoid skulls emblazoned on their face. They are clearly twisted creatures made by Valgavoth's influence on the House, most likely from the plane's original crabs. With no beaches or shores left on Duskmourn, the skullcrabs hunt in the Floodpits and Mistmoors, looking for hapless survivors to devour.
Skullcrab
Medium Undead, Unaligned
AC 15
HP 13 (3d8)
Speed 30 ft., Burrow 25 ft.
Initiative +1 (11)
MOD | SAVE | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Int | 1 | –5 | –5 |
MOD | SAVE | ||
---|---|---|---|
Dex | 13 | +1 | +1 |
Wis | 9 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Con | 11 | +0 | +0 |
Cha | 3 | –4 | –4 |
- Vulnerabilities Bludgeoning
- Immunities Poison; Exhaustion, Poisoned
- Skills Stealth +3
- Senses Blindsight 30 ft., Passive Perception 9
- Languages None
- CR 1/8 (XP 25; PB +2)
Traits
Scrabbler. The crab can use its Burrow speed through Duskmourn's floors, walls, and ceilings.
Actions
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 4 (1d6 + 1) Bludgeoning damage. If the target is Medium or smaller, it has the Grappled condition (escape DC 11). The crab has two claws, each of which can grapple one target.
Shriekwood Devourers
Terrible, Terrifying Trees
Area: Floodpits; Treasure: None
Devourers are living trees, but it is unknown if they were animated by Valgavoth's influence or were twisted from Treefolk once native to the plane. In either case, they are aggressive, terrifying monsters that hunt the living. They are so named for their ability to devour the dead with their roots, absorbing their essence and leaving a hollow face-shaped growth on the devourer's trunk for every corpse absorbed.
Shriekwood Devourer
Large Plant, Chaotic Evil
AC 17
HP 171 (18d10 + 72)
Speed 30 ft.
Initiative +1 (11)
MOD | SAVE | ||
---|---|---|---|
Str | 23 | +6 | +6 |
Int | 8 | –1 | –1 |
MOD | SAVE | ||
---|---|---|---|
Dex | 12 | +1 | +1 |
Wis | 20 | +5 | +9 |
MOD | SAVE | ||
---|---|---|---|
Con | 18 | +4 | +8 |
Cha | 10 | +0 | +4 |
- Skills Perception +9, Survival +9
- Vulnerabilities Fire
- Resistances Bludgeoning, Piercing
- Senses Blindsight 30 ft., Passive Perception 19
- Languages Understands Common but can't speak
- CR 11 (XP 7,200; PB +4)
Traits
Plant Camouflage. The devourer has Advantage on Dexterity (Stealth) checks it makes in forest terrain.
Actions
Multiattack. The devourer makes two Branch attacks.
Branch. Melee or Ranged Attack Roll: +10, reach 20 ft. Hit: 25 (3d12 + 6) Bludgeoning damage, and the target has the Grappled condition (escape DC 18). While Grappled, the target also has the Restrained condition. The devourer has six branches, each of which can grapple one target.
Devour. The devourer consumes the corpse of one Medium or smaller creature within 20 feet and gains 10 Temporary Hit Points. A devoured target can be revived only by a True Resurrection or a Wish spell.
Spindrells
All That Remains
Area: Balemurk, Boilerbilges, Hauntwoods; Treasure: None
Cellarspawn harvest fear from survivors, often causing enough fear to make the heart burst. People harvested this way are reduced to floating spinal columns called spindrells, stripped-down psychic remnants of the victim that retain only a base level of consciousness, steeped permanently in terror. Destroying a spindrell causes the trapped spirit to be released; but this may in turn create a glitch ghost.
Spindrell
Tiny Undead, Any Alignment
AC 16
HP 22 (9d4)
Initiative +4 (14)
Speed 0 ft., Fly 50 ft. (hover)
MOD | SAVE | ||
---|---|---|---|
Str | 1 | –5 | –5 |
Int | 10 | +0 | +0 |
MOD | SAVE | ||
---|---|---|---|
Dex | 15 | +2 | +2 |
Wis | 14 | +2 | +2 |
MOD | SAVE | ||
---|---|---|---|
Con | 10 | +0 | +0 |
Cha | 10 | +0 | +0 |
- Vulnerabilities Bludgeoning
- Resistances Piercing, Slashing
- Immunities Poison, Necrotic; Exhaustion, Paralyzed, Poisoned, Prone
- Senses Darkvision 120 ft., Passive Perception 12
- Languages The languages it knew in life
- CR 2 (XP 450; PB +2)
Actions
Psychic Scream. Wisdom Saving Throw: DC 12, each creature within 30 ft. Failure: 7 (2d6) Psychic damage, and the target has the Frightened condition until the start of the spindrell's next turn.
Suspicious Bookcases
Suspicious Libraries
Area: Floodpits, Mistmoors; Treasure: None
Suspicious bookcases were once inanimate shelves of books, now given nefarious intent by Valgavoth. They are mostly found in the Floodpits and Mistmoors among the remnants of libraries, remaining still and blending in until survivors wanted too close or attempt to take a book.
These bookcases are often pressed up against the House's walls, and this allows them to often act as entrways for glitch ghosts who enter the House from the Spirit Realm, which has been pushed to the edges of the plane. The bookcases don't command these ghosts, but like everything in Duskmourn, they exist only to cause fear and hunt the living.
Suspicious Bookcase
Large Construct, Unaligned
AC 14
HP 45 (6d10 + 12)
Speed 0 ft.
Initiative –1 (9)
MOD | SAVE | ||
---|---|---|---|
Str | 15 | +2 | +2 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 8 | –1 | –1 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 14 | +2 | +2 |
Cha | 4 | –3 | –3 |
- Immunities Poison, Psychic; all conditions but Invisible
- Gear Books (1d6)
- Senses Blindsight 30 ft., Passive Perception 7
- Languages None
- CR 1 (XP 200; PB +2)
Traits
False Appearance. If the bookcase is motionless at the start of combat, it has Advantage on its Initiative roll.
Actions
Multiattack. The bookcase makes three Spew Book attacks.
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 11 (2d8 + 2) Piercing damage, and the target has the Grappled condition (escape DC 12). While Grappled, the target also has the Restrained condition.
Spew Book. Dexterity Saving Throw: DC 12, one creature within 60 ft. Failure: 4 (1d4 + 2) Bludgeoning damage.
Summon Ghost (1/day). The bookcase summons a Glitch Ghost, which appears in an unoccupied space within 5 feet.
Coming SooN
The Twins
Ursine Monstrosities
Double the Trouble
Area: Mistmoors, Hauntwoods; Treasure: None
The original bears of the plane have been twisted by Valgavoth's demonic influence into these terrible twin monstrosities, an amalgam of two bears eternally caught in a painful struggle for dominance. They will lash out aggressively at any survivor who gets too close.
Ursine Monstrosity
Large Monstrosity, Unaligned
AC 12
HP 42 (5d10 + 15)
Speed 40 ft.
Initiative +0 (10)
MOD | SAVE | ||
---|---|---|---|
Str | 20 | +5 | +5 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 13 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 7 | –2 | –2 |
- Skills Perception +5
- Senses Darkvision 60 ft., Passive Perception 15
- Languages None
- CR 2 (XP 450; PB +2)
Traits
Multiheaded. The monstrosity has Advantage on its Initiative roll, and it has Advantage on saving throws it makes to avoid the Unconscious condition.
Actions
Multiattack. The monstrosity makes two Rend attacks.
Rend. Melee Attack Roll: +7, reach 5 ft. Hit: 10 (1d10 + 5) Slashing damage.
Coming SooN
Valgavoth
Watchdogs
The Goodest Boys
Area: All; Treasure: None
Valgavoth harbors a special loathing for dogs, whose mere presence provides a powerful antidote to the fear he craves. Most of Duskmourn's pets were transformed into Beasties during the Ascension, but many breeds of dog remained to defend their human companions. These watchdogs guard survivor encampments, and some survivors even equip their dogs with armor to give them a better fighting chance against the House and its denizens.
Watchdog
Medium Beast, Unaligned
AC 13
HP 11 (2d8 + 2)
Speed 40 ft.
Initiative +2 (12)
MOD | SAVE | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Int | 3 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 15 | +2 | +2 |
Wis | 12 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 12 | +1 | +1 |
Cha | 6 | –2 | –2 |
- Skills Perception +5, Stealth +4
- Senses Passive Perception 15
- Languages None
- CR 1/4 (XP 50; PB +2)
Traits
Aura of Courage. The watchdog's allies in a 10-foot Emanation originating from the watchdog have Advantage on saving throws they make to avoid or end the Frightened condition.
Pack Tactics. The watchdog has Advantage on an attack roll against a creature if at least one of the watchdog's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage, and the target has the Prone condition if it is Large or smaller.
Wickerfolk
Silent Scarecrows
Area: Hauntwoods; Treasure: Implements
Wickerfolk are living constructs of wood that used to be humans and other survivors. In the early days of Valgavoth's Ascension, as awareness of the House's expansion across the plane grew, many people sought out ways to ward themselves against fear. A group of warlocks discovered a ritual to transform them into a form that would render them immutable, untouchable, and safe from horror forever. Their bodies were transformed into living wood — but their minds were left unable to experience sensations, driving them mad.
Spindly and strange, they look like constructs of wicker and bundled sticks, some decorated with flowers, mimicking hair or other ornamentation. They move stiffly and lack vocal folds, making them unable to speak.
Wickerfolk spend most of their time standing still and are frequently mistaken for lifeless wickerwork figurines or even trees. Wickerfolk often wait for a straggler to get close to them before infesting the person by sending slivers of leaves and branches into the victim's body through any gap they can to transform the person from both the inside and the outside. Some wickerfolk produce infectious spores from their bodies. Inhaling enough of the spores causes a person's joints to ossify and skin to harden, effectively petrifying them without killing them.
Wickerfolk
Medium Plant, Neutral Evil
AC 11
HP 36 (8d8)
Speed 30 ft.
Initiative +1 (11)
MOD | SAVE | ||
---|---|---|---|
Str | 20 | +5 | +5 |
Int | 2 | –4 | –4 |
MOD | SAVE | ||
---|---|---|---|
Dex | 10 | +0 | +0 |
Wis | 13 | +1 | +1 |
MOD | SAVE | ||
---|---|---|---|
Con | 16 | +3 | +3 |
Cha | 7 | –2 | –2 |
- Vulnerabilities Fire
- Resistances Bludgeoning, Piercing, and Slashing from nonmagical attacks
- Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Unconscious
- Senses Darkvision 60 ft., Passive Perception 10
- Languages Understands Common but can't speak
- CR 1 (XP 200; PB +2)
Traits
False Appearance. If the wickerfolk is motionless at the start of combat, it has Advantage on its Initiative roll.
Actions
Multiattack. The wickerfolk makes two Claw attacks.
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage. If the target is Medium or smaller, it has the Grappled condition. While Grappled, the target also has the Restrained condition. This grappled ends early if the wickerfolk takes Fire damage. If the target is a Humanoid and this damage reduces it to 0 Hit Points, it dies and immediately returns to life as a wickerfolk.
Osseous Spores (1/day). The wickerfolk creates a 10-foot radius Sphere of spores centered on itself. The cloud lingers in the air for 1 minute or until a strong wind (such as the one created by Gust of Wind) disperses it. Each creature that starts its turn in the Sphere suffers the effects of a Flesh to Stone spell (spell save DC 11).
Coming SooN
Swarmweaver
Coming SooN
The House
Rules and maps for the rooms and Hazards of the House, coming soon after the release of the new Dungeon Master's Guide!
Appendix C: Rules Glossary
Free Rules
This glossary presents rules that are referenced in this guide and not found in the Player's Handbook (2014), or have updated versions in the 2024 D&D Free Rules. This is done in an effort to maintain compatibility and ease of use for all DMs using any version of 5th Edition Dungeons and Dragons.
Rules Definitions
The rules definitions are presented in alphabetical order.
Blindsight
If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn't behind Total Cover even if you have the Blinded condition or are in Darkness. Moreover, in that range you can see anything that has the Invisible condition.
Burning [Hazard]
A burning creature or object takes 1d4 Fire damage at the start of each of its turns. As an action, you can extinguish fire causing burning on yourself by giving yourself the Prone condition and rolling on the ground. The fire also goes out if it is doused, submerged, or suffocated.
Burrow Speed
A creature that has a Burrow Speed can use that speed to move through sand, earth, mud, or ice. The creature can't burrow through solid rock unless the creature has a trait that allows it to do so.
D20 Test
D20 Tests encompass the three main rolls of the game: ability checks, attack rolls, and saving throws. If something in the game affects D20 Tests, it affects all three of those rolls.
Darkvision
If you have Darkvision, you can see in Dim Light within a specified range as if it were Bright Light and in Darkness within that range as if it were Dim Light. You discern colors in that Darkness only as shades of grey.
Emanation [Area of Effect]
An Emanation is an area of effect that extends in straight lines from a creature or object in all directions. The effect that creates an Emanation specifies the distance it extends.
An Emanation moves with the creature or object that is its origin unless it is an instantaneous or stationary effect.
An Emanation's origin (creature or object) isn't included in the area of effect unless its creator decides otherwise.
Heroic Inspiration
If you have Heroic Inspiration, you can expend it to reroll any die immediately after rolling it, and you must use the new roll.
If you gain Heroic Inspiration but already have it, it's lost unless you give it to a player character who lacks it.
Magic [Action]
When you take the Magic action, you cast a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
If you cast a spell that has a casting time of 1 minute or longer, you must take the Magic action on each turn of that casting, and you must maintain Concentration while you do so. If your Concentration is broken, the spell fails, but you don’t expend a spell slot.
Tremorsense
A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.
Tremorsense can’t detect creatures or objects in the air, and it doesn’t count as a form of sight.
Face Your Fears.
All of Them.
Huge thank you to all of my supporters and my personal play group, and to James Wyatt for his work on the original Plane Shift supplements.
This supplement is 100% free fan content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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For use with the fifth edition Player's Handbook, Monster Manual, and Dungeon Master's Guide.