Eldritch Expansion DND PDF
Eldritch Expansion DND PDF
Eldritch Expansion DND PDF
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Contents
Introduction 4 Spells 36
Eldritch Magic .............................................................. 4 Spell Lists ..........................................................................36
The Far Realm ..................................................................4 Spells .......................................................................................37
The Codex Anathema ...............................................6 44
Creatures
Great Old Ones .............................................................6
Optional Rule: Sanity Score .........................8 Lore: Aberrations .................................................... 44
Optional Rule: Mental Stability ............. 8 Angel of Decay .............................................................46
Aspect of Elder Evil ..............................................47
Magic Items 9 Aspect of Atropus ....................................................................47
Aspect of Leviathan ................................................................ 49
Additional Magic Items ....................................... 9 Aspect of Sertrous .................................................................. 51
Additional Artifacts ............................................11 Beholderkin ....................................................................53
15 Director ..................................................................................... 53
Race Options Hive Mother ..............................................................................54
Eldritch Scion .............................................................15 Overseer ....................................................................................56
Rogue Illithid ..............................................................16 Grell ........................................................................................58
Grell Philosopher ....................................................................58
Class Options 18 Illithidae ........................................................................... 59
Eldritch Warden ........................................................18 Embrac ......................................................................................59
Bond of the Archmage ............................................................22 Kigrid .........................................................................................60
Bond of the Outsider .............................................................. 23 Saltor ......................................................................................... 61
Bond of the Lich ......................................................................23 Tsochari .............................................................................. 62
Barbarian Path .............................................................25
Abomination .............................................................................25
Cleric Domain ..............................................................26
Eldritch Disciple ......................................................................26
Rogue Archetype ........................................................27
Slayer .........................................................................................27
Warlock Patrons ........................................................28
The Archangel ..........................................................................28
The Genie ................................................................................. 29
The Reaper ...............................................................................30
Wizard Tradition ...................................................... 32
Eldritch Theurge ..................................................................... 32
Eldritch Invocations 33
Introduction
E
ldritch magic, the powers drawn from those This is the magic of the Great Old Ones and the denizens
dark beings and forces which exist between of the Far Realm, which they gift upon the warlocks and
the stars. Not as pervasive as the arcane champions in their service. Although many of these powers
and divine magics wielded by more are akin to the magic of the Prime Material, some are utterly
common spellcasters, eldritch magic always alien.
presents an aspect of otherness, a
connection to a world which rarely The Far Realm
intersects with ours and which strikes ordinary mortals as The eldritch powers dwell in a place known as the Far Realm,
strange and dangerous. a world utterly alien to ours, once so distant in space and
Yet to some, the mystery and power of this darker magic is time that it was not a part of the cosmology of the worlds and
a lure, not a source of terror, and so warlocks come into planes, but no longer.
being. These arcanist are drawn by the lure of forbidden The appearance of the Far Realm is utterly alien, full of
knowledge and forgotten arts to contact other realms and non-Euclidean geomteries and twisting physicallity that
form bonds with the beings that dwell there. resembles the flitting scenery of a dream more than a
Beyond the bargains of warlocks, eldritch magic seeps into physical reality. The most presient feature of the Far Realm is
our world in the form of dark rituals, magical items forged that it is repleat with impossibilities. The vast majority of
from nightmare, and alien beings which stalk the night and structures which exist there defy all known laws of nature,
darkest depths. the creatures being unlike anything to have grown in the
In this expansion, we will explore a mere glimpse of the boundaries of the planes.
silent advance of eldritch magic in our world. Within these
pages, you will find new magic items, playable races, classes,
class specializations, eldritch invocations, spells, and The Vast Gate
creatures, all touched by the eldritch powers beyond our Long ago lived a people known as the Elder Elves. These
mortal sphere. master thaumaturges created an arcane science of travel –
In addition, we shall take a brief tour of eldritch lore, not merely across distances, nor only between planes, but
including some of the beings known as Great Old Ones, as between parallel worlds. They established permanent gates
well as optional rules which may be implemented by DMs in to the nearby planes and, caught in their dream, they sought
handling eldritch horrors and the various optional features to build the greatest gate of all: the Vast Gate.
included within this expansion. The goal was to fashion an arcane gate which could bridge
all distance and grant passage beyond the confines of
creation, to the theoretical realm of timeless infinity.
In an incredible feat of magic, drawing upon every
Playtest Material discipline – arcane, psionic, and divine – the Elders
The material in this expansion is presented for empowered a gateway which passed beyond reality as it was
playtesting and to spark your imagination. Many of then known and into the Far Realm beyond.
these game mechanics are in draft form, usable in However, opening this gateway allowed the utterly alien
your campaign but not refined by repeated design monstrosities that dwelt within that Realm to enter ours,
iterations or full game development and editing. establishing a connection between the cosmology of our
If you discover issues with the materials here known world and the Other, which had for so long been lost
presented or possible improvements, please
submit these to the creator, and a solution or
and forgotten.
improvement will implemented in this content as
The Vast Gate was closed, and every effort was made to
soon as possible. hunt down the monstrosities that had passed through it, but
knowledge of the Far Realm persists in the multiverse even
now, and this allows a casaul link between our world and the
Other.
Eldritch Magic Travel in the Far Realm
The powers that warlocks harness come in many forms and As it exists as a place beyond the Planes, the Far Realm
from many different sources. The one uniting factor between cannot be accessed by ordinary means. Getting to the Far
warlocks of different patronage is the extraplanar nature of Plane requires magic of an incredibly powerful order, such as
their patrons. A warlock's power does not come from within, the Vast Gate of the Elder Elves or a portal opened by a
from music or study, but from powerful entities dwelling in denizen of that world, such as a very powerful beholder.
worlds beyond our own. Even should a person find some means to reach the Far
The all extraplanar magic can be considered to be eldritch Realm, they are met with an utterly alien and hostile world.
magic in its own right, and this expansion will include The very fabric of this reality is different to the material of our
elements of eldritch magic drawn from many different planar world, its geometry is impossible under the usual laws of
beings, but the focus of this expansion, and especially the lore nature, and it defies any creature of the Prime Material to
sections, is on what may be considered the truest or most enter it.
alien kind of eldritch magic.
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Due to its erratic nature, the effects and
dangers of the Far Realm will seem to vary each
time a creature enters it, but some of the most
common dangers include those listed below.
Mind-Drain
The incredibly powerful minds of the denizens of the Far
World are sculpted by the world in which they dwell.
The very nature of the physicality of the Far Realm assaults
the mind of any that enters it. When a creature from the
Planes enters the Far Realm for the first time, it is
immediately targetted by an effect very similar to the Wandering Paths table
feeblemind spell (save DC 17). d6 Movement type
As a creature spends longer in the Far Realm, its mind is
still battered by the nature of that world. This may include 1–3 Intended distance, random direction.
being targetted by further feeblemind effects (save DC 15), or 4 Intended direction, random distance.
having to resist being stunned by the sheer weirdness of the
place (DC 15 Intelligence savintg throw). These effects 5 Random direction, random distance.
usually recurr at about 2-hour intervals, dependant on the 6 Returns to same location as start of turn.
nature of the situation, and may be automatically triggered by
a character having their mind ransacked by some other effect Far Realm Magic
(such as taking psychic damage). The Far Realm is beyond the reach of the Weave, and magic
in this place acts very differently to magic in the Material
Wandering Paths Plane. If a creature is using magic (except Psionics), the DM
The twisting and insubstantial nature of the Far Realm can choose to roll on the Wild Magic table whenever they
makes movement in its confines very difficult for creatures cast the spell.
which are not naturally adapted to its ways. In addition, whenever a spell of 1st level or higher is cast, it
When a creature attempts to move in any direction, the DM requires different amounts of magical power to what it would
can force it to make a DC 15 Intelligence saving throw. On a require in the Planes, sometimes requiring a higher or lower
success, the creature can move as intended. On a failed save, level spell slot than normal. Roll a d10 and consult the Magic
roll a d6 and consult the Wandering Paths table below. Cost table below.
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Yet for life to exist, there must be death – an equal
Magic Cost table counterpart of negative energy to the positive energy of the
d10 Cost change life of the gods. In creating the gods, Atropus caused its own
1–3 Requires 1 lower slot level (a 1st level spell is treated death, becoming the afterbirth of creation, a being of pure
as a cantrip). negative energy, death incarnate.
4 Same cost as usual.
Appearing as a moonlike orb of darkness desires nothing
less than the end of the entire multiverse, devoiring the
5–7 Requires 1 higher slot level than normal. energy of life in a desperate attempt to undo the sacrifice it
8 Requires 2 higher slot level than normal. made in creation. Its touch is terrifying to behold, testified by
countless barren worlds swarming with the restless dead.
9 Requires 2 lower slot level than normal.
10 Does not require a spell slot to be expended. Dendar (the Night Serpent)
Also known as Eater of the World and the Mother of the
For example, on a roll of 8, a 1st-level spell would require a Night Parade, Dendar the Night Serpent is an elder evil who
3rd-level spell slot to be expended. came into being shortly after the first being slept and had a
If this effect would cause a spell to require a higher spell nightmare.
slot level than the caster has available, or a slot of higher than Dendar devours the nightmares of mortals and deities,
9th level, that spell cannot be cast. savouring the taste of the most terrible, but it is said that
should she ever not feed her insatiable appetite, every being,
The Codex Anathema mortal or deity, would remember every horrific nightmare
they had ever dreamt in excruciating detail.
Composed by Iphegor of the Ebon Mirror in Forgotten Normally dwelling in the Fugue Plane, an murky gray plane
Realms lore, the Codex Anathema or an equivalent work within the Astral Sea, it is said that her appearance in the
exists in many settings, the ramblings of a mighty and mad Material Plane will herald the end of the world and of the
wizard providing the greatest insights into the Far Realm, gods themselves.
eldritch magic, aberrations, and the Great Old Ones.
The Codex was compiled from the visions granted by the Father Llymic
Ebon Mirror, a legendary artefact of great power, visions of The first records of the name "Father Llymic" come from the
astral voyages, ancient times when aboleths ruled, and of the ancient elves who opened the Vast Gate, listed among those
darkness between the stars. strange, twisted creatures which entered our realm from the
The contents of the Codex seem like the ramblings of a place beyond the planes – the Far Realm. Yet something
madman, talking of ancient empires of creatures that eat about the antithetical nature of the multiverse to the world
minds and parasites that steal bodies, of worlds beyond the from which it came affected Father Llymic, so that its
very borders of our reality, and of realities unlike anything we physical form was paralysed and enclosed in ice, yet even
could imagine. Yet these writings offer some of the truest then its powerful mind continued to wander and affect the
records of the eldritch forces in our world. world around it.
The fate of Iphegor is lost in time, as is the fate of the Ebon Father Llymic is a being which is a master of illusion, its
Mirror. In some worlds, even the Codex itself has been lost, name coming from the image of a kindly old man that hides
but somehow, its rumour always persists, as does the rumour its hideous form. Its terrifying projections and unearthly
of the abominable creatures and otherworldly places "children" seek to transform this world into one more suitable
described within. for its existance by darknening the sun itself.
Great Old Ones Ghaunadar (That Which Lurks)
The Great Old Ones are otherworldly beings from beyond the According to the Queen of Spiders herself, Ghaunadar was
fabric of reality or from the deepest eons of the past, gods old even before Ao's time, an ancient deity rumored to have
who walked the world before the gods of Mount Celestia emerged from the primordial chaos itself.
were born and those who will herald its end. Also known as the Evil Eye and That Which Lurks,
The motives of the Great Old Ones are inscrutable, their Ghaunadar is a deity of abominations, slimes, a crawling
knowledge vast beyond the greatest libraries ever built by monsters. Touched by the Far Realm, Ghaunadar has at
mortal beings, their power often rivalling that of the gods times been counted among the pantheon of the drow, but as
themselves. often as not is found a lone power, keeping his own council.
Many of the Great Old Ones are tied to the ultimate fate of Ghaunadar is unpredictable, sometimes rewarding false
the world, bringing its destruction in their wake, and this worshippers with mighty boons, and at other times simply
seeming malicious intent earns many of them the title of devouring their souls without a second thought. His warlocks
Elder Evil. However, as often as not, they are not actively live in a constant mixture of reverance and fear, never
malevolent toward the mortal races – they simply take no knowing whether they will gain favour or lose it.
notice of them as they pass about their inscrutable schemes.
The Hulks of Zoretha
Atropus (The World Born Dead) Five monoliths, burried beneath a snow-capped mountain
The knowledge of the ancients points to some great being, and forgotten by history, the Hulks have existed far longer
force, or idea – a "prime mover", the force behind the arising than the reach of recorded memory, even that of the elves,
of the gods and the process of creation. This being was called preceding the earliest mortal civilisations and yet not
Atropus. mentioned in any myths of the gods.
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Few have ever seen the Hulks, but those who do are In order to control Pandorym, the being's potent mind was
subjected to their nightmare-inducing presence, often being sealed in a crystal prison, while its unstoppable body was
driven mad by the encounter. trapped in a pocket plane. The gods struck before the wizards
Visitors to the Hulks attest to the existance of cults could rally their new weapon, and the name of Pandorym was
worshipping the Hulks as gods which fell from the sky and all but forgotten as the society which summoned it faded into
will one day awaken to cleanse the world of sickness and evil. oblivion. Yet Pandorym leaves on, seeking to reunite its mind
In truth, these monoliths are the forerunners of a and body to become unstoppable once more and to fulfill the
colonisation from a parallel plane called Zoretha, which will terms of its contract by destroying the gods.
one day awaken to eradicate all life on the Prime Material
plane. Ragnorra (Mother of Monsters)
Arising before the gods themselves, this humongous
Kyuss (The Worm that Walks) monstrosity birthed abominations from her very form,
In days gone by, Kyuss was a mighty and evil prophet. He earning her other name, Mother of Monsters. She was cast
created many monstrosities and abominations, and in his by the gods into the space between the planes, banished to
final act sought to ascend to godhood. make way for the first mortal life.
Through dark ritual, he claimed divinity, but in the next Yet once every 1,500 years, Ragnorra returns in the form of
moment his life as a corporeal god ended – Kyuss died, and a fiery red comet, seeking to remake the world in her own
his essence became one with the maggots and worms that image. She is an irrepresable force of creation and mutation,
devoured his form, granting him his other name. guided by a vast intelligence but without consciousness, a
Trapped within the obelisk that formed the keystone of his being of pure intuition.
ritual, the Worm that Walks seeks release, which will lead to
the fulfillment of the last part of his prophecies, which never Sertrous
proved false: the end of mankind and the dawn of the Age of One of the obyrith lords, a demonic creature from before the
Worms. time of the gods, Sertrous was cast from the Abyss by the
Queen of Chaos, discarded to the space between the planes.
The Leviathan Yet while is spirit passed through the Material Plane, he
Mentioned only in a few long-forgotten myths of the oldest anchored himself in the body of a serpent.
elementals and dragons, the Leviathan is the product of the Sertrous twisted this body to befit his demonic form, and
crafting of creation, in which the gods balanced order and he guided the early civilisation of the yuan-ti to reject the
chaos in each of the planes. Inevitably, one or the other would traditional gods, showing them how divine power could be
fall out of balance, and so Leviathan was born – the drawn from faith in an ideal or any being, and thus rejecting
embodiment of excess chaos, given physical flesh and form. the rule of the gods.
The Leviathan slumbers in the depths of the sea, and its A solar called Avamerin struck him down, but though his
body surrounds the world. The Leviathan's mind appears as body died the spirit of Sertrous lived on, in the corruption he
chaotic as its nature – either it has no grand schemes or spread, the faith of the yuan-ti, and in his severed head.
plans, or its mind is so vastly beyond the ken of mortals that
its schemes seem random and mindless to lesser beings. Tharizdun (the Chained God)
Chosen as the tool for the obyriths, a race of demons which
Pandorym existed before the gods themselves, Tharizdun, who is called
The name of Pandorym is only spoken of in scared whispers the Chained God and the Elder Elemental Eye, was driven to
among the most ancient of gods. This being was summoned madness when he opened his mind and spirit to these beings
by arrogant wizards from a world perpendicular to ours and that dwelt in the darkness between the worlds.
between planes, to serve as a superweapon to threaten the
gods themselves.
B
etween the pages of ancient tomes lie secrets of
eldritch lore that could drive a person mad from
merely reading them, but which grant great and
terrible power. Items of eldritch magic draw
upon the dark powers that lie between the
worlds. Using such items often risks driving the
wielder insane as their mortal mind grapples
with the weird complexity of the Other, but the rewards for
success can be vast.
This section details a handful of new magic items, some
drawing upon the concept of eldritch lore which drives mortal
minds insane, while others adapt items presented in the
Complete Mage expansion for 3.5th edition. Many of these
items rely upon the Madness rules detailed in the Dungeon
Master's Guide (pages 259-260). If you are using alternative
rules for madness in your game, or if you are using the
optional Sanity ability score, the items can be altered as
required. or fails its saving throw, it becomes the target of the poppet.
Whenever you cast a spell with a range of touch while
Additional Magic Items A-Z attuned to the poppet, you can choose to instead target the
Magic items are presented in alphabetical order. A magic creature that is the target of the poppet.
item's description gives the item's name, its category, its rarity, You cannot target that creature if it is more than 1,000 feet
and its magical properties. away from you, or if it is on another plane of existance.
Chain of Nightmares Lantern of Obscuring
Wondrous item, legendary Wondrous item, rare
This short chain consist of 3 links. You can use an action to This hooded lantern closely resembles a lantern of revealing.
break one of the links and cast the weird spell (save DC 18). When lit, it burns for 6 hours on 1 pint of oil, creating an area
Once each link of the chain is broken, it becomes nonmagical of magical darkness in a 30-foot radius, and bright light for an
iron. additional 30 feet is reduced to dim light.
Creatures with darkvision can't see through this darkness,
Circlet of Mind's Shelter and nonmagical light can't illuminate it. If a light created by a
Wondrous item, uncommon (requires attunement) spell of 2nd level or lower overlaps with the darkness created
by the lantern, the spell that created the light is dispelled.
While wearing this circlet, creatures cannot communicate You can use an action to lower the hood of the lantern,
with you telepathically unless you allow it, and you have reducing bright light within a 5-foot radius of the lantern to
advantage on saving throws against mind-altering magical dim light.
effects, such as the command or dominate person spell. This
does not include purely emotional effects, such as being Magebane Staff
charmed or frightened. Staff, legendary (requires attunement by a sorcerer, warlock,
or wizard)
Deadwalker's Ring
Ring, rare (requires attunement) You have advantage on saving throws against spells and other
magical effects while you hold this staff.
This ring has 3 charges, and regains 1d3 expended charges The staff has 30 charges. While holding it, you can use an
daily at dawn. When you cast a spell which creates an undead action or reaction (according to the spell casting time) to
creature (such as the animate dead spell), you can expend 1 expend 1 or more of its charges to cast one of the following
of the charges of this ring to have that creature gain a +2 spells from it, using your spell save DC: arcane turmoil (1
bonus to its maximum hit points for each hit die it has. charge per spell level, up to 7th), counterspell (1 charge per
spell level, up to 7th), dispel magic (1 charge per spell level, up
Eldritch Poppet to 9th), forbiddance (6 charges), globe of invulnerability (6
Wondrous item, rare (requires attunement by a spellcaster) charges), or remove curse (3 charges).
The staff regains 4d6 + 2 expended charges daily at dawn.
As an action while holding the poppet, you can target one If you expend the last charge, roll a d20. On a 1, you must
creature which you can see within 60 feet of you. If it is a immediately expend 1 spell slot of the highest level you have
hostile creature, it must make a DC 15 Wisdom saving throw. available. If the spell slot is not of at least 5th level, the staff
On a success, it is unaffected. If the creature is friendly becomes a nonmagical quarterstaff.
T
he following details additional race options,
which the DM may choose to allow players to Eldritch Scion
select at character creation. Two options are Born of the blood of another world and cursed with a mind
presented: the Eldritch Scion and the Rogue more capable of comprehending the void of eternal darkness
Illithid. The latter classifies as a monstrous than mortal matters, the eldritch scion is doomed to be the
adventurer, as detailed in Volo's Guide to eternal pariah, making their life at the edges of human
Monsters, and as such should not be generally society.
available for PC usage.
Otherwordly Appearance
An eldritch scion is born from the influence of some
otherworldly, eldritch horror upon a humanoid creature,
either its parent or its distant ancestor. A scion resembles the
creatures it lives among, but in much the same way as a
child's drawing resembles reality, with proportions just
slightly off their natural kin.
Many eldritch scions have abnormally pale skin, long
fingers and toes, and large eyes. If the humanoids they grow
up among have an obviously apparent physical trait, this may
be unduly exaggerated. For example, eldritch scions which
grow up among elves may have ears which are up to twice as
long and sharply pointed as their natural kin.
Stranger in our Midst
Often, the aesthetic abnormalities of a scion's body are subtle
enough that the creature can pass unnoticed in a humanoid
community, as long as it avoids close inspection. However,
once it is discovered, a scion is often deemed an unnatural
abomination, either being forcefully ejected from the
community or merely being so heavily stigmatised it feels
compelled to leave.
For this reason, eldritch scions rarely settle down, usually
moving between humanoid settlements in a constant attempt
to avoid discovery. Even when among humanoids who have
not yet discovered their nature, they tend to be reclusive,
having as little contact with other creatures as their social
conscience will allow.
Eldritch scions are so rare, they have no communities or
lands of their own.
Mind and Madness
An eldritch scion's mind is fundamentally wired to cope with
surviving in the void between the worlds, and as such, bears
only a twisted resemblance to the minds of common
humanoids.
To many creatures, the mind of an eldritch scion resembles
the antisocial, impaired empathic, and remorseless attitudes
of psychopathy. Although eldritch scions experience
emotions, these do not easily map onto ordinary humanoid
emotions.
Eldritch scions are almost never egotistical or prideful,
lacking a clear sense of the "self" as other creatures perceive
it and often seeing theirselves as nothing more than a
collection of parts acting under the ordinance of thought.
Scions often struggle to understand other humanoids'
death rituals, rarely attaching value to what is left when the
spirit of a creature has passed away, and sometimes seeing it
as a waste of useful materials.
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Eldritch Scion Names
Alien Adaption: Which Features?
An eldritch scion unaware of its otherworldly parentage may
choose or be given a name according to the traditions of the Aside from purely aesthetic adaptions, the scion's
Alien Adaption feature allows it to replicate some
people it grew up with. However, scions have no concept of of the race features of the creatures it spends
the permanency of names, and will often have a new name in extended periods in company with. Which features
almost any nation or city it comes to. can be copied are at the DM's discretion, but the
Others may choose to take a name in their otherworldly following guidelines offer a general idea of the
tongue, Deep Speech. Such names usually reflect a certain scope of this feature.
purpose the scion sees in itself or wishes to attain, and may The Alien Adaption feature copies only physical
be changed several times in a lifetime. abilities, and so it cannot provide proficiencies
Deep Speech names do not distinguish by gender. Each (such as from Weapon Training features), nor can it
example name includes its translation in parenthesis. provide Feats (if the scion spends time among
Scion Names: Dhongdrûkä (Famed Scholar), Dhrû humans). The feature also fails to copy any innate
(Wisdom), Dhundrhä (Pure), Khrängdra (Honoured Lord), spellcasting features, such as the Tiefling's Infernal
Khrö (Honoured), Krödathranrodh (Emperor of All), Kuketru Legacy, and any ability score increases.
(Unbounded), Ranrodh (King), Tägräd (Remembered One), Beyond these limitations, at least one or two of
Thonde (Renowned), Thräketä (Legendary), Thräk (Legacy). the local's racial traits will be duplicated, including
both positive benefits and vulnerabilities.
Eldritch Scion Traits
Your eldritch scion character has the following racial traits. Eldritch Consciousness. Your alien mind is ordered in a way
Ability Score Increase. Your Charisma score increases by which baffles attempts to alter it. You have advantage on
2, and your Constitution score increases by 1. Intelligence, Wisdom, and Charisma saving throws against
Age. An eldritch scion matures at the same rate as the being charmed, and against attempts to read your thoughts or
creatures it grows up with, reaching maturity when they do, alter your mental state (such as a command spell).
but it can live far longer, reaching between 500 and 1,000 Opened Mind. You have vulnerability to psychic damage.
years, dependent on which races they grew up around. Telepathy. You can communicate telepathically with any
Alignment. Most scions are chaotic, as their alien outlook creature which is within 30 feet of you. You must
drives them to deeds which seem strange to other, earthly communicate in a language the creature understands for it to
humanoids. understand you.
Size. Eldritch scions range from under 5 feet to over 6 feet Languages. You can speak, read, and write Common, and
tall. Your size is Medium. you can speak Deep Speech.
Speed. Your base walking speed is 30 feet.
Darkvision. Your alien eyes have little difficulty perceiving
the thin veil these earthly creatures call "darkness". You can Rogue Illithid
see in dim light within 60 feet of you as if it were bright light, Cast out or seperated from the colony, a rogue mindflayer is
and in darkness as if it were dim light. You can't discern most forced to accept a life doomed to face the only truly
colors in darkness, seeing the world in shades of grey. permanent death an illithid can know — to die without being
Alien Adaption. You have an uncontrollable, innate ability absorbed into the elder brain.
to adapt to fit in with the people around you. If you find For details of mindflayer culture and nature, see Volo's
yourself surrounded by humanoid creatures with certain Guide to Monsters (pages 71-81).
predominate characteristics (they are all above 6 feet tall, for
example, or all have a similar hair or skin color), your physical
form adapts to match these characteristics. Rogue Illithid Traits
These adaptions can include ones which help you to Your rogue illithid character has the following racial traits.
survive in certain environments, but also adaptions which are Ability Score Increase. Your Intelligence score increases
harmful. For example, if you live among drow elves for a by 2.
while, you may develop their superior darkvision, but also Age. Illithids reach adulthood at age 20 and live up to 135
their sunlight sensitivity. years.
Your adaptions do not include magical abilities or traits, Alignment. Illithids are typically lawful evil, although rogue
and usually take 1d8 days of continuous contact to fully illithids can tend more towards chaos or neutrality.
manifest. Your DM determines which features you develop. Size. Illithids stand between 6 and 8 feet tall, and weigh
between 120 and 180 pounds. Your size is Medium.
DM Tips: Alien Adaption Superior Darkvision. You can see in dim light within 120
The scion's alien adaption feature is a gradual change to its feet of you as if it were bright light, and in darkness as if it
prevelant environs. It should not be triggered by passing
were dim light. You can't discern color in darkness, only
shades of grey.
encounters, rather when the scene of the campaign changes.
Hive Mind Susceptibility. Even though you have now
When using this feature, DMs should be aware that too escaped the influence of the hive mind, your brain is still
frequent changes to their race may frustrate some players. susceptible to its influence. If you enter the area of an elder
brain's telepathy, you are placed under its influence.
Illithid Psionics
Those familiar with the illithid statblock from the
Monster Manual will notice that the innate
spellcasting of the illithids has been significantly
reduced for this race.
Aside from balance issues, a more thematic
explanation can be found in the concept that
illithid innate spellcasting is primarily psionic in
nature. Being seperated from the elder brain, it is
reasonable to suggest that a rogue illithid's mind is
lessened (as they do not have access to the
collective memory of the hive mind), and as such,
its psionic capabilities are effectively inhibitted.
If this explanation is taken, it is reasonable to
assume that a rogue illithid using this race model
who came under the control of an elder brain
would regain the full illithid innate spellcasting
feature, in place of the psionic magic trait detailed
above, for the duration of its control by the elder
brain.
T
his section of the supplement contains
additional class options for PCs in your
campaigns. The DM of the campaign decides
which, if any, of these options are available to
the players. This section includes one
additional class, the Eldritch Warden, as new
specialisation options for barbarians, clerics,
rogues, warlocks and wizards.
Each of the new classes and class options presented here
draws upon or is closely related to the eldritch powers first
discovered in the warlock class. Each is connected to the
strange powers discussed throughout this supplement, and
each offers a plethora of new powers and abilities to discover.
Several of the options here presented are adapted from the
Complete Mage expansion for 3.5 Edition.
Eldritch Warden
Standing upon a windswept landscape and turning his eyes The Protector's Path
to the distant north, a human sharpens his sword's blade as The warden's attitude to their calling varies widely, from
he senses his master in danger, a subtle pull through the anger at forced servitude to an almost fanatical adoration of
bond that empowers him. their mighty patron's cause, but all wardens accept that they
Gentle as the calm before the storm, an elven warrior have a greater purpose in life. A warden may feel their
strides through the chaos of battle, her very presence turning patron's hand near or far, ever present or barely touching
aside the blades of her enemies as she mutters the name of their life, but they understand that they can always be called
the creature that grants her power. to serve.
Clutching a long-forgotten tome to her chest, a gnome For many wardens, especially those who are bonded to
dodges down an alleyway before turning back and calling her wizards and other entities of the Material Plane, their first
patron's thunderous wrath upon those who would dare sully role is to protect their patron from physical harm. When sent
the secrets within the book. forth on missions beyond their patron's lair, they often extend
Wardens are first and foremost protectors, warriors trained this role to other creatures around them, seeing their role as
from a young age in martial prowess and bound by an arcane a protector of all living things.
bond to serve a patron of great magical power. This bond, and
the patron who holds it, are the driving force behind a
warden's deeds and are a source of physical, spiritual, and Creating an Eldritch Warden
magical power to the warden, turning them from a mere The most important aspects of an Eldritch Warden are his or
bodyguard to a mighty champion of their patron's cause. her patron and the nature of the service they fulfil to that
creature. Although the class features related to your bond
Service to the Patron don't appear until you reach 3rd level, plan ahead for that
An eldritch warden is defined by a magic bond to a powerful choice by reading the patron options at the end of the class.
patron. The bond of the warden bares many similarities to Do you serve an archmage, sent forth into the world on some
the pact between a warlock and their patron, and may be mission of subterfuge? Or perhaps you serve a creature from
formed with a similarly otherwordly entity, although wardens another plane entirely, one which chooses to act through you
are also frequently beholden to mighty arcane practitioners, to fulfil its purposes in this one. How much control does your
such as powerful wizards and archmages. patron have over your deeds, and will they know if you
Usually, a warden is called by an entity which is either disobey?
physically feeble despite its great arcane powers, or which How did you first form the warden bond that connects you
exists within another plane and desires to influence the with your patron? Were you reared to serve your master in a
Material Plane without entering into it. In such cases, the cabal sworn to them? Or did you make the pact on your own
warden serves as the hands and eyes of its patron in the terms? How did you find your way to your patron's abode, or
world beyond their abode, fulfilling services which require otherwise make contact with them?
greater physical resilience or physical presence than the What is your duty to your patron? Are you protector of their
patron is able or willing to offer. feeble physical form, a favoured spy or assassin, or do you
In return for these services, the patron grants their warden fulfil some other role? How does this demand ally itself with
power and a limitted capacity to call upon magical aid. A or oppose your own, personal motives.
warden's services may be earned by bribary or trickery, but Due to the disparate natures of creatures which grant a
can't be forced entirely against their will. warden's bond, eldritch wardens of most any alignment can
be found in the planes. The need for obedience often means
those of lawful alignment are most often called to such pacts.
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18
The Eldritch Warden
Level Proficiency Bonus Features Spells Known Spells Slots Slot Level
1st +2 Harrowing Touch, Unarmored Defense — — —
2nd +2 Fighting Style, Pact Magic 2 1 1st
3rd +2 Patron's Shelter, Warden's Bond 3 1 1st
4th +2 Ability Score Improvement 3 1 1st
5th +3 Extra Attack 4 1 2nd
6th +3 First Strike, Patron's Shelter improvement 4 1 2nd
7th +3 Warden's Bond feature 5 1 2nd
8th +3 Ability Score Improvement 5 1 2nd
9th +4 — 6 1 3rd
10th +4 Eldritch Shield, Patron's Shelter improvement 6 1 3rd
11th +4 Warden's Bond feature 7 2 3rd
12th +4 Ability Score Improvement 7 2 3rd
13th +5 — 8 2 4th
14th +5 Arcane Reaping, Warden's Eyes 8 2 4th
15th +5 Warden's Bond feature 9 2 4th
16th +5 Ability Score Improvement 9 2 4th
17th +6 ─ 10 3 5th
18th +6 Eldritch Warrior, Warden's Watch 10 3 5th
19th +6 Ability Score Improvement 11 3 5th
20th +6 Soulbound 11 3 5th
Blessings of Arcanum
When you choose this bond at 3rd level, your patron grants
you access to small magical tricks to aid you in fulfilling your
mission for them. Whenever you finish a short or long rest,
choose one cantrip of your choice from the wizard spell list.
You learn that cantrip until you finish a short or long rest.
Charisma is your spellcasting ability for that cantrip, and it
is considered an eldritch warden cantrip for you.
Diviner's Sight
Starting at 7th level, your patron grants you the power to
Warden's Bonds catch glimpses into the future. When you make an attack roll
The beings which grant an eldritch warden's bond are or saving throw, you can use your reaction to add your
creatures of immense arcane power but lesser physical Charisma modifier to that roll. Once you have used this
capacity, using their warden as their hands in the Material feature, you cannot do so again until you finish a short or long
Plane and beyond. Various patrons grant the protection and rest.
power of the warden's bond, but many require heavy service
in return. Evoker's Wrath
Few patrons will gather more than a handful of wardens, Starting at 11th level, your patron's boon allows you to inflict
due to the cost of creating the warden bond to the patron, but greater damage with your spells. Add your Charisma modifier
some boast of the hordes of servants they can muster. to all damage rolls you make for spells.
Wardens of the same patron see each other as soldiers under In addition, when you cast an evocation spell and make a
the same command often do, sometimes as brothers, other damage roll, you can choose to reroll a number of those dice
times as rivals. up to your Charisma modifier.
Once you have used this feature, you can't do so again until
Bond of the Archmage you finish a long rest.
Your patron is a powerful arcanist, a master of spellcraft who Arcane Incandescence
has risen from the ranks of merely mortal races to achieve Starting at 15th level, you can call upon your patrons arcane
great power in magic. Many archmages will keep a warden or power to enter an empowered state. As a bonus action on
two to protect their frail bodies. An archmage's purposes are your turn, you can enter your incadescent state, and you can
often high in intrigue and mystery, and rarely plain to lesser end this state at any time on your turn (no action required).
folk. Creatures of this kind include Elminster, the Sage of While you are in your incandescent state, you gain the
Shadowdale, and Halaster, the mad wizard of following benefits:
Undermountain.
You emit dim light in a 20-foot radius. Any creature or
Expanded Spell List object within that area which bares magic glows with a
The Archmage lets you choose from an expanded list of faint light, and creatures and objects cannot benefit from
spells when you learn an eldritch warden spell. The following being invisible within that area.
spells are added to the eldritch warden spell list for you. When you take the attack action, you can choose to cast a
spell with a casting time of 1 action instead of one of your
attacks.
Elemental Affinity
Starting at 1st level, your patron imbues you with the
elemental forces of their native plane. You can speak, read
and write Primordial, including its dialects (Terran, Auran,
Ignan, and Aquan).
In addition, you gain the following benefits dependent on
your patron's nature:
Elemental Earth (Dao). Your skin becomes hard as stone.
While you are not wearing armour, your AC equals 13 + your
Dexterity modifier.
Elemental Air (Djinn). You have resistance to lightning
and thunder damage, and you can hold your breath
indefinitely.
Elemental Fire (Efreet). You have resistance to fire and
radiant damage. You suffer no penalties from extreme
temperatures, including very hot and very cold environments.
Elemental Water (Marid). You have resistance to acid and
cold damage. You can breathe air and water, and you have a
swimming speed equal to your base walking speed.
Energy Absorption
Spirit Armor Starting at 6th level, you can draw upon the elemental
Starting at 14th level, you can transform into a radiant form. energies of your foes' attacks to heal yourself. As a reaction,
As an action, you enter this form, which lasts for 1 minute. It when you take damage of a type assosciated with your patron
ends early if you are knocked unconscious. While you are in according to the Damage Assosciation table, you can reduce
your radiant form, you gain the following benefits: the damage taken to 0, and regain a number of hit points
You emit bright light in a 20-foot-radius, and dim light for equal to the damage that would have been dealt (ignoring any
an additional 20-feet beyond that. resistance you may have to that damage type).
You gain a bonus to AC equal to your Charisma modifier Once you have used this feature, you cannot do so again
(a minimum of +1). until you finish a short or long rest.
You have resistance to necrotic damage. Damage Assosciation table
You gain the benefits of a single casting of the death ward Patron type Damage types
spell.
You gain a bonus to any Constitution saving throw you Dao Bludgeoning, force
make to maintain your concentration on a spell equal to Djinn Lightning, thunder
your Charisma modifier (a minimum of +1). Efreet Fire, radiant
Once you have used this feature, you can't do so again until Marid Acid, cold
you finish a short or long rest.
Elemental Empowerment
The Genie Starting at 10th level, your magics which draw on the
Your patron is a creature from the Elemental Planes, a elemental powers of your patron have greater potency. When
creature with the power to grant wishes. The purposes of you roll a 1 or a 2 on damage dice for a spell which deals
these creatures vary wildly, but more often than not, a genie damage of a type assosciated with your patron according to
will see its warlock as a slave, rather than a partner. the Damage Assosciation table, you can reroll any number of
Creatures of this kind include dao, djinni, efreeti, and marid. those dice, but you must use the new roll(s).
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29
Mephit Familiars
Due to their elemental nature, genies may grant
warlocks who choose the Pact of the Chain the aid
of lesser elemental spirits. These mephits come in
six main varieties, each a combination of two kinds
of element, and thus assosciated with two
elemental planes:
Mephit type Elemental Plane(s)
Dust mephit Earth, air
Ice mephit Water, air
Magma mephit Fire, earth
Mud mephit Earth, water
Smoke mephit Fire, air
Steam mephit Fire, water
Wish-Giver
Starting at 14th level, you can call upon your patron's wish-
granting powers on others' behalf. As an action, you can
beseech your patron to grant a wish to another.
Roll a percentile dice. If you roll a number equal to or lower
than your warlock level, your patron will cast the wish spell to
fulfill the request of a creature other than yourself. Twilight Soul
The DM chooses how the patron grants the wish, and all Starting at 1st level, your agreement allows you to tred the
the usual dangers of wishing with a genie apply. Once your fine line between life and undeath. When damage reduces
patron has granted a creature a wish by this feature, it cannot you to 0 hit points, you can make a Constitution saving throw
grant that creature any further wishes. (DC equal to 5 + the damage taken), unless the damage was
If your patron grants the wish, you can't use this feature radiant or from a critical hit. On a success, you drop to 1 hit
again for 7 days. Otherwise, you can use it again after you point instead.
finish a long rest. You can use this feature a number of times equal to your
Charisma modifier (a minimum of once). You regain all
The Reaper expended uses when you finish a short or long rest.
Your patron is a grim reaper, valkyrie, shinigami, or other
spirit responsible for the taking of dead souls to the afterlife. Reaper's Path
Such beings are often wearied by their eternal existence, and At 6th level, your patron grants you access to their secret
their motives range from fulfilment of an age-old contract to passage. As a bonus action, you can use this feature to turn
merely finding some alleviation of the tedium of eternity. invisible and become insubstantial. You produce no sound or
scent, and cannot be detected by nonmagical means. You are
Expanded Spell List not invisible or undetectable to creatures with 1 hit point or
The Reaper lets you choose from an expanded list of spells fewer, although you appear spectral and enveloped in
when you learn a warlock spell. The following spells are shadows to them.
added to the warlock spell list for you. You can move through other creatures and objects,
including walls and closed doors, as if they were difficult
Reaper Expanded Spells terrain. If you end your turn inside an object, you take 1d10
Spell Level Spells force damage.
1st dissonant whispers, false life, While this feature lasts, you cannot attack, cast spells, or
use any magic item or feature that would interact with
2nd blur, gentle repose another creature or object. You see the world in shades of
3rd feign death, speak with dead gray.
4th death ward, phantasmal killer
This feature lasts a number of turns equal to your
Charisma modifier (a minimum of 1), ending at the end of
5th antilife shell, legend lore your turn. You can choose to end this feature immediately as
a bonus action.
Not for resale. Permission granted to print or
photocopy this document for personal use only.
30
If the feature ends while you are inside a solid object (such as While the mark lasts and the creature is on the same plane of
a wall), you immediately take 5d10 force damage, you are existance as you, you can use an action to end the mark,
restrained and incapacitated, and you cannot breathe. attempting to rip the creature's soul from its body. The
Once you have used this feature, you cannot do so again creature must make a Wisdom saving throw against your
until you finish a short or long rest. spell save DC. On a failed save, that creature drops to 0 hit
points. On a success, it takes 10d10 necrotic damage. An
Half-Life undead creature makes this saving throw with advantage.
Beginning at 10th level, you do not need to breathe, and you You can have only one creature marked by this feature at a
do not require food, drink, or sleep, although you still require time. You can choose to end the mark harmlessly without
rest to reduce exhaustion and still benefit from finishing using an action.
short and long rests. Once you use this feature, you can't use it again until you
In addition, you age at a slower rate. For every 10 years finish a long rest.
that pass, your body ages only 1 year, and you are immune to
being magically aged.
Scythes
Mark of the Reaper
When you reach 14th level, when you hit a creature with a The scythe, as well as the sickle, have long been
represented as the weapon of choice by which
spell attack or a creature fails a saving throw against a spell psychopomps "harvest" the souls of the fallen.
you cast which effects only that creature, you can use this If your Warlock of the Reaper wishes to use a
feature to mark that creature for the grave. scythe, you may use the general statistics for the
If you attempt to mark a creature which does not have a glaive as presented in the Player's Handbook.
soul, the use of this feature is spent but it has no effect. Alternatively, at the DM's discretion, you may use
The mark lasts for a number of days equal to your the following option:
Charisma modifier (a minimum of 1). As long as the mark Scythe. Martial Melee Weapon. 2d4 slashing
lasts, you can determine that creature's direction and damage. Heavy, reach, special, two-handed.
distance from you if it is on the same plane of existance as Special. If you hit a creature with an attack with
you, or which plane it is on if it is on a different plane of the scythe, you can attempt to move that creature
existance, by spending 1 minute meditating and consulting up to 5 feet in any direction except away from you.
your patron. That creature can avoid this effect by making a
successful Strength (Athletics) or Dexterity
(Acrobatics) check (their choice), contested by
your Strength (Athletics) check.
T
he following additional spells are added to the In addition, the entire class spell list for the Eldritch
appropriate class spell list at the level Warden class is given below.
specified. Not all classes gain additional spells
with this expansion. The details of all new
spells are given in the next section.
M
any strange and powerful creatures hail
from beyond the confines of the world
as mortals know it, beings from the Far
Realm beyond the planes, or
elder creatures from the time
before the gods first ruled in Mount
Celestia. These beings, some of
immense power, are commonly known as aberrations, and
they are always a force to be reckoned with.
Lore: Aberrations
The Far Realm was found to be inhabited by creatures,
monsters which by the slimmest margin may be
defined as "alive" but challenging every known law of
existance. Minds of such power that their alien
contemplations warp reality itself, beings with the ability to
concoct lethal contradictions and alter the laws of nature at a
whim, creatures which even the mind of a madman struggles
to comprehend – such are the denizens of the Far Realm.
These beings form the majority of creatures classified as
aberrations. Not all aberrations are denizens of the Far
Realm – indeed, aberrations as a class share no single
common characteristic. However, many of the creatures of
this class either hail from the Far Realm or have been
touched by it.
Six races of aberration stand out by far as the most
widespread and virulent threats to the good aligned races.
These beings are born of madness and nightmare, creatures
that wield terrible magic and cruel genius to the downfall of
any who stand against them.
Aboleths
Also known as the deep masters, aboleths are perhaps the
most alien and inscrutable of aberrations. Lurking in
primordial seas long before the coming of the gods, the
aboleths are mighty psions who use their powers to dominate
others. Once holding vast empires across the mortal realms,
the aboleths were laid low by the coming of the true gods,
and they have never forgotten the slight.
For more information on aboleths, see Monster Manual
p.13-14.
Beholders
Sometimes called as eye tyrants, beholders are the epitomy
of vanity, wielding terrible magic powers to build their evil
dominions or to simply destroy everything other that it
encounters. So mighty is a beholder's mind that its very
dreams alter the fabric of reality, and from this beholders and
many kinds of beholderkin come into being.
The first beholders entered the world from the Far Realm,
although native beholders have been created on the Material
Plane from the dreams of these forefathers.
For more information on beholders, see Monster Manual
p.26-30 and Volo's Guide to Monsters p.5-18.
Illithids
Illithids, also referred to as mind flayers, are brilliantly
intelligent, cruel, and terrifying creatures.
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photocopy this document for personal use only.
44
Very few are "free" in neogi society, even newborn
hatchlings beginning lives as the slaves of elder neogi.
Although the slave-takers are great traders, often carrying
many rare and valuable wares, few are willing to do business
with them except in the direst of circumstance, for invariably
the moment a creature let's its guard down around the neogi,
they join the caravan as a newly taken slave.
For more information on neogi, see Volo's Guide to
Monsters p.179-180.
Grell
Called the eaters, grell are an otherworldly race of predators,
with only one concern upon meeting a new creature – can it
be eaten? Grell wield a unique form of alchemy derived from
an admixture of powerful magic and science, allowing them
to craft magic items unlike any work of worldly magic.
Grell lack the ambition of many other aborrations,
entertaining no thought of domination or enslavement. They
collonize as many worlds as possible with the intention of
enjoying the "delicacies" they have to offer.
Grell originated in a parallel Material Plane, but were
driven by their ceaseless hunger through the Shadowfell to
find other worlds to colonize and feed upon.
For more information on grell, see Monster Manual p.172.
Tsochari
Also known as the wearers of the flesh, tsochar are a parasite
race, using the stolen bodies of their victims to pass
unnoticed in humanoid socities. Hailing from beyond the
known planes, the tsochari come as murderous assassins
and cunning infiltrators, seeking to steal magic for their
nefarious purposes.
The tsochari are rare among the aberrations, lacking the
sheer numbers of the illithid or grell among the planes,
though whether this be because they are few or because they
are waiting is little known. They have no interest in the
common folk, but mages and learned arcanists had best
beware.
More information is given on the tsochari in the relevant
creature section of this expansion.
Long ago, the mindflayers commanded vast interplanar
empires that extended across planes and across worlds.
Though these empires now lie in ruins, their mark is left
upon all who came across them, especially the kuo-toa,
creatures driven to perpetual madness by the destruction of
their minds under illithid masters.
Though their dominions of old are long lost and broken,
the mind flayers that remain still pose the single greatest
threat to the dominion of humanoids on the surface world.
For more information on illithids, see Monster Manual
p.221-222 and Volo's Guide to Monsters p.71-81.
Neogi
Called the slave-takers, neogi are a race of sinister and creedy
merchant folk, spinning their webs of gold and misery across
the human world. Driven by an insatiable avarice, the neogi
seek two things in life – profit, and slaves.
29 (+9) 10 (+0) 26 (+8) 6 (-2) 13 (+1) 7 (-2) 01– Incapacitated until the end of the creature's next
05 turn
Saving Throws Dex +6, Wis +7, Cha +4 06– Blinded (50%) or deafened (50%) for 1d4
Skills Intimidation +4, Perception +7, Stealth +6 10 rounds
Damage Resistances acid, cold, lightning; bludgeoning, 11– Blinded and deafened for 1d4 rounds
piercing, and slashing damage from nonmagical 20
weapons
Damage Immunities fire 21– Charmed until end of the creature's next turn
30
Senses truesight 60 ft., blindsight 500 ft., passive
Perception 17 31– Stunned for 1d4 rounds
Languages all, telepathy 1,000 ft. 45
Challenge 26 (90,000 XP) 46– Confused as according to the confusion spell for
60 1d4 rounds.
Amphibious. The aspect can breathe air and water.
61– Has disadvantage on ability checks with a
Immuntable Form. The aspect is immune to any spell or 75 random ability for 1 minute
effect that would alter its form. 76– Has disadvantage on saving throws with a
Legendary Resistance (3/Day). If the aspect fails a saving 90 random ability for 1d4 rounds
throw, it can choose to succeed instead. 91– Frightened for 1d4 rounds
Magic Resistance. The aspect has advantage on saving 95
throws against spells and other magical effects. 96– Paralyzed for 1d4 rounds
Nondetection. The aspect cannot be targeted by any 99
divination magic or perceived through magical scrying 100 Dead
sensors.
True Death. Any creature which dies within a 1,000 Swallow. The aspect makes one bite attack against a
mile radius of the aspect cannot be resurrected by Huge or smaller creature that it is grappling. If the
normal means or become undead. A creature which has attack hits, the target takes the bite's damage, the
died can under this effect can only be resurrected by a target is swallowed, and the grapple ends. While
wish spell. swallowed, the creature is blinded and restrained, it has
total cover against attacks and other effects outside
Actions the aspect, and it takes 21 (6d6) acid damage at the
Multiattack. The aspect makes six attacks: one with its start of each of the aspect's turns.
bite, four with its slam, and one with its tail slap. It can If the aspect takes 40 damage or more on a single
use its Swallow instead of its bite. turn from a creature inside it, the aspect must succeed
on a DC 20 Constitution saving throw at the end of
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., that turn or regurgitate all swallowed creatures, which
one target. Hit: 26 (5d6 + 9) piercing damage. If the fall prone in a space within 10 feet of the aspect. If the
target is a creature of size Huge or smaller, it is aspect dies, a swallowed creature is no longer
grappled (escape DC 19). Until the grapple ends, the restrained by it and can escape from the corpse by
target is restrained, and the aspect can't bite another using 30 feet of movement, exiting prone.
target.
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., Legendary Actions
one target. Hit: 22 (3d8 + 9) bludgeoning damage. The aspect can take 3 legendary actions, choosing
Tail Slap. Melee Weapon Attack: +15 to hit, reach 20 ft., from the options below. Only one legendary action
one target. Hit: 19 (3d6 + 9) bludgeoning damage. If option can be used at a time and only at the end of
the target is a creature, it must succeed on a DC 19 another creature's turn. The aspect regains spent
Strength saving throw or be knocked prone. legendary actions at the start of its turn.
Detect. The aspect makes a Wisdom (Perception)
check.
Attack. The aspect makes a slam or tail slap attack.
Chomp (Costs 2 Actions). The aspect makes one bite
attack or uses its Swallow.
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50
Aspect of Sertrous
Created by yuan-ti rituals and the will of the spirit of
Sertrous, the aspect of Sertrous is born as a monstrous body
fit for its created, a vehicle in which that spirit may once more
enforce its evil designs upon the world.
The aspect of Sertrous is an immense nightmare of slimy
coils and shining scales, called serpentine only because this
is the closest anology the fragile mortal mind can assign to
such a writhing bulk, the very sight of which fills the mind
with a terror of all snakelike things.
The serpentine body of this creature is a sickly green with
a pale yellow belly, red stripes running down its body like
rivers of blood. Two arms bearing taloned claws stretch from
its body. Its head is that of a deformed snake with dead black
eyes, jaw split into a five-jawed maw that resembles the
bloom of a monstrous flower.
Anathema of Divinity. Sertrous taught his followers to
harness divine power without kowtowing to the gods, and still
those who live their lives in obedience of the gods are his
sworn and mortal enemies.
Because of this, the aspect of Sertrous is specially created
to do battle with divine followers, and any cleric or paladin
which crosses paths with it and still holds true to their deity
is deemed a first priority for destruction and consumption, a
prized prey.
Cold Blood. The aspect of Sertrous makes no distinction
between friend and foe, willfully killing all that stand between
it and its prey. It is not irrational, and will continue to protect
those involved in the ritual to resurrect Sertrous's full being,
but nevertheless, it sheds no tear over the loss of lesser
minions and allies.
Monstrous Mind. The spirit of Sertrous in part dwells
within its aspect, but not in full. As such, the aspect is left
with a half-semblance of free will, directed by Sertrous's
desires but able to fulfill those in whatever methods it deems
fitting, till Sertrous fully returns. As such, the aspect of
Sertrous is more bestial and vicious, and less of a skilled
tactician, than Sertrous itself.
Poisonous Presence. As Sertrous's influence grows, the
place in which his aspect grows is transformed, becoming
more like the 380th layer of the Abyss where he once dwelt.
The land about is transformed into a realm of fens and black,
bottomless lakes, increasingly infested by snakes and
serpents of every kind.
Once the resurrection ritual is sufficiently advanced for an
aspect of Sertrous to appear, the area in which the ritual was
performed is treacherous and poisonous. No source of pure
water exists, everything being infected with deadly venom,
and black poisonous fumes float in the breeze.