Darkest Dungeon :: manual :: Tuz-oh :: Dungeons & Dragons (Подземелья и Драконы, D&D, dnd, днд) :: Игры

Darkest Dungeon Игры Dungeons & Dragons Tuz-oh manual 

by Tuz-oh,Darkest Dungeon,Игры,Dungeons & Dragons,Подземелья и Драконы, D&D, dnd, днд,Tuz-oh,manual

The Pelagics
Many eons beyond counting, before the Ancestor was born, before the Manor was built on the hill, even before the Hamlet was founded, a race of abhorrend creatures with half-fish half -human features called this land their home.
Remnants of their civilization can be found littered

Pelagic Shaman
Drowned Thrall
The sorcerers and religious leaders of the eerie Pelagics, the Pelagic Shamans are just as hostile as the other ancient dwellers of the ocean and the Cove, and is a terrible foe in its own right. Instead of relying on brute force to defend their sacred waters, the

Deep Stinger
Mysterious, elegant, ethereal, and even hauntingly beautiful, the Deep Stinger is a giant jellyfish-like creature that, like their marine cousins, gracefully floats through the salty air of the Cove. When they encounter prey, they attack and immobilize them with their paralyzing and

Siren
Human women who are unfortunately not killed by the malignent Pelagic on their raids are abducted into the darkest depths of the cove.
It is unknown what unspeakable rituals and perverse incantations produce a creature such as the Siren, a malformed abomination of desceptive allurement.

The Drowned Crew
In his search for eldritch knowledge the Ancestor grew weary of the prying eyes along the roads to the Hamlet. So he decided to have his more questionable deliveries recieved by marine shipments. For this purpose he employed a crew of particularly unsavory mariners, who would

Beasts
Beast are savage animals that have been tainted by the spreading darkness or awakened by those who trespass into their ancient domain.
Maggot
Maggots are the larval form of the common housefly. They are found anywhere where death is prevalent and rotting meat can be found in abundance,

Spiders
As the corruption spread across the Estate, its malefic influence turned many mostly harmless creatures into monstrous beasts. The Spiders being an excellent example of this. Once upon a time, these arachnids were a small, ordinary species native to these lands that solely preyed upon

Rabid Gnasher
Medium beast, unaligned
Rabid Gnasher
These poor beasts were warped and twisted to bear the likeness of the Weald as it is now; a blackened evil that seeks nothing but death. The Gnashers are very agile beasts found in the Weald, and will never be alone, for they hunt in menacing

Brigands
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Brigand Pounder
One of the powerful cannons used by the “Brigands Brigade” to quench the uprising in the hamlet.
Brigand 8 Pounder
Large Object
Brigand Bloodletter
One of the members of the infamous "Brigands Brigade",

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Bone Defender
Bone Arbalist
Once a proud shieldbearer, the Bone Defenders were honorable and loyal soldiers that served the family in ages long since passed. Holding the line on the battlefield with shield and trusty axe, those who were slain on the field of battle were given a place within the

Bone Courtier
There are innumerable graves, tombs and crypts within the Ruins, serving as final resting places for many of the people who used to call that place home. These burial grounds are filled with servants, warriors, and heroes alike, people that served the great family with honor and

Necromancer
One of his earliest pursuits for forbidden knowledge, the Ancestor began to conduct experiments which would grant him mastery over life and death.
His experiments started out small and humble but his ambition and his experiments grew so large that he needed help. So, he invited

Cultists
Devoted and fanatical followers of the Old Gods, they were drawn to the Estate by either witnessing visions of or hearing rumors about the thing that sleeps within the depths of the Darkest Dungeon. Up until recently, these heretics used to practice their dark and blasphemous religion in

Madman
A deranged lunatic that recently escaped from the local insane asylum. Ceaselessly tormented by terrifying visions and revelations he traveled to the Estate in the hopes of finally finding the source of what haunts his mind. However, what he found there did not give him peace, but instead

The Prophet
Around the same time the Ancestor began the excavations beneath the Manor, there arrived a man at the Hamlet, and he decried publicly that the Ancestor was a harbinger of doom if he wasn't stopped. While appearing to be a dirty homeless man, this Prophet seemed to possess an uncanny

Swine Folk
Many years ago, when the Ancestor still had a small vestige of human decency left within him, he decided to use pigs as test subjects for his grim experiments rather than humans. Since the flesh of pigs is so similar to that of humans, they made nearly perfect vessels for the eldritch

Swine Chopper
This large, brutish and disgusting hybrid of man and pig is the one of the more common and healthier specimens of the Swinefolk, serving simultaneously as meat butchers and warriors. When not ferociously butchering the cold and mangled flesh of his soon-to-be dinner, the Swine

Swine Prince & Wilbur
After countless failures in the Ancestor’s pursuit to summon beings from the outer spheres, which resulted in the creation of the Swinefolk and other far more horrid abominations, he eventually managed to summon a particularly powerful entity, and the pig it possessed grew

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Swine Prince Large beast, chaotic evil		Wilbur Small beast, chaotic evil
Armor Class 12 (Armor Scraps) Hit Points 157 (15d12 +60) Speed 30 ft.		Armor Class 15 (Armor Scraps) Hit Points 34 (4d12 + 8) Speed 30

The Flesh (Head) Medium monstrosity, chaotic evil	The Flesh (Bone) Medium monstrosity, chaotic evil
Armor Class 12 (Natural Armor) Hit Points 66 (7d12 + 21) Speed 30 ft.	Armor Class 16 (Natural Armor) Hit Points 66 (7d12 + 21) Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 2 (-4) 12

The Flesh (Heart)
Medium monstrosity, chaotic evil
Armor Class 10 (Natural Armor) Hit Points 66 (7d 12 + 21)
Speed 30 ft.
STR DEX CON INT WIS CHA
8 (-1)	8 (-1)	16 (+3)	2 (-4)	14 (+2)	6 (-2)
Saving Throws Con +4 Damage Resistances poison Condition Immunities blinded, charmed, deafened,



Подробнее
by Tuz-oh
The Pelagics Many eons beyond counting, before the Ancestor was born, before the Manor was built on the hill, even before the Hamlet was founded, a race of abhorrend creatures with half-fish half -human features called this land their home. Remnants of their civilization can be found littered around the Estate for those who know where to look. But the crown jewel of this ancient empire was a vast underground metropolis underneath the very hill where the Manor now stands. However, this ruined city is not abandoned. There is much speculation and theory about these nightmares: some believe that they are the old founders of the ancient city; others believe they were created by the original inhabitants; some others believe they were once human and transformed into these cold, emotionless terros of the deep. The latter theory may hold some truth, as the Pelagics are known to kidnap humans for nefarious ends. Pelagic Grouper Pelagic Guardian Medium monstrosity, neutral evil Medium monstrosity, neutral evil Armor Class 13 (Leather Armor) Hit Points 18 (4d8) Speed 30 ft., swim 40 ft. Armor Class 16 (Armor Scraps & Shield) Hit Points 30 (4d10 + 8) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 10 (+0) 8 (-1) 12 (+1) 7 (-2) 14 (+2) 11 (+0) 15 (+2) 7 (-2) 12 (+1) 6 (-2) Damage Vulnerabilities poison Senses darkvision 120 ft. passive Perception 11 Languages Aquan, Deep Speech Challenge 1/2 (100 XP) Damage Vulnerabilities poison Senses darkvision 120 ft. passive Perception 11 Languages Aquan, Deep Speech Challenge 1/2(100 XP) Amphibious. The Pelagic Grouper can breathe air and water. Amphibious. The Pelagic Grouper can breathe air and water. Actions Actions Crude Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage. Cestus. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage. Harpoon. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: 7 (1 d 10+2) piercing damage. The target must make a DC 13 strength saving throw. On a failure it is pulled 5 feet towards the Pelagic Grouper. Guard. The Pelagic Guardian chooses one ally within 5 feet of itself. Until the beginning of the Pelagic Guardian's next turn any attack that targets the chosen ally has disadvantage as long as the Pelagic Guardian is within 5 feet of the chosen ally. Variant: Pelagic Creature Types You can feel free to change the creature types of the Pelagic Grouper, Pelagic Guardian, and Pelagic Shaman to Aberration or Humanoid (Pelagic). I simply chose the Monstrosity creature type to represent a bit of lore describing a human being turned into a Pelagic after being bitten by one. i W Reactions Protect. When an enemy within 5 feet of the Pelagic Guardian attacks an ally under the effect of the Pelagic Guardian's Guard, the Pelagic Guardian uses its reaction to attack the enemy with its Cestus. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Pelagic Shaman Drowned Thrall The sorcerers and religious leaders of the eerie Pelagics, the Pelagic Shamans are just as hostile as the other ancient dwellers of the ocean and the Cove, and is a terrible foe in its own right. Instead of relying on brute force to defend their sacred waters, the Shamans use both ancient knowledge and powers bestowed upon them by their oceanic deity to strengthen their allies, and rend the minds of their enemies enough to drive any poor unfortunate soul in earshot of their guttural gibberish insane. Pelagic Shaman Medium monstrosity, neutral evil Armor Class 12 (Armor Scraps) Hit Points 27 (6d8) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 11 (+0) 10 (+0) 15 (+2) 12 (+1) Skills Perception +4 Damage Vulnerabilities poison Senses darkvision 120 ft. passive Perception 12 Languages Aquan, Deep Speech Challenge 2 (450 XP) Amphibious. The Pelagic Grouper can breathe air and water. Spellcasting. The pelagic shaman is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The pelagic shaman has the following cleric spells prepared: Cantrips (at will): Guidance, Thaumaturgy, Toll the Dead, Vicious Mockery 1 st level (4 slots): Bless, Cure Wounds, Dissonant Whispers, Healing Word 2nd level (3 slots): Aid, Phantasmal Force, Silence 3rd level (2 slots): Fear, Animate Dead, Mass Healing Word Actions Ceremonial Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 3 (1d4+1) slashing damage. The Pelagic perform human sacrifices during certain phases of the moon, before feasting on what remains after their vile god has been appeased. But when their raiders bring sacrifices that are already deceased -which commonly are sailors or those that have been deemed unworthy for the offering - the twisted Pelagic Shamans turn these bloated corpses into Drowned Thralls with their unholy magic. Drowned Thrall Medium undead, neutral evil Armor Class 10 (Natural Armor) Hit Points 22 (3d8 + 9) Speed 25 ft. STR DEX CON INT WIS CHA 13 (+1) 9 (-1) 16 (+3) 6 (-2) 8 (-1) 5 (-3) Damage Immunities poison Damage Vulnerabilities radiant Condition Immunities exhaustion, poisoned Senses darkvision 60 ft. passive Perception 9 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 1/2 (100 XP) Slow Start. When rolling initiative the Drowned Thrall’s Explode Action needs to recharge before it can be used. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1 d6+1) bludgeoning damage. Instead of dealing damage the Drowned Thrall can choose to grapple the target instead. Explode (Recharge 5-6). The Drowned Thrall explodes, instantly killing it. Each creature within 10 feet of the Drowned Thrall must make a DC 13 dexterity saving throw. On a failed save a creature takes 13 (3d8) necrotic damage. On a successful one a creature only takes half damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Deep Stinger Mysterious, elegant, ethereal, and even hauntingly beautiful, the Deep Stinger is a giant jellyfish-like creature that, like their marine cousins, gracefully floats through the salty air of the Cove. When they encounter prey, they attack and immobilize them with their paralyzing and disease-ridden stingers. Once rendered unable to flee or fight back, they then latch onto their prey and feast on their blood. Sea Maggot Simple-minded creatures that have been enthralled by Pelagic sorcery, Sea Maggots appear to be mutated Sea Snails and are the closest thing the Pelagics have to domesticated pets. While they are neither fast or physically strong, they make up for these deficiencies with an incredibly tough shell that can repel even the heaviest of blows and the ability to spit an extremely sticky and disease-ridden slime. This slime ensnares their prey, leaving them open to being slain by their masters. Deep Stinger Medium beost, unaligned Armor Class 12 (Natural Armor) Hit Points 13 (3d8) Speed 0 ft., fly 30 ft. (hover), swim 30 ft. STR dex con INT WIS CHA 8 (-1) 13 (+1) 11 (+0) 2 (-4) 12 (+1) 2 (-4) Damage Resistances bludgeoning Damage Vulnerabilities poison Condition Immunities blinded, grappled, prone Senses blindsight 30 ft. (blind beyond this radius) passive Perception 11 Languages -Challenge 1/4 (50 XP) Floating. The Deep Stinger cannot fly higher than 5 feet above any surface. Actions Gouge. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. Shocker. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1 d4+1 ) lightning damage. The target must succeed on a DC 10 Constitution saving throw or is stunned until the end of its next turn. Sea Maggot Small beast, unaligned Armor Class 16 (Natural Armor) Hit Points 7 (2d6) Speed 15 ft., climb 15 ft. STR DEX CON INT WIS CHA 10 (+0) 6 (-2) 11 (+0) 2 (-4) 7 (-2) 3 (-4) Damage Vulnerabilities poison Senses darkvision 60 ft. passive Perception 8 Languages -Challenge 1/4(50 XP) Gastropod. The Sea Maggot ignores movement restrictions caused by diffifult terrain. Additionaly the Sea Maggot can climb difficult sufaces, including upside down on ceilings, without needing to make an ability check. Disease Carrier. A Sea Maggot has a 25% chance of carrying a disease determined by the Dungeon Master. Shell. As long as the Sea Maggot Is not prone, bludgeoning, piercing and slashing damage that It takes from non-magical weapons is reduced by 2. Actions Brine. A creature within 30 feet of the Sea maggot, that it can see, must make a DC 13 Dexterity saving throw. On a failure the creature suffers 1 d4 acid damage and its speed is halved until the end of its next turn. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Siren Human women who are unfortunately not killed by the malignent Pelagic on their raids are abducted into the darkest depths of the cove. It is unknown what unspeakable rituals and perverse incantations produce a creature such as the Siren, a malformed abomination of desceptive allurement. What is known is that the pelagic protect these creations with great devotion and rarely leave them unprotected. A siren’s grotesque appearence may detract from this creatures beguiling nature, as she is able to enchant and dominate even the most stalward mind with the tune of her song. Siren Large monstrosity, neutral evil Armor Class 14 (Natural Armor) Hit Points 84 (13d 10 + 13) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 13 (+1) 8(-1) 12 (+1) 16 (+3) Senses darkvision 120 ft. passive Perception 11 Languages Aquan, Common Challenge 5 (1800 XP) Amphibious. The Siren can breath underwater. Innate Spellcasting. The siren's spellcasting ability is Charisma (spell save DC 14). The siren can innately cast the following spells, requiring no material components: At will: Charm Person Actions Multiattack. The Siren makes 2 attacks with her Claws. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8+2) slashing damage. Pressure Crash (Recharge 4-6). Each creature in a 10-foot-radius sphere centered on a point within 60 feet of the Siren must make a DC 14 Constitution save. A creature takes 8 (2d8) thunder damage and 8 (2d8) psychic damage on a failed save or half as much damage on a successful one. Song Of Desire. Target creature within 60 ft of the Siren must succeed on a DC 14 Wisdom saving throw, or is charmed. A creature that cannot hear the Siren cannot be affected by Song of Desire. The Siren controls the actions of the creature for the duration of this effect, as the creature has been beguiled by the Siren. Each time the charmed creature takes damage it can repeat the saving throw against Song of Desire. If the saving throw succeeds, Song of Desire ends. If the Siren uses Song of Desire again on another target, or one minute passes, the effect ends. “These salt-soaked caverns are teeming with pelagic nightmares - they must be flushed out!” Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
The Drowned Crew In his search for eldritch knowledge the Ancestor grew weary of the prying eyes along the roads to the Hamlet. So he decided to have his more questionable deliveries recieved by marine shipments. For this purpose he employed a crew of particularly unsavory mariners, who would perform the shipments on the behest of the Ancestor. But, as the Ancestor predicted, they began to increase their tariffs in return for absolute secrecy about the dubious contents of the their new contractor. At this time the Ancestor’s resources had long been exhausted in the pursuit of his mad endeavour and he had no intention to disburse the crew. In their sleep, the Ancestor cursed the crew’s anchor to damn the Drowned Crew to sink into the dark depth of the ocean and stay there until the end of time. Sodden Crew Large undead, neutral evil Armor Class 13 (Natural Armor) Hit Points 112 (15d 10 + 30) Speed 0 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 15 (+2) 11 (+0) 16 (+3) 13 (+1) Damage Immunities poison Damage Vulnerabilities radiant Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft. passive Perception 13 Languages Common Challenge 6 (2300 XP) Curse Of The Ancestor. The Sodden Crew is bound by the Ancestor to the depths of the sea for eternity. The Crew can by no means be removed out of the ocean by forced movement, or teleportation of any kind. Only a wish spell can free the Sodden Crew of this curse. All Hands On Deck!. At the beginning of the Sodden Crew’s turn, the captain can ring his Bell to summon one Drowned Anchorman. The Sodden Crew can only summon one Drowned Anchorman and cannot summon additional ones, until the summoned Drowned Anchorman is killed. Innate Spellcasting. The sodden crew's spellcasting ability is Wisdom (spell save DC 14). The sodden crew can innately cast the following spells, requiring no material components: At will: Bane, Command Actions Multiattack. The Sodden Crew makes 2 Boarding Clutch attacks and casts a spell. Boarding Clutch. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 13 (2d10+2) piercing damage. Drink With The Dead (Recharge 4-6). Part of the Sodden Crew invites a creature within 60 feet of it to bouse alongside it. The creature must make a DC 14 Wisdom saving throw. On a failure it suffers 22 (4d10) psychic damage and has disadvantage on all saving throws until the beginning of the Sodden Crew's next turn. On a success it only suffers half as much damage and has no disadvantage on saving throws. Drowned Puller Medium undead, neutral evil Armor Class 13 (Natural Armor) Hit Points 25 (3d10 + 9) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 9 (-1) 16(+3) 8 (-1) 12 (+1) 11 (+0) Damage Immunities poison Damage Vulnerabilities radiant Condition Immunities charmed, exhaustion, frightened, poisoned Senses darkvision 60 ft. passive Perception 11 Languages -Challenge 0 (10 XP) Member Of The Crew. The Drowned Puller must always remain within 60 feet of the Sodden Crew. If it begins its turn further away from the Sodden Chrew than 60 feet it takes 10 (2d10) force damage. Sadistic Restoration. Whenever a creature fails its initial saving throw against the Drowned Puller’s Heave To! The Drowned Puller is restored back to its full hit points. Actions Heave To!. A creature within 30 feet of the Drowned Puller must succeed on a DC 14 Dexterity throw or the creature is entrapped in an illusion of drowning. The character is paralyzed and suffers 8 (2d8) psychic damage at the beginning of its turn. When the character is dropped to 0 hit points the character is no longer paralyzed and this effect ends. When the Drowned Puller suffers damage a creature under the effect of "Heave to!" can make a DC 14 Wisdom saving throw. On a successful saving throw the creature breaks through the Illusion and is no longer under the effect of this attack. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Beasts Beast are savage animals that have been tainted by the spreading darkness or awakened by those who trespass into their ancient domain. Maggot Maggots are the larval form of the common housefly. They are found anywhere where death is prevalent and rotting meat can be found in abundance, but the ones around the Estate seem far larger and more aggressive than normal. Speculations abound as to why they have grown to immense size instead of pupating and maturing into flies. One possibility is that the corruption plaguing the Estate prevents them from maturing any further. Another is that feeding on the corpses left over from the Ancestor's experiments in Necromancy caused changes within them. Maggot Tiny beast, unaligned Armor Class 10 Hit Points 5 (1d12 -1) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 8 (-1) 2 (-4) 8 (-1) 4(-3) Damage Resistances poison Senses darkvision 60 ft. passive Perception 9 Languages -Challenge 1/8(25 XP) Disease Carrier. Maggots are known for carrying deseases of many kinds. A Maggot has a 25% chance of carrying a disease determined by the Dungeon Master. Crawling Movement. The Maggot's movement is not impeded by difficult terrain. Actions Nibble. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 4 (1 d6+1 ) piercing damage. The target must succeed on a DC 13 Constitution saving throw or is poisoned until the end of it's next turn. Carrion Eater The Carrion Eaters were originally meek, worm-like scavengers that lived in the Warrens, living short and pathetic lives as they fed upon the tiny bits of waste dripping into the sludge-filled tunnels they called home. That all changed when the Swinefolk started occupying the Warrens; their less-than-refined eating habits brought much more generous amounts of scraps for the Carrion Eaters to eat and thrive off. Now the Carrion Eaters crawl happily within the filth and grime of the plague-soaked corridors, or any other place that is luring them with the smell of death and decay, spreading sickness and disease on whatever they can sink their grotesque fangs into. Carrion Eater Small beast, unaligned Armor Class 11 (Natural Armor) Hit Points 15 (2d 12 + 2) Speed 25 ft. STR DEX CON INT WIS CHA 12 (+1) 9 (-1) 12 (+1) 2 (-4) 10 (+0) 3 (-4) Damage Immunities poison Senses darkvision 120 ft. passive Perception 10 Languages -Challenge 1/4(50 XP) Keen Smell. The Carrion Eater has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The Carrion Eater can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Disease Carrier. A Carrion Eater has a 25% chance of carrying a disease determined by the Dungeon Master. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage plus 2 (1d4) poison damage.
Spiders As the corruption spread across the Estate, its malefic influence turned many mostly harmless creatures into monstrous beasts. The Spiders being an excellent example of this. Once upon a time, these arachnids were a small, ordinary species native to these lands that solely preyed upon other small insects and arachnids. However, as the corruption took hold, it caused them grow to immense size and enhanced their innate abilities and strength, which has allowed them to prey on larger game, including humans. Unlike most other spiders which are solitary hunters, these ones are highly social and often hunt in groups. Webber Small beast, unaligned Armor Class 13 (Natural Armor) Hit Points 7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 13 (+1) 10 (+0) 2 (-4) 10 (+0) 4 (-3) Skills Stealth +4 Senses blindsight 10 ft., darkvision 60 ft. passive Perception 10 Languages -Challenge 1/4 (50 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 3 (1d6) poison damage Web (Recharge 4-6). The target must succeed on a DC 12 dexterity saving throw or is restrained by webs. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage) Webber Webbers are widely considered to be the females of their species due to their more washed out colors and markings. Instead of generating venom, the females are capable of producing webbing which they can use to create their nests and to catch prey. Spitter Spitters are widely considered to be the males of their species, due to their bright colors and spiked abdomens. Unlike the females, which are capable of producing webbing, the males are able to spit blobs of caustic venom from their mandibles with deadly accuracy. Spitter Small beast, unaligned Armor Class 13 (Natural Armor) Hit Points 7 (2d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 4 (-3) Skills Stealth +4 Senses blindsight 10 ft., darkvision 60 ft. passive Perception 10 Languages• Challenge 1/4 (50 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage plus 2 (1d4) poison damage Spit Venom (Recharge 4-6). Ranged Weapon Attack: +3 to hit, range 30/60 ft., one creature. Hit: 7 (2d6) poison damage.
Rabid Gnasher Medium beast, unaligned Rabid Gnasher These poor beasts were warped and twisted to bear the likeness of the Weald as it is now; a blackened evil that seeks nothing but death. The Gnashers are very agile beasts found in the Weald, and will never be alone, for they hunt in menacing packs surrounding the area. On rare occasions they accompany Brigands on their vicious raids. Their howls and snarling can be heard echoing through the thickened groves, always scanning its prey and waiting for the chance to strike. Armor Class 13 (Natural Armor) Hit Points 10 (3d8 - 3) Speed 45 ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 9 (-1) 2 (-4) 10 (+0) 4 (-3) Damage Resistances poison Senses darkvision 60 ft. passive Perception 10 Languages -Challenge 1/8 (25 XP) Keen Smell. The Rabid Gnasher has advantage on Wisdom (Perception) checks that rely on smell. Hit And Run. When the Rabid Gnasher makes an attack against a creature, it does not provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.
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 '«A,. 1 '"'CL, «i ■v»,*. ‘VS •*- J11 k> 2ä <?iS5 V- -* ^ ^ 7Ä“" Brigand Pounder One of the powerful cannons used by the “Brigands Brigade” to quench the uprising in the hamlet. Brigand 8 Pounder Large Object Brigand Bloodletter One of the members of the infamous "Brigands Brigade", the Brigand Bloodletter is a hulking, battle-scarred brute who typically fights in the front to shield weaker allies. Armed with a vicious cat o' nine tails whip and a deadly flintlock pistol, he is ready to give his enemies deep and bloody scars to match his. Brigand Bloodletter Medium humanoid, chaotic neutral Armor Class 12 (Leather Armor) Hit Points 60 (8d10 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 15 (+2) 9 (-1) 9 (-1) 10 (+0) Skills Athletics +4 Senses passive Perception 9 Languages Common Challenge 1 (200 XP) Actions___________________________________________________H Multiattack. The Brigand Bloodletter makes 2 Cat O' Nine Tails attacks. Cat O' Nine Tails. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 8 (3d4+1) slashing damage. Flintlock Pistol. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft., or range 30/120 ft., one target. Hit: A (1d6+1) piercing damage. This attack is made with advantage and deals 4 (1d6) additional damage if the target is within 5 feet of the Brigand Bloodletter. Punishment (4-6). The Brigand Bloodletter unleashes a barrage of wild whip lashes. Each creature in a 15-foot cube originating from the Brigand Bloodletter must make a DC 13 Dexterity saving throw. On a failed save, a creature takes 7 (3d4) slashing damage and can't take reactions until the beginning of its next turn. On a successful save, the creature takes half as much damage and can still use reactions. Armor Class: 16 Hit Points: 90 Damage Immunities: poison, psychic This cannon uses gunpowder to propel anti infantery shells. Before it can be fired, the Pounder must be loaded and aimed. It takes one action to load the weapon. To fire the Pounder a creature must spend an action to operate it. The Pounder fires at the beginning of the operating creature’s next turn, unless the creature is no longer operating it. When the Pounder fires, roll a 20-sided dice. On a roll between 1-7 the cannon missfires and does not fire this turn. 8 Pund Shell. Each creature in a 20 foot sphere centered on a point within 200 feet must make a DC 14 Dexterity saving throw. A target takes 10 (3d6) bludgeoning and 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
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Bone Defender Bone Arbalist Once a proud shieldbearer, the Bone Defenders were honorable and loyal soldiers that served the family in ages long since passed. Holding the line on the battlefield with shield and trusty axe, those who were slain on the field of battle were given a place within the crypts of the Ruins among those who fought and died on the battlefield for the family’s name and glory. It protects its unholy allies with his own body, holding the line with his sturdy shield and armor. Bone Defender Medium undead, lawful evil Armor Class 15 (Chain Shirt 8< Shield) Hit Points 45 (6d10 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 15 (+2) 6 (-2) 8 (-1) 5 (-3) Damage Immunities poison Damage Vulnerabilities bludgeoning, radiant Condition Immunities exhaustion, poisoned Senses passive Perception 9 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 1 (200 XP) Pile Of Bones. When killed, the Bone Defender's corpse becomes difficult terrain. Actions Multiattack. The Bone Defender makes one Battle Axe and one Shield Bash attack. Battle Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit. 5 (ld8+1) slashing damage. Shield Bash. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit 3 (Id4+1) bludgeoning damage. If the creature is size large or smaller it makes a DC 13 Strength saving throw. On a failure the creature is pushed back 5 feet. Reactions________________________________________________ Foul Warding. When a creature the Bone Defender can see attacks a target other than itself that is within 5 feet of it, it can impose disadvantage on the Attack roll. A marksman and crossbow expert in life, the Bone Arbalist served as part of the regiment of honorable and loyal soldiers who served and defended the family in ages long since passed. Standing tall on the bastions and battlements, they would keep an ever watchful eye out for foreign invaders and occasional troublemakers. For their service, they earned a place among the others who fought and died for the family within the crypts of the Ruins. Now drafted into the service of the Necromancer this skeletal archer stalks the halls of the Ruins, ready to stop any and all trespassers with a well-placed crossbow bolt. Bone Arbalist Medium undead, lawful evil Armor Class 12 (Armor Scraps) Hit Points 18 (4d8) Speed 30 ft. str dex con int wis CHA 10 (+0) 14 (+2) 11 (+0) 6 (-2) 8 (-1) 5 (-3) Damage Immunities poison Damage Vulnerabilities bludgeoning, radiant Condition Immunities exhaustion, poisoned Senses darkvision 60 ft. passive Perception 9 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 1/2 (100 XP) Pile Of Bones. When killed, the Bone Arbalist's corpse becomes difficult terrain. Deadly Aim. The Bone Arbalist deals an additional 3 (1d6) damage with a ranged attack, if it has advantage on the Attack roll. Actions Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10+2) piercing damage. Bayonette Jab. Melee Weapon Attack: +4 to hit, reach 5 ft., Hit 4 (1d4+2) slashing damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Bone Courtier There are innumerable graves, tombs and crypts within the Ruins, serving as final resting places for many of the people who used to call that place home. These burial grounds are filled with servants, warriors, and heroes alike, people that served the great family with honor and loyalty. Like the family, some of them were of noble blood. The Bone Courtiers appear to be nobles, perhaps in life they were friends or allies to the family or they may even have been some of their ancient long forgotten ancestors. Though not born warriors in life, these deceased noblemen were still brought back to serve the Necromancer's dark purposes. Their decadent taste persist even in death, drinking their minds away and inviting heroes to madness with the tainted contents of their goblet. With just a few splashes from their unholy goblet, the Bone Courtiers are more than able to drive even hardened adventurers to the brink of insanity. ____ Bone Courtier Medium undead, lawful evil Armor Class 12 (Armor Scraps) Hit Points 18 (4d8) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 11 (+0) 6 (-2) 8 (-1) 14 (+2) Damage Immunities poison Damage Vulnerabilities bludgeoning, radiant Condition Immunities exhaustion, poisoned Senses passive Perception 9 Languages Understands All Languages It Spoke In Life But Can’t Speak Challenge 1/2 (100 XP) Pile Of Bones. When killed, the Bone Courtier's corpse becomes difficult terrain. Actions Tempting Goblet. Ranged Spell Attack: +4 to hit, reach 5 ft., or range 30 ft., one creature. Hit: 3 (ld6) necrotic damage. The target must make a DC 13 Wisdom saving throw. On a failure the target is afflicted by the effect of the Bane spell for one minute. Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 3 (1 d4+l) slashing damage. “The Fiends must be driven back. And what better place to begin than the seat of our noble line?” Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Necromancer One of his earliest pursuits for forbidden knowledge, the Ancestor began to conduct experiments which would grant him mastery over life and death. His experiments started out small and humble but his ambition and his experiments grew so large that he needed help. So, he invited several scholars to study with him, only to murder them in their sleep after he'd learned all their secrets. To show off his newfound powers, he had them brought back through necromancy with much of their intellect intact, but with none of their humanity left. The Necromancer and his Apprentices now lurk within the ruins, using their magic to bring the corpses buried deep beneath the ground back to life as their servants and continuing their unholy experiments with necromancy. Without any spark of humanity, humility or even sense of common human morals, the Necromancers stopped questioning themselves on what they were doing was right, and their experiments became ever more darker and more twisted over time. Now, the Ruins are completely overrun by the Undead, and the Necromancer and his Apprentices have mastered their dark arts. With their experiments, they have become creatures that have not only transcended life and death, but have become something beyond human understanding. Necromancer Apprentice Medium undead (human), lawful evil Armor Class 11 (14 with Mage Armor) Hit Points 90 (12d10 +24) Speed 30 ft. STR DEX CON INT WIS CHA 13(+1) 12 (+1) 14(+2) 15(+2) 13(+1) 10(+0) Saving Throws Int +5, Wis +4 Skills Arcana +5, Perception +4 Damage Immunities poison Damage Vulnerabilities radiant Condition Immunities exhaustion, poisoned Senses darkvision 60 ft. passive Perception 11 Languages Understands All Languages It Spoke In Life But Can't Speak Challenge 5(1800 XP) The Crawling Dead. Anytime the Necromancer Apprentice uses a Necromancy Spell of Level 1 and 2, it summons one "Bone Rabble” within 10 feet of it which lasts for one minute. Anytime the Necromancer Apprentice uses a Necromancy Spell of Level 3 or higher, it summons one "Bone Soldier" within 10 feet of it, which lasts for one minute. Spellcasting. The necromancer apprentice is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necromancer apprentice has the following wizard spells prepared: Cantrips (at will): Chill Touch. Message. Mold Earth. Toll the Dead 1st level (4 slots): Cause Fear. False Life. Mage Armor. Ray of Sickness 2nd level (3 slots): Blindness/Deafness. Darkness. Ray of Enfeeblement 3rd level (3 slots): Animate Dead. Dispell Magic Life Transference. Vampiric Touch 4th level (1 slots): Phantasmal Killer Actions The Flesh Is Willing. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 22 (4dl0) necrotic damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Cultists Devoted and fanatical followers of the Old Gods, they were drawn to the Estate by either witnessing visions of or hearing rumors about the thing that sleeps within the depths of the Darkest Dungeon. Up until recently, these heretics used to practice their dark and blasphemous religion in secret; far away from the ever watchful eye of the Church of Light. However, now that their ranks have grown substantially in both number and strength, they have begun to conduct their unholy rituals and human sacrifices openly; all in the hopes of awakening the god that lays slumbering below and joining it in glorious ascension. Cultist Acolyte Medium humanoid, neutral evil Armor Class 13 (leather armor) Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 12 (+1) 12 (+1) 11 (+0) 8 (-1) 16 (+3) Senses passive Perception 9 Languages Common Challenge 1 (200 XP) Spellcasting. The Cultist is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following spells: Cantrips (at will): Eldritch Blast, Mage Hand 1st-2nd level (2 2nd-level slots): Arms of Hadar, Cause Fear, Command, Ray of Enfeeblement. Actions Dagger. Melee Weapon Attack: +3 to hit. reach 5 ft.. Hit: 3 (1 d4+1) slashing damage. Eldritch Blast. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5 (1 d 10) force damage. Cultist Acolyte Acolytes are the dark priestesses of their religion. While Acolytes lack raw physical strength, they more make up for it by using their unholy and arcane incantations to ravage the minds of those who cross their path. Cultist Brawler Cultist Brawlers serve as the assistants and bodyguards to the Cultist Acolytes. They use their sharped blades to inflict deep, gaping wounds on their victims. They constantly patrol the various areas of the Estate in search of new sacrifices or to slaughter any who would dare oppose their mission. Cultist Brawler Medium humanoid, neutral evil Armor Class 11 (none) Hit Points 45 (6d12 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 9 (-1) 8 (-1) 11 (+0) Senses passive Perception 9 Languages Common Challenge 1 (200 XP) Rend For The Old God. When the Brawler scores a hit with a melee weapon attack on a target, its melee weapon attacks have advantage on the same target until the end of its turn. Actions Multiattack. The Cultist Brawler makes 2 Claw attacks. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8+2) slashing damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Madman A deranged lunatic that recently escaped from the local insane asylum. Ceaselessly tormented by terrifying visions and revelations he traveled to the Estate in the hopes of finally finding the source of what haunts his mind. However, what he found there did not give him peace, but instead finally drove him over the edge into the infinite depths of madness. With his mind fully broken he aimlessly wanders the Estate, driving any poor souls unfortunate enough to cross his path insane with his litany of curses, insane ramblings, and terrible revelations. Madman Medium humanoid, chaotic neutral Armor Class 14 (Straitjacket) Hit Points 16 (3d10) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 11 (+0) 10 (+0) 5 (-3) 16 (+3) Damage Vulnerabilities psychic Senses passive Perception 7 Languages -Challenge 1/2 (100 XP) Doomsaying. Any creature that ends its turn within 20 feet of the Madman must make a DC 13 Wisdom saving throw. On a failure the creature has disadvantage on Wisdom saving throws as long as the creature is within 20 feet of the Madman. Innate Spellcasting. The madman's spellcasting ability is Charisma (spell save DC 13). The madman can innately cast the following spells, requiring no material components: 2/day each: Dissonant Whispers Actions Accusation. A target within 60 feet that can hear the Madman must succeed on a DC 13 wisdom saving throw or take 1 d4 psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn. Mad Flailing. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4-1) damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
The Prophet Around the same time the Ancestor began the excavations beneath the Manor, there arrived a man at the Hamlet, and he decried publicly that the Ancestor was a harbinger of doom if he wasn't stopped. While appearing to be a dirty homeless man, this Prophet seemed to possess an uncanny amount of knowledge about the Ancestor’s ambitions and secretive experiments he had done. He drew the attention of the townsfolk with his wild speculations and prophecies, which may have inspired the people of the Hamlet to rebel against the Ancestor and his blasphemous experiments. Nothing the Ancestor did could stop this prophet, and all murder attempts failed as well, doing nothing to quell the growing worries and suspicions of the townsfolk about him and his secret experiments. The Ancestor eventually lured the Prophet to the dig site underneath the Manor where he revealed all of his plans to the prophet and showed him what he had dug up, resulting in the prophet completely losing what sanity he had left, tearing out his own eyes and running away, screaming that the end was upon us all. Today, the Blind Prophet continues his apocalyptic ravings in the darkness of the Ruins, becoming the leader of the Cultists that wander the land. Instead of warning people of the coming doom, he uses his power of prognostication to tell his new flock about the wonders their new god will bring, what wondrous gifts will bestow upon the faithful, and the new world their new god will create for them when he finally awakens from his countless eons of slumber. if? ^y Sonorous Prophet Medium undead (human), chaotic evil Armor Class 14 (Natural Armor) Hit Points 157 (15d12 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 9 (-1) 18 (+4) 12 (+1) 7 (-2) 16 (+3) Saving Throws Wis +1, Cha +6 Damage Immunities poison Condition Immunities poisoned, exhaustion, charmed, blinded Senses blindsight 60 ft. passive Perception 8 Languages Common Challenge 6 (2300 XP) Unnatural Vigor (1/day). Once per day the Prophet can reroll a saving throw that he fails. If he does so, he must use the new roll. Rubble Of Ruin. Any creature that is under the effect of Calamitous Prognostication must make a DC 14 Dexterity saving throw at the beginning of the Prophets turn, as calamity strikes. On a failed save, the target is hit by a falling object and takes 27 (6d8) bludgeoning damage. After the creature made its saving throw, it is no longer under the effect of Calamitous Prognostication. Actions Multiattack. The Prophet uses Calamitous Prognostication and makes one other attack. Calamitous Prognostication. The Prophet foresees doom for a visible creature within 120 feet of himself. Fulminate. The Prophet unleashes the foul vapours within his own decomposing body. Each creature in a 20-foot-radius centered on the Prophet must make a DC 14 Constitution saving throw. On a failed save a creature takes 10 (3d6) poison damage and is poisoned until the end of its next turn. On a successful save the creature takes half as much damage and is not poisoned. Eyes On You. A visible creature within 120 feet of the Prophet that can see him must succeed on a DC 14 Wisdom saving throw or takes 7 (2d6) psychic damage and is stunned until the end of its next turn. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) bludgeoning damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Swine Folk Many years ago, when the Ancestor still had a small vestige of human decency left within him, he decided to use pigs as test subjects for his grim experiments rather than humans. Since the flesh of pigs is so similar to that of humans, they made nearly perfect vessels for the eldritch entities he was attempting to summon via blood magic and dark rituals. Many of the pigs that were possessed by these unspeakable horrors began to walk upright and gained more human-like features and intelligence, while others became weak and misshapen wretches. When the Ancestor discovered the ancient Warrens, he repurposed them into a dumping grounds for his most underwhelming results and disappointing failures. Today, the Warrens have become home to the descendants of those experiments called The Swinefolk, a warrior race of pig people whose sole desire is to butcher and feed on any human they can get their hoofed claws on. Swine Wretch Medium beast, chaotic evil Armor Class 12 (Natural Armor) Hit Points 17 (2d 12 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 2 (-4) 10 (+0) 4 (-3) Damage Resistances poison Senses darkvision 60 ft. passive Perception 10 Languages -Challenge 1/2 (100 XP) Actions Vomit. Ranged Weapon Attack: +4 to hit, range 30/40 ft., one target. Hit: 7 (2d6) acid damage. The target must succeed on a DC 12 saving throw or is poisoned until the end of its next turn. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Swine Slasher Medium beast, chaotic evil Armor Class 13 (Armor Scraps) Hit Points 30 (4d12 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 13 (+1) 6 (-2) 10 (+0) 7 (-2) Skills Stealth +5 Damage Resistances poison Senses darkvision 60 ft. passive Perception 10 Languages - Challenge 1 (200 XP) Perverse Amalgam. The Swine Slasher has 2 creature types: humanoid and beast. It can be affected by game effects if it works on either of its creature types. Hook It Where It Hurts (1/Turn). The Swine Slasher deals an extra 10 (3d6) damage when it hits a target with a weapon Attack and has advantage on the Attack roll, or when the target is within 5 ft. of an ally of the Swine Slasher that isn't Incapacitated and the Swine Slasher doesn't have disadvantage on the Attack roll. Actions Hook. Melee Weapon Attack: +4 to hit, reach 5 ft.. Hit: 5 (1 d6+2) slashing damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Swine Chopper This large, brutish and disgusting hybrid of man and pig is the one of the more common and healthier specimens of the Swinefolk, serving simultaneously as meat butchers and warriors. When not ferociously butchering the cold and mangled flesh of his soon-to-be dinner, the Swine Chopper will happily test its bloody, serrated cleaver upon the bodies of naive adventurers who might happen upon its squalid home. Slow and hulking, the Chopper relies on its trusty ball and chain to end tiresome chases with ruthless and brain-splattering efficiency. Swine Chopper Medium beast, chaotic evil Armor Class 14 (Armor Scraps) Hit Points 47 (Sd12 + 15) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 7 (-2) Damage Resistances poison Senses darkvision 60 ft. passive Perception 10 Languages -Challenge 1 (200 XP) Perverse Amalgam. The Swine Chopper has 2 creature types: humanoid and beast. It can be affected by game effects if it works on either of its creature types. Actions Multiattack. The Swine Chopper makes 2 Cleaver attacks. Cleaver. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 6 (1d10+1) slashing damage. Ball And Chain (Recharge 5-6). Ranged Weapon Attack: +3 to hit, range 20 ft., Hit: 5 (1d8+1) bludgeoning damage. The target must succeed on a DC 13 Constitution saving throw or is stunned until the end of its next turn. Swine Drummer A cruel and twisted parody of militiamen and clergy, the Swine Drummer is the closest thing the Swinefolk have to a spiritual leader. Carrying the sigils and idols of their "religion" and pounding on drums made from the flayed skin of its victims, these boars serve as the rallying point for their brethren as they head into battle. Hailing from a primitive warrior society, the Swine Drummer's playing shows none of the finesse or refinement found in human drummers; instead, they simply bang on the drum as loudly as possible. Swine Drummer Medium beast, chaotic evil Armor Class 12 (Armor Scraps) Hit Points 34 (4d12 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 13 (+1) 14 (+2) 6 (-2) 11 (+0) 8 (-1) Damage Resistances poison Senses darkvision 60 ft. passive Perception 10 Languages -Challenge 1 (200 XP) Perverse Amalgam. The Swine Drummer has 2 creature types: humanoid and beast. It can be affected by game effects if it works on either of its creature types. Actions Drum Of Frenzy. The Swine drummer chooses one ally within 30 feet. The next attack the ally makes has advantage. An ally cannot be affected if it can't hear the Swine Drummer. Club. Melee Weapon Attack: +2 to hit, reach 5 ft., Hit: 2 (1 d4) bludgeoning damage. Reactions__________________________________________________ Drum Of Debillltation. When a creature that the Swine Drummer can see within 60 feet of it makes an Attack roll, an ability check, or a damage roll, it can use its reaction to subtract the number rolled by 1d6. The creature cannot be affected if it can't hear the Swine Drummer. i — ____ . i Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
Swine Prince & Wilbur After countless failures in the Ancestor’s pursuit to summon beings from the outer spheres, which resulted in the creation of the Swinefolk and other far more horrid abominations, he eventually managed to summon a particularly powerful entity, and the pig it possessed grew to a gargantuan size. The resulting abomination he had summoned was brutish as it was stupid. After he had pried all the knowledge he could gain from the entity and could not learn anything new from it, the Ancestor moved the abomination into the Warrens with the rest of his failed experiments. Wilbur is a small and skittish Swine that has somehow become the companion and controller of the frighteningly powerful and stupid Swine Prince. In battle, the Swine Prince takes orders from Wilbur and protects him, falling into fits of blind rage whenever Wilbur is hurt. It can be safely assumed that Wilbur and the Swine Prince share some sort of connection, perhaps even prior to their cruel transformations. The Flesh The Ancestor eventually got tired of his attempts at demonic summoning, with his most successful creation being the uselessly stupid and ravenous Swine Prince. He was left with the problem of a massive amount of demon-possessed pig flesh that couldn't easily be disposed of. The Ancestor found the solution to this problem once his excavations broke into a vast, ancient system of tunnels and aqueducts. He poured the nightmarish, shape-shifting flesh into the Warrens, and promptly forgot about it. Over the years the twisted half-corpses of shifting flesh merged together into one mountainous mass of snout, hoof, gristle and bone with countless mouths, teeth and eyes. Slowly, it began crawling deeper into the sewer labyrinth, searching for food, devouring anything that is unfortunate to come within its path. The Swinefolk that made the Warrens their home both fear and worship this abomination of formless flesh, bringing it daily offerings and human sacrifices to keep it appeased, so that it does not decide to eat them. “They breed quickly down there in the dark, but perhaps we can slay them even faster.” Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
C&riïr J* ^ , . ^ ^¿^rrr*4 ^ «-W ^ mL qJSS •*'—* -î. vÜTïT ‘S1- ^ <1K ‘°U‘»^ P«*L Swine Prince Large beast, chaotic evil Wilbur Small beast, chaotic evil Armor Class 12 (Armor Scraps) Hit Points 157 (15d12 +60) Speed 30 ft. Armor Class 15 (Armor Scraps) Hit Points 34 (4d12 + 8) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 7 (-2) 18 (+4) 6 (-2) 12 (+1) 7 (-2) STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 8 (-1) 10 (+0) 8 (-1) Saving Throws Str +7, Con +7 Damage Resistances poison Senses darkvision 60 ft. passive Perception 11 Languages - Challenge 6 (2300 XP) Saving Throws Dex +6 Skills Acrobatics +6 Damage Resistances poison Senses darkvision 60 ft. passive Perception 10 Languages - Challenge 0(0 XP) Perverse Amalgam. The Swine Prince has 2 creature types: humanoid and beast. It can be affected by game effects if it works on either of its creature types. Wilbur. The Swine Prince is always in company of its little friend Wilbur. If Wilbur dies within the Swine Prince's sight Enraged Destruction loses its recharge property and deals an additional 6 (1 d12) slashing damage. Actions Perverse Amalgam. Wilbur has 2 creature types: humanoid and beast. It can be affected by game effects if it works on either of its creature types. The Swine Prince. Wilbur is always in company of his big friend the Swine Prince. Cunning Action. On each of his turns, Wilbur can use a Bonus Action to take the Dash, Disengage, or Hide action. Multiattack. The Swine Prince makes 2 Giant Cleaver attacks. Actions Giant Cleaver. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 20 (3d 10+4) slashing damage. Enraged Destruction (5-6). The Swine Prince unleashes wild, rampaging swings. Each creature within a 15-foot cube originating from the Swine Prince must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 19 (3d12) slashing damage and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone. End This One. Wilbur uses his flags to signal The Swine Prince which target to attack. Wilbur can choose one creature within 60 feet of him. Until the end of the Swine Princes next turn, its attacks have advantage against that creature. Squeal. Each creature within 5 feet of Wilbur must make a DC 15 Constitution saving throw. On a failed save the creature takes 7 (2d6) thunder damage. Hit. Melee Weapon Attack: +3 to hit, reach 5 ft., Hit: 3 (1d4+1) bludgeoning damage. Reactions Enraged Swing. Whenever Wilbur takes damage by a hostile creature's attack, while within the Swine Princes sight, it immediatly recharges and uses Enraged Destruction. The attack deals an additional 6 (1 dl2) slashing damage. i Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
The Flesh (Head) Medium monstrosity, chaotic evil The Flesh (Bone) Medium monstrosity, chaotic evil Armor Class 12 (Natural Armor) Hit Points 66 (7d12 + 21) Speed 30 ft. Armor Class 16 (Natural Armor) Hit Points 66 (7d12 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 16 (+3) 2 (-4) 12 (+1) 6 (-2) STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 16 (+3) 2 (-4) 12 (+1) 6 (-2) Damage Resistances poison Condition Immunities blinded, charmed, deafened, frightened, grappled, prone Senses darkvision 60 ft. passive Perception 11 Languages -Challenge 2 (450 XP) Damage Resistances poison Condition Immunities blinded, charmed, deafened, frightened, grappled, prone Senses darkvision 60 ft. passive Perception 11 Languages -Challenge 2 (450 XP) Collective Movement. Each part of the flesh moves along with with the first piece of Flesh within a given round. If a piece of Flesh has already moved in a round, it can move up to 10 feet as a move action on its own turn, but must stay within 5 feet of at least one piece of Flesh at any time. Collective Movement. Each part of the flesh moves along with with the first piece of Flesh within a given round. If a piece of Flesh has already moved in a round, it can move up to 10 feet as a move action on its own turn, but must stay within 5 feet of at least one piece of Flesh at any time. Morphing Monstrosity. At the beginning of each round The Flesh changes into one of 4 different Mutations. Roll a 1d4 to determine which form it takes: 1: Head 2: Bone 3: Heart 4: Rear The Flesh cannot change into the Mutation it currently has. If you roll for the same Mutation it currently has, roll again. Morphing Monstrosity. At the beginning of each round The Flesh changes into one of 4 different Mutations. Roll a 1d4 to determine which form it takes: 1: Head 2: Bone 3: Heart 4: Rear The Flesh cannot change into the Mutation it currently has. If you roll for the same Mutation it currently has, roll again. One Of A Whole. Up to 5 Flesh form one entity that shares its total hit points. Each Flesh adds its hit points to the total. When these hit points are reduced to 0, every Flesh that is part of the entity dies. Each part of the Flesh must always remain within 5 feet of at least one part of the Flesh, or takes 6 (2d6) damage at the beginning of its turn. If a part of the Flesh is not within 5 feet of at least one other part of the Flesh it must use its movement to move within 5 feet of at least one other part of the flesh. One Of A Whole. Up to 5 Flesh form one entity that shares its total hit points. Each Flesh adds its hit points to the total. When these hit points are reduced to 0, every Flesh that is part of the entity dies. Each part of the Flesh must always remain within 5 feet of at least one part of the Flesh, or takes 6 (2d6) damage at the beginning of its turn. If a part of the Flesh is not within 5 feet of at least one other part of the Flesh it must use its movement to move within 5 feet of at least one other part of the flesh. Actions Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 16 (3d8+3) piercing damage. Reactions Snapping Bite. If a hostile creature within the reach of the Flesh (Head) attacks an allied creature, the Flesh (Head) can use a reaction to make a bite attack against the triggering creature. Spine Slam. The Flesh pounds target creature within 10 feet with a grotesque spine growth. The creature and any enemy creature within a 5-foot-radius of the target must make a DC 14 Dexterity saving throw. On a failed save a creature takes 13 (3d8) bludgeoning damage and is knocked prone. On a successful save a creature takes half that damage and is not knocked prone. Spine Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 11 (2d8+2) bludgeoning damage. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
The Flesh (Heart) Medium monstrosity, chaotic evil Armor Class 10 (Natural Armor) Hit Points 66 (7d 12 + 21) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 8 (-1) 16 (+3) 2 (-4) 14 (+2) 6 (-2) Saving Throws Con +4 Damage Resistances poison Condition Immunities blinded, charmed, deafened, frightened, grappled, prone Senses darkvision 60 ft. passive Perception 12 Languages -Challenge 2 (450 XP) Collective Movement. Each part of the flesh moves along with with the first piece of Flesh within a given round. If a piece of Flesh has already moved in a round, it can move up to 10 feet as a move action on its own turn, but must stay within 5 feet of at least one piece of Flesh at any time. Morphing Monstrosity. At the beginning of each round The Flesh changes into one of 4 different Mutations. Roll a 1d4 to determin which form it takes: 1: Head 2: Bone 3: Heart 4: Rear The Flesh cannot change into the Mutation it currently has. If you roll for the same Mutation it currently has, roll again. One Of A Whole. Up to 5 Flesh form one entity that shares its total hit points. Each Flesh adds its hit points to the total. When these hit points are reduced to 0, every Flesh that is part of the entity dies. Each part of the Flesh must always remain within 5 feet of at least one part of the Flesh, or takes 6 (2d6) damage at the beginning of its turn. If a part of the Flesh is not within 5 feet of at least one other part of the Flesh it must use its movement to move within 5 feet of at least one other part of the flesh. Actions Healing Stroke. The Flesh regains 15 (3d8+3) hit points. The Flesh (Rear) Medium monstrosity, chaotic evil Armor Class 14 (Natural Armor) Hit Points 66 (7d12 + 21 ) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 16 (+3) 2 (-4) 12(+1) 6 (-2) Damage Resistances poison Condition Immunities blinded, charmed, deafened, frightened, grappled, prone Senses darkvision 60 ft. passive Perception 11 Languages -Challenge 2 (450 XP) Collective Movement. Each part of the flesh moves along with with the first piece of Flesh within a given round. If a piece of Flesh has already moved in a round, it can move up to 10 feet as a move action on its own turn, but must stay within 5 feet of at least one piece of Flesh at any time. Morphing Monstrosity. At the beginning of each round The Flesh changes into one of 4 different Mutations. Roll a 1d4 to determin which form it takes: 1: Head 2: Bone 3: Heart 4: Rear The Flesh cannot change into the Mutation it currently has. If you roll for the same Mutation it currently has, roll again. One Of A Whole. Up to 5 Flesh form one entity that shares its total hit points. Each Flesh adds its hit points to the total. When these hit points are reduced to 0, every Flesh that is part of the entity dies. Each part of the Flesh must always remain within 5 feet of at least one part of the Flesh, or takes 6 (2d6) damage at the beginning of its turn. If a part of the Flesh is not within 5 feet of at least one other part of the Flesh it must use its movement to move within 5 feet of at least one other part of the flesh. Actions Lashing Bite. Melee Weapon Attack: +4 to hit, reach 30 ft., one target. Hit: 6 (1d8+2) piercing damage. The target must make a DC 11 Constitution saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one. Created by dm-tuz.tumblr.com - Artwork by Red Hook Studios
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Это всё или где-то есть ещё?
Тупанул и не проверил автора. Допилил пост со всеми работами автора на тему D&D.
Обалденно! Спасибо! Хотеть ещё!
Докинул в пост все работы автора, где монстры из DD в виде DnD мануала сделаны.
Было бы здорово собрать все подобные мануалы для ДнД под одним тегом.
Именно такие картинки или мануалы вообще?
Не совсем понимаю, какие именно картинки имеются ввиду, но думаю, что ответ мануалы. Помню на реакторе выкладывали адаптированный под правила DnD пак снаряжения из Бладборна, также был мануал по породам катжитов из TES для DnD пятой редакции, очень неудобно искать подобные посты в бездне тега DnD.
Не говоря уже о том, не некоторые из таких постов, как, например, вот этот так вообще найти не получится.
Ну, для того избранное есть, как браузерное, так реакторское. А еще лучше качать.
Могу поставить тег D&D manual, там если еще найду работы туда закину + наверняка еще кто-то с реактора присоединиться и запостит, а потом уже можно будет и модера попросить, что бы тег к DnD подвязали.
Могу предложить поставить тег "Manual" или по-русски. Сейчас уже поиск нормальный, так что можно найти по "Darkest Dungeon, Manual"
если у кого-то есть ссылка на каджитов в Днд, киньте плиз
filmgirl filmgirl 14.12.201801:22 ответить ссылка -0.2
Ну... Я сделал некий "гайд", но делал для себя, так что всё "по своему". Да и не для того, чтобы каждый раз сворачивать игру, а чтобы запомнить, при создании. Пользуйся, если хочешь и считаешь достойным. Другой формат.
И да, в посте мануал, а это гайд, типо офф топ, я перепутал-проебалсо, бла-бла-бла
Главное - это мастеру моему не показывать ) Он любит вводить различные фишки в игру.
Wergis Wergis 14.12.201804:52 ответить ссылка 1.8
Мне кажется, или несколько картинок прям совсем лоурез?
NinkPT NinkPT 14.12.201808:01 ответить ссылка 0.0
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