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Prévia do material em texto

/
1
/
Index
Monsters (By Challenge Rating)
Hoplite (CR 1/4)
Storm Beast (CR 1)
Maiden Astraea (CR 1)
Fat Official (CR 2)
Phalanx (CR 3)
Fool's Idol (CR 4)
Leechmonger (CR 4)
Vanguard (CR 4)
Adjudicator (CR 5)
Armor Spider (CR 5)
Maneater (CR 6)
Old Hero (CR 7)
Dirty Colossus (CR 8)
Tower Knight (CR 8)
Flamelurker (CR 9)
Penetrator (CR 10)
Garl Vinland (CR 11)
Black Phantom Old Monk (CR 12)
Storm King (CR 14)
Dragon God (CR 16)
Old King Allant (CR 17)
Old Monk (CR ?)
Artists
Gregzilla
(https://www.patreon.com/Gregzilla)
USAうさ
(https://www.pixiv.net/member.php?
id=53229)
Wombattree
(https://wombattree.deviantart.com)
From Software
Special Thanks
I would like to give thanks to my D&D group who helped beta
test a few of these monsters, The Soulslore and Demon's Soul
wiki for some brushing up on monster background + stat
creation. The Demon's Souls wikidot for information on
weapons, /u/GreyGeist for expressing interest in the project
and giving me the idea to use Homebrewery. And finally,
/u/AeronDrake for creating the Homebrewery Formatting
Guide, giving me a crash course on how to use this program
and make it look (mostly) nice.
https://demonssouls.wikidot.com
https://soulslore.wikidot.com/demons-souls
https://demonssouls.wikia.com/wiki/Demon%27s_Souls_Wiki
https://homebrewery.naturalcrit.com/share/HJWLQsTwUZ
Version 1.0.1
PART 0 | INDEX + CREDITS
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
https://www.reddit.com/u/GreyGeist
https://www.reddit.com/u/AeronDrake
/
Phalanx
Inside the castle walls of the Boletarian Palace lies the
Phalanx, a large ooze creature that is protected heavily by
smaller oozes called Hoplites. Unlike most oozes, these two
creatures use manmade weaponry such as shields and spears
to their advantage. Phalanx, like its name implies, relies on
the Hoplites surrounding its mass to not only attack for it, but
protect it as well. When these creatures are slowly whittled
away, Phalanx is left completely helpless, it's only instinct is to
run away. At one point, the creature was possibly Long Bow
Oolan, one of King Allant's three great knights. But the
Demon's Soul has transformed her into this pitiful creature.
3
PART 1 | MONSTERS
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hoplite
Medium ooze, unaligned
Armor Class 8 (10 with shield)
Hit Points 11 (2d8 + 2)
Speed 20ft.
STR DEX CON INT WIS CHA
12 (+1) 7 (-2) 13 (+1) 3 (-4) 4 (-3) 1 (-5)
Damage Resistances poison, acid, lightning, cold
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60ft. (blind beyond this radius)
Languages -
Challenge 1/4 (50XP)
Actions
Spear Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 1) piercing damage.
Phalanx
Large ooze, unaligned
Armor Class 16 (7 when unarmored)
Hit Points 77(9d10 + 27)
Speed 20ft.
STR DEX CON INT WIS CHA
16 (+3) 5 (-3) 16 (+3) 3 (-4) 6 (-2) 1 (-5)
Damage Resistances poison, acid, lightning, cold
Damage Vulnerabilities fire
Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses blindsight 60ft. (blind beyond this radius)
Languages -
Challenge 3 (900XP)
Routed Defenses. Phalanx is protected by a hoard of
Hoplities, increasing its armor class. Whenever
Phalanx loses over 7 hit points, three Hoplites fall off
of Phalanx, appearing in an unoccupied space within
5ft of it, and reducing its armor class by 1. These
Hoplites go on Phalanx's initiative.
Routed Offense. When Phalanx is reduced to 14 hit
points, it can no longer make the attack action on its
turn or as a reaction.
Actions
Impale. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 10 (2d6 + 3) piercing damage.
Artwork by Wombattree
/
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Armor Spider
Huge beast, unaligned
Armor Class 17
Hit Points 77(9d12 + 18)
Speed 30ft., climb 30ft.
STR DEX CON INT WIS CHA
18 (+4) 10 (0) 14 (+2) 3 (-4) 11 (0) 4 (-3)
Saving Throws Str +7, Con +5
Skills Athletics +7, Perception +2
Damage Resistances fire
Senses blindsight 10ft., darkvision 120ft., passive
Perception 12
Languages -
Challenge 5 (1,800 XP)
Spider Climb Armor 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, Armor Spider
knows the exact location of any creature in contract
with that same web.
Web Walker. Armor Spider ignores movement
restrictions caused by webbing.
Actions
Multiattack. Armor Spider makes two leg sweep attacks
and either one spit fireball or spit web attack.
Leg Sweep. Melee Weapon Attack: +7 to hit, reach 10ft.,
one target. Hit 16 (3d6 + 4) slashing damage
Spit Fireball. Ranged Weapon Attack: +3 to hit, range
60/120ft., one target. Hit 17 (4d6) fire damage
Spit Web. Ranged Weapon Attack: +3 to hit, range
60/120 ft., One large or smaller creature. Hit: the
creature is restrained by webbing. As an action, the
restrained creature can make a DC12 Strength check,
escaping from the webbing on a success. The effect also
ends if the webbing is destroyed. The webbing has
AC10, 5 hit points, vulnerability to fire damage, and
immunity to bludgeoning, poison, and psychic damage.
Fire Breath (Recharge 5-6). Armor Spider exhales a
cascade of flames from its maw in a 40-foot cone. Each
creature in in that area must make a DC15 Dexterity
saving throw, taking 24 (6d6) Fire damage on a failed
save, and half as much on a successful save.
/
Fool's Idol
A long time ago the land of Latria was ruled by a benevolent
queen, who was loved by all of her subjects. Since then,
though, the queen has long since succumbed to the scourge of
the demons. But Latria's masses couldn't know the truth of
their queen's demise, so the Old Monk, the current ruler of
Latria, crafted a doll in the queen's visage. This not only
tricked the masses into thinking she was alive, but it also gave
the prisoners of Latria hope. This was not done out of the
goodness of the Old Monk's heart, however. For the most
faithful to the Fool's Idol are taken higher up the Tower of
Latria to be the subjects of horrific experimentation. The
Fool's Idol is able to harness the power of rudimentary magic,
but her true power is with the ability to create duplications of
herself. These duplications, while illusions, are still capable of
casting some of the original's spells. Finding the original
Fool's Idol and getting her to drop concentration on this
powerful ability is highly recommended if one were to attempt
to fight this creature.
Etneral Life through belief. The Fool's Idol is a powerful    
construct that can rejuvinate after being defeated. This is         
because of nearby acolytes who can keep reviving the
               idol so long as they are still breathing. Because of
                    this, the only true way to kill the Fool's Idol is to
               find where the acolyte is that's reviving her, and kill
          them. Once the acolyte is killed, the Fool's Idol will no
       longer be able to return from the dead.
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fool's Idol
Medium construct, neutral evil
Armor Class 12
Hit Points 50 (11d8)
Speed 0ft., fly 30ft. (hover)
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (0) 15 (+2) 14 (+2) 18 (+4)
Saving Throws Cha +6, Wis +4
Skills Arcana+4, Deception +6, Religion +4
Damage Resistances bludgeoning, piercing, slashing
from non-magical weapons, radiant, necrotic
Senses passive Perception 12
Languages Understands common but cannot speak it
Challenge 4 (1,100 XP)
Innate Spellcasting. The Fool's Idol's spellcasting ability is
Charisma. (DC 14) She can cast the following spells: At
will: Eldritch Blast, Light, Friends
Heretical Revival. The Fool's Idol returns to life in 1d4
hours if her summoner isn't killed when she is reduced
to 0 hit points.
Actions
Create Clones. As a bonus action, the Fool’s Idol can
create up to 1d4+1 clones of herself, with the same
stats except with HP reduced to 1. They can only cast
Eldritch Blast as an action. Their initiative count is 10.
Once this ability is used, the Fool’s Idol cannot use it
again until all clones have been destroyed. If the Fool's
Idol is attacked while these clones are still active, she
must succeed on a concentration check, or else all the
clones will disappear.
Stunning Blast. Ranged Spell Attack: +6 to hit, reach
120ft., one target. Hit (1d10) force damage. On a
successful hit, the target makes a wisdom saving throw
(DC16). On a fail, they are stunned until the end of their
next turn.
/
Vanguard
Greataxe clutched in its hand, the Vanguard stays true to its
name and blocks the way for many Slayer of Demons. While
not particularly fast, it makes up for it with powerful swings
that could send most creatures off their feet. When up against
many creatures, or one singular creature is eluding its
slashes, it will uses its wings to lift off the ground
momentarily, then sit on the creature, using its heavyset body
to its favor. The wings aren't much good for anything else, as
the Vanguard's body is too big to take off high in the air. So it's
a mystery if the wings are specifically to use as a means of
offense against slippery foes. Or, at one point, the Vanguard's
physique was much slimmer, allowing the wings to be just a
little more practical. Vanguard is one of the few greater
demons to be found in multiple locations. One of which being
the ever so mysterious Shrine of Storms. Unlike the other
greater demons found there, though, it has no known
connections to the Shadowmen. 
  Hunter of the Weak. Vanguard will try its best to search for
foes it percieves as much weaker than itself. It also vastly
prefers a one on one encounter, tipping the odds that much
more in its favor. This is because in reality, Vanguard is a
coward.
6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vanguard
Huge Monstrosity, chaotic evil
Armor Class 12
Hit Points 95(10d12 + 30)
Speed 25ft., Fly 10ft.
STR DEX CON INT WIS CHA
19 (+4) 7 (-2) 16 (+3) 4 (-3) 8 (-1) 3 (-4)
Saving Throws Str +6, Con +5
Languages -
Challenge 4 (1,100 XP)
Actions
Multiattack. Vanguard makes two attacks with its
greataxe.
Greataxe. Melee weapon attack: +6 to hit, reach 10ft,
one target. Hit: 25 (3d12 + 4) slashing damage.
Body Slam. When Vanguard is in the air, he can drop
to the ground on top of unfortunate creatures. Those
creatures must make a DC14 dexterity saving throw.
On a failure, they take 36 (6d10) bludgeoning
damage, are knocked prone and sent in an
unoccupied space within 5ft of Vanguard. On a
successful save, they are sent to an unoccupied
space within 5ft of Vanguard and only take half the
damage.
Artwork by Wombattree
/
Adjudicator
Quite some time has passed since the Shadowmen roamed
the Shrine of Storms, despite this, however, their myth and
legends still linger throughout the land like a bad dream. One
of these myths is the Adjudicator. In Shadowmen legend, this
creature dealt with souls ready to depart to the afterlife. Like
its name implies, the Adjudicator judged whether or not the
soul was worthy of eternal peace. If not, the creature would
devour them whole. Perhaps at one point the Adjudicator was
a more neutral and fair party, but nowadays, the Demon's soul
has corrupted it, making sure all who are judged by the
Adjudicator guilty and deserving of divine punishment. 
  The true Adjudicator. Upon first glance of this vile creature
one might mistake the hulking, eyeless monstrosity for the
Adjudicator, when in fact, that is incorrect. The Adjudicator is
actually the small bird resting on top of the creature. This bird
is the one who judged souls and deemed them worthy, and it
is also the one in control of the beast. The monster is capable
of sustaining heavy amounts of damage, but the Adjudicator
itself is quite frail in comparison. If one was to try and take on
this creature it would be advantagous to focus your attacks on
the golden bird rather than the monster.
Using the Adjudicator in your game
Making sure your players figure out how to fight the
Adjudicator might prove to be a little difficult. Try
to set up clues before or during the fight that would
imply that to deal the most damage to the
Adjudicator, they should target the golden bird.
Perhaps something like the bird squawking at a
character, and then the beast turns towards that
character and primes an attack.
7
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Adjudicator
Huge monstrosity, Lawful Evil
Armor Class 14 (natural armor)
Hit Points 84(8d12 + 32)
Speed 20ft.
STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 19 (+4) 3 (-4) 8 (-1) 5 (-3)
Saving Throws Str +8, Con +7
Skills Athletics +8, Religion +2
Condition Immunities None
Damage Resistances bludgeoning, piercing, slashing
from non-magical attacks
Languages -
Challenge 5 (1,800 XP)
Healing Faith. At the start of each of its turns, the
Adjudicator regains 10 hit points.
The True Adjudicator. Perched on the head of the
Adjudicator is a golden bird. This bird has the same
stats as the Raven in the Monster Manual, except its
speed is 0ft., and it cannot take actions. When this
creature is hit by an attack, all leftover damage is
redirected to the Adjudicator, ignoring damage
resistances.
Actions
Multiattack. The Adjudicator can make two attacks,
one with its great cleaver and another with its
tongue.
Great Cleaver. Melee weapon attack: +8 to hit, reach
10ft., one target. Hit: 23 (3d10 +5) slashing damage.
Tongue. Melee weapon attack: +8 to hit, reach 20ft.,
one target. Hit: 17 (3d6 + 5) bludgeoning damage.
DC17 strength saving throw or be knocked prone.
/
8
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Leechmonger
Huge monstrosity, unaligned
Armor Class 13
Hit Points 102(12d12 + 24)
Speed 40ft.
STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 15 (+2) 3 (-4) 8 (-1) 3 (-4)
Saving Throws Str +6, Con +4
Damage Immunities poison
Damage Vulnerabilities fire
Condition Immunities prone, poisoned
Senses blindsight 60ft
Languages -
Challenge 4 (1,100 XP)
Hive Regrouping. At the start of each of its turns,
Leechmonger regains 17 hit points. If Leechmonger has
taken fire damage in the last turn, then it does not gain
this benefit.
Actions
Multiattack. Leechmonger can make three attacks in one
turn using either the slam or leechball attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one
target. On hit: 14 (2d8 + 4) bludgeoning damage.
Leechball. Ranged Weapon Attack: +4 to hit, range
30/60ft., one target. On hit: 18 (4d6) Poison damage.
In addition, make a DC12 constitution saving throw. On
a failure, your speed is halved and you are considered
poisoned for one minute. On a successful save you are
immune to this effect for 24 hours.
Putrid Tantrum (Recharge 5-6) Leechmonger begins to
thrash around aimlessly, slamming its tentacles in a 20ft
radius centered on itself. All creatureswithin that space
must make a DC14 dexterity saving throw, taking 40
(8d8 + 4) bludgeoning damage and being knocked
prone on a failure, and only half damage on a successful
save.
Artwork by Wombattree
/
Tower Knight
Just outside the inner city of the Boletarian Palace waits the
mighty Tower Knight. Much like the Phalanx, the Tower
Knight was created using the form of one of King Allant's
three great warriors. This warrior being the approiately
named Alfred, knight of the tower. Alfred was known for
carrying the heaviest shield in all of Boletaria. It was said that
his shield was capable of shrugging off blows from both
physical and magical sources. Unfortunately, this once
honorbound knight is no more. All that remains is a demon
wearing this once great knight's aspect scaled to an incredible
height. Any slayer of demons must defeat this daunting foe if
they are to venture further into the Boletarian Palace.
 The Bigger They Are. While the Tower Knight might appear
to be an incredibly daunting foe, especially if you are flanked
by crossbowmen while fighting it, don't get discouraged, for
the Tower Knight has a crippling weakness that if exploited
can turn the tide of the battle immensely. This weakness is its
foundation. Tower Knight is incredibly easy to knock to the
ground, and while incapacitated in this state, it becomes much
more susceptive to damage. To ensure your survival against
this demon, keep him on the ground as much as possible.
9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Tower Knight
Huge construct, lawful evil
Armor Class 18 (20 with shield)
Hit Points 143(15d12 + 45)
Speed 25ft.
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 9 (-1) 11 (+0) 9 (-1)
Saving Throws Str +8, Con +6
Skills Athletics
Damage Resistances bludgeoning, piercing, slashing
from non-magical weapons, poison, acid, cold, fire,
necrotic, radiant
Condition Immunities poisoned
Senses passive Perception 13
Languages understands Common but cannot speak it
Challenge 8 (3,900 XP)
Kinks in the Armor. Tower Knight has disadvantage on
saving throws against being knocked prone.
Additionally, while Tower Knight is prone, he loses all
of his damage resistances.
Seige Construct. Tower Knight deals double damage
to structures and buildings.
Actions
Multiattack. Tower Knight makes two longsword
attacks and one shield bash attack.
Longsword. Melee Weapon Attack: +8 to hit, reach
10ft., one target. Hit: 23 (3d8+5) slashing damage
Shield Bash. Tower Knight chooses a 10ft. square
within 5ft of itself. All creatures within that space
must succeed on a DC18 dexterity saving throw,
taking 37 (5d10+5) bludgeoning damage on a failed
save and half as much on a successful one.
Leap. As a bonus action, Tower Knight can leap
forwards or backwards 15ft. If he lands on a space
being occupied by a creature, they must make a
DC18 dexterity saving throw or take 25 (5d6+5)
bludgeoning damage and be knocked prone, sent to
an unoccupied space within 5ft of the Tower Knight.
/
Flamelurker
The now abandoned mining tunnels of Stonefang are the
home to the dangerous Flamelurker. His body bellows
incredible flame that has never gone out since the demon's
creation. Much like his fellow demons, Flamelurker is
incredibly hostile to all creatures he comes into contact with.
However, Flamelurker's aggression towards creatures it finds
to be foe goes unmatched. Those which go toe to toe with this
fearsome foe will likely find themselves overwhelmed by
Flamelurker's unending assault. Diverting his attention is the
key to withstanding the brutal Flamelurker. 
  Draconic Bane. Flamelurker has an incredible grudge
towards all dragonkind, and will attempt to kill any it comes
into contact with using his aforementioned brutal combat
capabilities. If the dragon attempts to take to the skies, the
Flamelurker will leap off of the ground, reaching incredible
heights, and continue the fight on the dragon's back. This
instinct to kill dragonkin above all others could possibly point
to Flamelurker once being the Legendary Big M; A hero who
was capable of slaughtering dragons with his Hands of God.
10
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Flamelurker
Large beast, chaotic evil
Armor Class 16 (natural armor)
Hit Points 150(20d10 + 40)
Speed 40ft
STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 15 (+2) 10 (0) 12 (+1) 10 (0)
Saving Throws Str +8, Dex +7
Skills Athletics, Acrobatics +7
Damage Resistances bludgeoning, piercing, slashing
from non-magical weapons
Damage Immunities fire
Senses passive Perception 11
Languages understands Dwarven but cannot speak
Challenge 9 (5,000 XP)
Hot Aura. Any creature that starts its turn within 5ft.
of Flamelurker takes 1d10 fire damage.
Relentless. When Flamelurker is reduced to 75 hit
points, he gains an additional 20ft of movement, and
deals an additional 4d6 fire damage on all of his
attacks.
***Incredible Leaping. *** Flamelurker can jump a
distance equal to its speed.
Actions
Multiattack. Flamelurker makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one
target. Hit: 18 (2d10+4) slashing damage, and 18
(4d6) fire damage.
Explosive Rage (Recharge 5-6). Flamelurker chooses a
20ft cube within 5ft in front of him. All creatures in
that cube must make a DC18 dexterity saving throw
or take 48 (12d6) fire damage on a failed save, or
half as much on a successful one. Additionally, if you
fail, you are set on fire, taking an extra 1d10 fire
damage at the beginning of each of your turns until
you take use an action to put yourself out.
Reactions
Retaliation. When a creature in melee range deals
weapon damage to Flamelurker, he can make one
claw attack towards that creature as a reaction.
Artwork by Wombattree
/
More than one Maneater
Like in the original Demon's Souls boss fight,
Maneater proves to be a much greater threat when
paired with another Maneater. Its comparatively low
challenge rating is meant to reflect this.
Artwork by Gregzilla
Maneater
The aforementioned unfortunate souls carried to the higher    
       areas of the Tower of Latria are subject to vile and            
         unethical experiments by the hands of the Old Monk.
                Most were transformed into disgusting larvae with
                 the faces of men. Two subjects in particular though
                 were transformed into the chimera known as
           the Maneater. Both Maneaters have the same dead
      stare of their larvae bretheren but are grafted to a
   muscular, gargoyle-like body. Also grafted to the Maneater
are wings and a serpent tail. This serpent bites into the
Maneater's chest, granting it intense power, but also
appearing to cause the Maneater equally as intense pain.
11
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Maneater
Large monstrosity, neutral evil
Armor Class 16 (natural armor)
Hit Points 111(13d10 + 26)
Speed 40ft., fly 60ft.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 12 (+1) 12 (+1)
Saving Throws Int +5, Wis +4
Damage Resistances bludgeoning, piercing, slashing
from non-magical weapons that aren't silvered,
cold, lightning, fire
Languages Understands common but cannot speak
Challenge 6 (2,300 XP)
Reactive Appendage. Maneater can take an additional
Soul Arrow opportunity attack with its serpent tail.
Charger. If Maneater moves in a straight line for 25ft
before attacking a creature, he deals an additional
16(4d6) bludgeoning damage. In addition, the target
must succeed on a DC 14 strength saving throw or
be knocked prone.
MagicalResistance. Maneater has advantage on
saving throws against spells.
Actions
Multiattack. Maneater can make two attacks with its
pound or soul arrow attacks.
Pound. Melee Weapon Attack: +6 to hit, reach 5ft,
one target. Hit: 11 (2d6+3) bludgeoning damage.
Soul Arrow. Ranged Spell Attack: +5 to hit, range
120ft, one target. Hit: 18 (3d10) force damage.
Sonic Wave. All creatures in a 25ft line in front of
Maneater must make a DC 13 Constitution saving
throw. On a failure, they take 30 (5d10) thunder
damage and are knocked prone. On a success, they
only take half damage.
Self Invigorate. Maneater grants itself an extra 3d10
force damage to all its attacks for 1 minute.
/
Old Hero
Like all creatures of the Shrine of Storms, the Old Hero has
been given life by the power of the soul arts. Unlike the other
denizens of the Shrine of Storms, however, it's possible that
the Old Hero could have actually existed in some shape or
form. That said, it is impossible to know for sure since all the
Shadowmen who revered this creature are long gone.
Information on why exactly the Old Hero was considered a
hero in Shadowmen myth has unfortunately not survived the
passage of time, so we are left with only speculation. 
  Blind Combatant. Old Hero has the two telltale signs of
being an idol of Shadowmen worship. These signs being the
stripped flesh around his lips, and the blindfold obscuring his
vision. One would be a fool to think that the Old Hero's lack of
traditional eyesight makes him a pushover in battle, though.
For despite this shortcoming, Old Hero has an acute
awareness for all of his nearby surroundings, and will dole out
punishment to foes with his heavy curved quartz greatsword.
Guerilla warfare is the optimal strategy to dealing with the
Old Hero. Because while he is able to detect creatures
without his eyesight, constantly changing location and staying
absolutely quiet can throw the Old Hero off your trail.
12
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Old Hero
Huge giant, lawful evil
Armor Class 12 (leather scraps)
Hit Points 210 (20d12 + 80)
Speed 40ft.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 18 (+4) 7 (-2) 14 (+2) 10 (+0)
Saving Throws Str +8, Wis +5
Skills Athletics +8, Perception +6
Condition Immunities blinded
Senses blindsight 60ft., passive Perception 16
Languages None
Challenge 7 (2,900 XP)
Gimped Sight. Creatures that make a stealth check
against Old Hero’s passive perception are
considered completely hidden by his blindsight.
Using an action to attack or cast a spell reveals your
location to him.
Actions
Multiattack. Old Hero makes three greatsword
attacks on his turn.
Greatsword. Melee Weapon Attack: +8 to hit, reach
10ft., one target. Hit: 21 (4d6+5) slashing damage.
Search. As a bonus Action, Old Hero can make a
perception check within his blindsight radius to
search for hidden creatures.
Reactions
Assault. When a creature makes an attack or casts a
spell within the blindsight radius of the Old Hero, he
may take a reaction to move up to his movement
speed towards the creature and make one melee
weapon attack.
/
13
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Dirty Colossus
Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 187(22d10 + 66)
Speed 25ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (0) 17 (-+3) 8 (-1) 10 (0) 6 (-2)
Saving Throws Con +6, Str +7
Damage Immunities poison
Damage Vulnerabilities fire
Languages None
Challenge 8 (3,900 XP)
Expunged Swarm. When Dirty Colossus is struck by an
attack, all creatures within 5ft of it must make a DC14
Constitution saving throw. On a failure, their speed is
halved and they take 1d10 piercing damage at the
beginning of each of their turns until they take an action
to shake off the flies and other waste that flew off the
creature.
Actions
Multiattack. Dirty Colossus makes three attacks using
either its slam or fly blast attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one
target. Hit: 16 (2d10 + 4) bludgeoning damage plus 12
(2d10) piercing damage.
Fly Blast. Ranged Weapon Attack: +7 to hit, reach
30/60ft., one target. Hit: 28 (4d10 + 4) piercing
damage. On a hit, make a DC14 constitution saving
throw. On a failure, the target’s speed is halved and they
take 1d10 piercing damage at the beginning of each of
their turns until they take an action to shake off the flies
and other waste that flew off the creature.
Storm Swarm. All creatures in a 30ft radius centered on
the Dirty Colossus must make a DC14 constitution
saving throw. On a failure, they take 60 (10d10)
piercing damage, and their speed is halved until the end
of their turn.
Concept art by From Software
/
Penetrator
The third and final of King Allant's mighty 
knights, the Penetrator was once known as 
Metas, Knight of the Lance. Contrary to what 
this title would have you believe, though, Metas' 
weapon of choice was an incredibly long straight 
sword called the penetrating sword. This weapon is 
what gave the Penetrator his namesake. Out of Allant's 
three knights, Penetrator has changed the least after having
been corrupted by the demon's soul. He is taller than the
average man but isn't stretched to colossal sizes like the
Tower Knight, and his form is relatively intact unlike Phalanx. 
  Penetrating Sword. Penetrator's signature weapon is as
dangerous as it is beautiful. When swung, it shines with a light
blue glow. Giving off an elegance to its wielder's every move.
What this sword excels at though, is piercing. Its magical
properties allow it to penetrate even the toughest metals as if
it was but parchment. If the wielder was strong enough, they
could possibly lift their foe in the air while skewered then
throw them off the blade. If not managing to kill their foe, then
intimidating them into submission. 
  All Are Prey. For some reason, the Penetrator does not
cooperate with its fellow demons. This is seen with how he
treats the Fat Officials of the Boletarian Palace. Known to
skewer any which he comes into contact with. The Fat
Officials would do best to avoid him at all costs, but they're as
arrogant as they are ruthless, so expect them to tow the line.
14
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Fat Official
Medium humanoid, neutral evil
Armor Class 9 (12 with Mage Armor)
Hit Points 53(7d8 + 14)
Speed 30ft.
STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 15 (+2) 10 (0) 10 (0)
Skills Arcana +4, Deception +4
Languages Common
Challenge 2 (450 XP)
Arcane Secrets. The Fat Official is always under the
effect of Mage Armor unless dispelled by a spell or
by the Fat Official. They also gain an additional +1 to
hit and damage for all spell attacks.
Actions
Firebolt. Ranged Spell Attack: +6 to hit, range 120ft.,
one target. Hit: 13 (2d10 +1) fire damage
Ignite. Melee Spell Attack: +6 to hit, reach 5ft., one
target. Hit: 13 (3d6 +1) fire damage
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target Hit: 9 (1d10+3) slashing damage
Penetrator
Medium humanoid, lawful evil
Armor Class 18 (Plate Mail)
Hit Points 188 (25d8 + 75)
Speed 40ft.
STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 12 (+1) 12 (+1) 12 (+1)
Saving Throws Str +9, Dex +7
Condition Immunities frightened
Damage Resistances bludgeoning, piercing, slashing
from non-magical weapons, poison
Senses passive Perception 11
Languages understands Common but cannot speak
Challenge 10 (5,900 XP)
Magical Blade. Penetrator’s sword is considered
magical. In addition, it deals an additional 2d6
slashing/piercing damage (included in the attack).Actions
Multiattack. Penetrator can make three attacks. Two
with its greatsword and one penetrating strike. Then,
it can use it’s intimidating presence.
Greatsword. Melee Weapon Attack: +9 to hit, reach
10ft., one target. Hit: 21 (4d6 +5) slashing damage.
Penetrating Strike. Melee Weapon Attack: +9 to hit,
reach 10ft, one target Hit: 37 (8d6+5) piercing
damage. The target is then flung 20ft in a direction
chosen by the Penetrator, and is prone.
Intimidating Presence. Penetrator chooses targets it
can see within 60ft of itself. All these creatures must
succeed on a DC15 wisdom saving throw, targets
that are prone due to the Penetrator’s Penetrating
Strike make this save with disadvantage. On a failure,
they are considered frightened by Penetrator for 1
minute. They can continue to make this save at the
end of each of their turns until they succeed. On a
success, they are not considered frightened and are
immune to this effect for 24 hours.
Artwork by From Software
/
The Archdemons
Great demons were formed with the discovery of the Soul
Arts. But all these demons pale in comparision to the power
of the Archdemons. Through some way or another, they have
accumulated incredible power and are the most fearsome
creatures that plague the land of Boletaria. 
  The Old One. The Soul Arts, and, by extension, the creation
of demons comes from a creature older than time itself called
the Old One. When humans began to discover the Soul Arts, it
awakened this mighty creature from its ancient slumber.
Bringing with it a colorless fog throughout the land. This fog
brought the scourge of the demons to Boletaria. The only
hope of stopping this scourge is to put the beast back to sleep,
as attempting to kill it is a hopeless endeavor. Putting the Old
One to sleep will strip the world's knowledge of the Soul Arts
away, but with its absence the colorless fog will disappear as
well. This is the only hope Boletaria has to returning to a
civilized land. 
  Returning to Slumber. Putting the Old One back to rest is
no easy task, but it is possible. One must simply be a vessel
for a large collection of souls. For you see, while the Old One
has an insatiable hunger for souls, it cannot consume them
itself. That is why slaying all of the Archdemons and taking
their souls is incredibly important. By doing so, you will
attract the Old One and be able to conduct the ritual
necessary to put the Old One to sleep once again. Let us all
pray that mankind will never meddle with a power as great as
the Soul Arts again. Umbasa.
Artwork by From Software
Old King Allant
King Allant XII was the ruler of Boletaria. Under his reign, the
land prospered and because of this he was loved by all of his
subjects. But, this was not enough for Allant. He sought even
greater power than what he already had, and this power was
the Soul Arts. Allant used the Soul Arts to usher in a new age
of prosperity for Boletaria, but even this did not satiate Allant.
His final bout for power resulted in becoming a servant to the
Old One, awakening the creature and bringing his land to ruin
at the cost of power beyond all comprehension. With this
power, came another price. Allant's mortal form began to
slowly decay and shrivel as the servant of the Old One. So
Allant created a demon in the image of himself at the peak of
his power, a demon that could wage war and bring chaos
across the land.
Dragon God
What was once a skeleton found at the bottom of a mine has
been revived by the colorless fog of the Old One. Long ago,
this skeleton was discovered by miners called the
"Burrowers". From this skeleton the Burrowers were able to
procure an ore they called Dragonstone. This great ore was
able to produce flame when striking against another object.
Because of this, the Burrowers revered this skeleton as a
figure of worship, hence where the Dragon God gets its name.
While the Burrowers worshipped this long dead creature, they
also felt a great worry over its possible revival, so contingency
plans were crafted in case such an event were to occur. One of
these plans was the construction of several large ballistae,
that sported magical ammunition powerful enough to pierce
any hide. Another was a greatsword called the Dragon Bone
Smasher. Its swings were said to be so strong it could
pulverize even mighty dragon 
   bones into dust.
15
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/
Old Monk
The Old Monk is a man of incredible arcane proficiency, and,
at one point, was the husband of the benevolent and
aforementioned Queen of Latria. However, the Old Monk was
cast out from Latria by her majesty for his dabbling into
human experimentaion. It was not long after this that the Old
Monk returned to Latria with an army of demon's by his side,
most likely of his own creation, and began a hostile takeover
of the kingdom. The Old Monk's body has become a withered
husk at this point, but his wrappings still have the same
brilliant sheen as the day he put them on and began having
these dark thoughts. 
  Soul Transference. Before finally dying, the Old Monk will
transfer his power to a willing creature, this willing creature
will be summoned and be given the same power the Old Monk
received through the golden garbs placed atop their heads.
Old Monk Template
Only humanoids are are capable of being summoned by the
Old Monk for his Soul Transference ritual. 
  Challenge. Unfortunately, as I have not tested this template
out it’s hard to tell just how much this will affect the CR of a
monster. This template is not meant to be used against
players under 8-9th level or so, though. 
  Legendary Resistance (3/Day). The creature who fuses
with the old Monk gains Legendary Resistance three times a
day.
  Stat Adjustments. The template creature replaces their
mental stats with the following: INT: 24 WIS: 19 CHA: 19 
  Legendary Actions. The template creature gains the
following legendary action up to three times a round,
recharging all uses at the beginning of their turn:
    Auto Homing Soul Arrow. The Old Monk makes a ranged
spell attack toward a target within 120ft that they can see.
This attack has automatically hits its target, dealing 1d4+the
creature’s intelligence modifier.
  Brilliant Battler. The template creature can substitute their
intelligence stat in place of their strength/dexterity stat for all
attack and damage rolls. In addition, their AC without any
armor = 10 + their intelligence modifier. 
  Damage Resistances. The template creatures gains
resistance to force, cold, acid, fire, poison, thunder, and
lightning damage.
Sample Old Monk
A creature has been created using the Old Monk template.
Soul Transference
In Demon's Souls, the Old Monk boss fight involves
the titular character summoning another player to
fight you using the online funtionalities. This is
probably the most unique fight in the game and to
best reflect that I've created a template for him
instead of a more standard stat block. You fight an
AI version if no one is around to be summoned,
which is what the sample references.
Storm King
The main idol of the primitative Shadowmen's worship was
the Storm King. A flying creature with the uncanny
resemblance of a manta ray, it was believed that the Storm
King, alongside its smaller subordinates, the storm beasts,
brought the rain to the Shrine of Storms. As tribute, the
Shadowmen would offer remains of mighty heroes to appease
and bring many storms to water their crops. This is all that is
known for sure about what the Shadowmen believed the
Storm King to be like, but one can make educated guesses on
other characteristics of the Storm King. When they were
brought into reality by the colorless fog, individuals noticed
that the storm beasts harbored a great animosity towards
humanoids, attempting to impalethem with great spires that
they produce using the air around them. These same sadistic
tendencies can be seen in the Storm King as well. 
 The Storm Ruler. A blade from legend itself, the Storm
Ruler is a greatsword said to have the power to rend the sky
with its mighty swings. This weapon is the most effective way
of killing the Storm King once and for all, as the Storm Ruler
could supposedly create ripples of air that cuts through foes
with ease. It's a mystery if this weapon is still around, or if it
even had these powers in the first place. But if every other
myth in the Shrine of Storms has come to life, then maybe....
Maiden Astraea
The retched and godless Valley of Defilement is home to many
disgusting, repugnant demons. Such as the Leechmonger and
Dirty Colossus. The people of Boletaria used this valley as a
dumping ground for all unwanted souls, outcasts would be
exiled to live their lives away from civilization and take up new
residence in the horrid swamp. The colorless fog that swept
the land only made the land that much worse. When the Sixth
Saint Astraea discovered the horrors of the valley, she took it
upon herself to travel to the land and attempt to purify the
land and save its denizens from total depavity. When Maiden
Astraea finally arrived at the valley, she was striken with great
grief over the state of the land and its people. Disgusted that
the gods would allow such a place to exist without reform, she
turned to the power of a demon's soul to get the abilities
required to purify the land once and for all, taking in as much
of the corruption as she could with her newfound power.
Because of her deeds, not only is Maiden Astraea well loved
throughout the Valley, but she also carries with her the most
impure and vile Demon's Soul of all. 
 Garl Vinland. Maiden Astraea was accompanied by her loyal
protector, Garl Vinland, to the Valley of Defilement. Garl
Vinland is extremely sympathetic to Maiden Astraea's cause
and will go to great lengths to defend her. Maybe even at the
cost of his own life. The Vinland family is well known in the
western lands, and have great influence in their churches. He
also carries the great hammer Bramd, a weapon so heavy it
can knock attackers to the ground with one good swing.
Despite being so heavy, Garl is able to wield it with one hand.
In his other hand he carries the Dark Silver Shield. The Dark
Silver enchantment placed on his shield and armor protects
Garl from spells. It also keeps him healthy knee deep in the
viscus, disease infested water of the swamp.
16
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/
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Old King Allant
Medium fiend (demon), chaotic evil
Armor Class 17
Hit Points 255(30d8 + 120)
Speed 40ft.
STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 18 (+4) 15 (+2) 14 (+2) 16 (+3)
Saving Throws Str +12, Dex +10, Cha +9
Skills Athletics +12, Deception +15, Acrobatics +10,
Arcana +8
Damage Immunities necrotic
Damage Resistances bludgeoning, piercing, slashing
from non-magical weapons, acid, cold, thunder,
lighting, poison, fire
Condition Immunities charmed, frightened, poison,
prone
Senses passive Perception 12
Languages common, abyssal
Challenge 17 (18,000 XP)
Magical Resistance. Old King Allant has advantage on
saving throws against spells and other magical effects.
Soulbrandt. Old King Allant's weapon attacks are
considered magical.
Legendary Resistance (3/Day). Whenever Old King Allant
fails a saving throw, he can choose to succeed instead.
Render by From Software
Actions
Multiattack. Old King Allant can make three attacks with
Soulbrandt, then one wind slash or grapple check.
Soulbrandt. Melee Weapon Attack: +12 to hit, reach 5ft.,
one target. Hit: 11 (1d8+6) slashing damage, plus 20
(5d6) necrotic damage if the target’s alignment is not
evil.
Wind Slash. Ranged Weapon Attack: +12 to hit, range
30ft., one target. Hit 24 (6d6) necrotic damage
Soul Explosion (Recharge 5-6). Focusing all of his power
into Soulbrandt, Allant creates an explosion of soul
energy. All creatures in a 40ft radius centered on Allant
must make a DC20 constitution saving throw. Taking
80 (20d6) necrotic damage on a failed save, and half as
much on a successful one.
Legendary Actions
Old King Allant can make up to three legendary actions
at the end of another creature’s turn. He regains all uses
of this ability at the start of his turn.
Sprint Slash. Allant moves up to double his movement
speed and makes one Soulbrandt attack against a
creature. This movement does not provoke opportunity
attacks.
Soulsucker (cost: 2). Allant can only use this move
against a creature he is currently grappling. The target
makes a DC19 charisma saving throw. On a failure, they
take 40 (10d6) necrotic damage, then, roll an addition
d6. Multiply the result of the d6’s total by 1000, the
target loses experience points equal to that result. On a
success, they only take half damage.
/
18
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Dragon God
Gargantuan dragon, chaotic evil
Armor Class 20 (natural armor)
Hit Points 350(20d20 + 140)
Speed 30ft., climb 30ft.
STR DEX CON INT WIS CHA
27 (+8) 10 (0) 24 (+7) 14 (+2) 14 (+2) 14 (+2)
Saving Throws Str +13, Con +12, Dex +5
Skills Perception +12, Intimidation +7
Damage Immunities fire
Condition Immunities none
Senses passive Perception 13
Languages Draconic
Challenge 16 (15,000 XP)
Legendary Resistance (3/day). Anytime Dragon God fails a
saving throw, it can choose to succeed on it instead.
Weakened Hide. Dragon God takes double damage to
siege weapons that fire magical ammunition or are
magical.
Actions
Multiattack. Dragon God uses its frightful presence,
then, it makes three smash attacks.
Artwork by From Software
Smash. Melee Weapon Attack: +13 to hit, reach 10ft,
one target. Hit: 29 (3d12 + 8) bludgeoning damage.
Make a DC 21 strength saving throw, on a failure, the
creature is knocked prone and back the same amount of
feet as the damage dealt by the attack (if in between
feet, round down).
Frightful Presence. Each creature of the Dragon God’s
choice that is within 120 feet of the Dragon God and
aware of its presence must succeed on a DC 18 wisdom
saving throw or become frightened for one minute. A
creature can repeat their saving throw at the end of each
of their turns, ending the effect on a success. If a
creature succeeds on the saving throw, the effect ends,
and it is immune to the effect for 24 hours.
Flame Breath (Recharge 5-6). Dragon God exhales fire in
a 60ft cone. Each creature caught in the cone must
succeed on a DC 20 dexterity saving throw, taking 56
(16d6) fire damage on a failure, and half as much on a
successful save.
Legendary Actions
Dragon God has three legendary actions that it can use
at the end of other creature's turns. Only one of these
actions can be used at a time. Dragon God regains spent
actions at the beginning of its next turn.
Detect. Dragon God makes a Wisdom (Perception)
check.
Smash. Dragon God makes one smash attack.
/
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Black Phantom Old
Monk
Medium humanoid, neutral evil
Armor Class 17
Hit Points 165(30d8 + 30)
Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 13 (+1) 24 (+7) 19 (+4) 19 (+4)
Saving Throws Int +12, Wis +8, Cha +8
Skills Arcana +12, Religion +12, Deception +12
Damage Resistances force, cold, acid,fire, poison,
thunder, lightning
Condition Immunities charmed
Senses passive Perception 14
Languages Common, Infernal, Abyssal, Deep Speech,
Celestial
Challenge 12 (8,400 XP)
Brilliant Battler. Old Monk can substitute their
intelligence stat in place of their strength/dexterity
stat for all attack and damage rolls. In addition, their
AC without any armor = 10 + their intelligence
modifier.
Legendary Resistance (3/day). When the Old Monk
fails a saving throw, it can choose to succeed on that
saving throw instead.
Actions
Multiattack. Old Monk makes three attacks with its
claws.
Claw. Melee Weapon Attack: +12 to hit, reach 5ft,
one target. Hit: 19(2d10+7) slashing damage.
Legendary Actions
Old Monk can make up to three legendary actions
per round. He recovers all uses of this ability at the
start of his turn.
Auto Homing Soul Arrow. Old Monk makes a ranged
spell attack toward a target within 120ft that they
can see. This attack has automatically hits its target,
dealing 1d4+the Old Monk’s intelligence modifier.
Artwork by From Software
/
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Storm King
Gargantuan beast, unaligned
Armor Class 16 (natural armor)
Hit Points 276(19d20 + 76)
Speed 0ft., 80ft.
STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 18 (+4) 6 (-2) 18 (+4) 10 (0)
Saving Throws Str +11, Con +9, Wis +9
Skills Perception +9
Damage Resistances radiant, necrotic, bludgeoning,
piercing, slashing from non-magical weapons
Condition Immunities prone
Senses passive Perception 19
Languages None
Challenge 14 (11,500 XP)
Legendary Resistance (3/Day.) When Storm King fails
a saving throw, it can choose to succeed it instead.
Actions
Multiattack. Storm King makes three air lance attacks.
Air Lance. Ranged Weapon Attack: +11 to hit, range
120 ft, one target. Hit: 34 (4d12+6) piercing
damage.
Create Storm Beasts (3/Day). Storm King sprouts from
its back 1d4+1 Storm Beasts that occupy a space
within 5ft of the Storm King, their initiative count is
10.
Legendary Actions
Storm King can make three legendary actions at the
end of another creature’s turn. These uses are
replenished at the start of the Storm King’s turn.
Air Lance. Storm King makes one air lance attack.
Create Squall (cost: 2). Storm King flaps its fins,
creating a powerful gust of wind that affects all large
or smaller creatures within a 60ft radius of the Storm
King. Creatures that fail a DC 21 strength saving
throw are sent backwards 1d4x10 feet.
Storm Beast
Large beast, unaligned
Armor Class 11 (natural armor)
Hit Points 53(7d10 + 14)
Speed 0ft., 40ft.
STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 4 (-3) 10 (0) 8 (-1)
Saving Throws Str +5
Condition Immunities prone
Languages None
Challenge 1 (300 XP)
Actions
Air Spear. Ranged Weapon Attack: +5 to hit, range
60/120ft, one target. Hit: 13(2d8+3) piercing
damage.
/
21
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Maiden Astraea
Medium humanoid (human), lawful good
Armor Class 11
Hit Points 33(6d8)
Speed 30ft.
STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (0) 17 (+3) 20 (+5) 18 (+4)
Saving Throws Int +5, Wis +7, Cha +6
Skills Religion +5, Medicine +7
Damage Immunities poison
Condition Immunities poisoned, charmed
Senses passive Perception 15
Languages Common, Celestial, Abyssal
Challenge 1 (300 XP)
Till Death Do Us Part. Maiden Astraea only takes the
Purify action as long as Garl Vinland is alive or there
is no one within 10ft of her. When Garl Vinland dies,
Maiden Astraea kills herself.
Legendary Resistance (3/Day). When Maiden Astraea
fails a saving throw, she can choose to succeed
instead.
Actions
Purify. Maiden Astraea touches a surface, purifying
the area of all toxins and irregularities within a 20ft
cube. This functions as a Greater Restoration spell if
targeting a creature.
God's Wrath. All hostile creatures within a 30ft
sphere centered on Maiden Astraea must make a
DC15 constitution saving throw. Those that fail the
save take 36 (8d8) radiant damage and are knocked
prone. Those that succeed take half damage and are
not knocked prone.
Art by USAうさ
Garl Vinland
Medium humanoid (human), neutral good
Armor Class 18 (20 with shield)
Hit Points 143(19d8 + 57)
Speed 30ft.
STR DEX CON INT WIS CHA
21 (+5) 10 (0) 17 (+3) 12 (+0) 16 (+3) 12 (+1)
Saving Throws Str +9, Con +7, Wis +7
Skills Athletics +9, Persuasion +6
Condition Immunities charmed
Senses passive Perception 13
Languages Common
Challenge 11 (7,200 XP)
Dark Silver Enchantment. Garl Vinland has armor and a
shield that grants him advantage on saving throws
against spells, and resistance to all damage from
spells.
Astraea's Blessing. As long as Garl Vinland is within
60ft and can be seen by Maiden Astraea, he gains
advantage on one attack per turn.
Divine Smite (5/Day). Garl Vinland can add an
additional 15 (3d8) radiant damage to his melee
weapon attacks.
Actions
Multiattack. Garl Vinland makes three weapon attacks
with his great hammer Bramd.
Bramd. Melee Weapon Attack: +9 to hit, reach 5ft,
one target. Hit: 13(2d6+5) bludgeoning damage. If
the damage is greater than 13, then the target is
knocked prone.
Cure Wounds. Garl Vinland touches a creature, they
gain 2d8+3 hit points. This creature can be himself.
/
Magic Items
In this section are magical items inspired by weapons found
in Demon's Souls. They are presented in alphabetical order
and include their rarity, the type of magical item, and a
description of what they do.
Adjudicator's Shield
Armor (shield), rare (requires attunement) 
While attuned to this shield, you recover 1d4 hit points at the
beginning of your turn. You cannot benefit from this ability if
you are unconscious. In addition, you are vulnerable to fire
damage.
Blind
Weapon (shortsword), rare (requires attunement) 
This weapon has a damage die of a d8. Creatures cannot
benefit from a shield when attacked with this weapon.
Blueblood Sword
Weapon (longsword), very rare (requires attunement) 
You gain a +1 to attack and damage rolls with this weapon.
When you roll a 1 when attacking with this weapon, you can
reroll, using the new result.
Bramd
Weapon (maul), very rare (requires attunement) 
You gain a +2 to attack and damage rolls with this weapon.
While attuned to this weapon, you are resistant to poison
damage and cannot suffer from the poisoned condition.
Cat's Ring
Ring, uncommon (requires attunement) 
While attuned to this ring, you are resistant to falling damage.
Clever Rat's Ring
Ring, rare (requires attunement) 
You roll an extra of your current weapon's damage die when
your health is at, or below 25 percent.
Cling Ring
Ring, uncommon (requires attunement) 
Once per day, when you are unconscious, you can spend one
hit die and heal yourself by the amount rolled, including your
constitution modifer.
Dark Silver Armor
Armor (plate), very rare (requires attunement) 
You are resistant to all damage from spells while wearing this
armor.
Dark Silver Shield
Armor (shield), very rare (requires attunement) 
While attuned to this shield, you have advantage against all
spell saving throws and other magical effects. 
Demonbrandt
Weapon (longsword), very rare (requires attunement) 
You gain +2 to attack and damage rolls with this weapon.
Depending on your alignment, you gain an additonal damage
bonus.
Any Good alignment: 5d6 radiant damage. 
Any Neutral alignment: 2d6 radiant damage. 
Any Evil alignment: No damage bonus.
Dragon Bone Smasher
Weapon (maul), very rare (requires attunement) 
You gain a +1 to attack and damage rolls with this weapon.
You deal an additional 2d6 bludgeoning damage, and have
resistance to fire damage. This is considered a seige weapon.
Dull Rat's Ring
Ring, rare (requires attunement) 
You gainresistance to non-magical bludgeoning, piercing, and
slashing damage when your health is at, or below 25 percent.
Eternal Warrior's Ring
Ring, very rare (requires attunement) 
Three times per day, at the end of another creature's turn, you
can move up to half your speed and make one weapon or spell
attack.
Hands of God
Weapon (knuckles), rare
(Knuckles are considered a martial melee weapon that deal
1d6 bludgeoning damage, and have the light property.) You
have a +1 to attack and damage rolls with these weapons. In
addition, rolling a 6 on your damage die knocks your target
prone.
Insanity Catalyst
Wand, very rare (requires attunement) 
This wand functions as an arcane focus. When you cast spells
from this wand, they must be cast at one level higher, and if
they require saving throws, creatures make them at
disadvantage. And if they deal damage, you can reroll results
of 1s and 2s, taking either number.
Large Sword of Moonlight
Weapon (greatsword), legendary (requires attunement) 
You gain a +3 to attack and damage rolls with this weapon.
Creatures being attacked by this weapon cannot benefit from
the addtional AC given to them by shields. This weapon deals
radiant damage instead of slashing damage.
Lava Bow
Weapon (longbow), rare 
You gain a +1 to attack and damage rolls with this weapon.
This weapon deals an additional 1d6 fire damage.
Magic Weapon Prefixes
Weapon (any), uncommon (+1), rare ( +2), very rare (+3) 
Instead of giving a static +X attack and damage bonus to your
weapon, these weapon prefixes apply bonuses that differ
depending on which prefix is applied. These prefixes can be
applied to any non-magical weapon. When applicable, the
prefixes can be found at higher rarities, increasing their
potency. This is signified by an asterisk.
PART 2 | MAGIC ITEMS
22
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/
Weapon Prefixes
Prefix Effect
Crushing Attack and damage bonus increased by yourstrength score divided by 4.
Quality The weapon gains the finesse property.
Sharp Attack and damage bonus increased by yourdexterity score divided by 4.
Dragon*
The weapon gains an additional 1d4
(uncommon), 2d4 (rare), 3d4 (very rare) fire
damage.
Tearing*
Attacks dealt with this weapon deal 1d4
(uncommon), 2d4 (rare), 3d4 (very rare) slashing
damage at the start of the target's turn.
Mercury*
Attacks dealt with this weapon deal an additional
1d4 (uncommon), 2d4 (rare), 3d4 (very rare)
poison damage.
Crescent Attack and damage bonus are calculated usingthe Intelligence modifier.
Blessed Attack and damage bonus are calculated usingthe Wisdom or Charisma modifier.
"Makoto"
Weapon (longsword), very rare (requires attunement) 
You gain a +2 to attack and damage rolls with this weapon.
Damage creatures take from this weapon cannot be healed
until the end of your next turn.
  Curse. When you attune to "Makoto" you are compelled to
never have the sword leave your side. You cannot unattune
from this weapon until the curse is broken, which can be done
in the usual ways. While cursed, whenever you deal damage
with this weapon, you are hurt for 1d4 psychic damage.
Master's Ring
Ring, very rare (requires attunement) 
You can include your proficiency bonus to damage on attack
rolls where the natural number would hit. Otherwise, you
don't add any modifers to damage.
Meat Cleaver
Weapon (greatsword), very rare (requires attunement) 
When this weapon deals damage, you regain 1d4-1 hit points.
Monk's Head Collar
Wonderous item, very rare (requires attunement) 
You gain vulnerability to all damage from spells. However, you
ignore damage immunities and resistances to your spell
attacks, treating them as unresisted.
Morion Blade
Weapon (longsword), very rare (requires attunement) 
You gain a +2 to attack and damage rolls with this weapon.
Depending on your current hit points, this weapon deals
additional damage.
Full Health or lower: No damage bonus. 
Half Health or lower: 2d4 slashing damage. 
Quarter health or lower: 4d4 slashing damage. 
1 Hit Point: 6d4 slashing damage.
Northern Regalia
Weapon (longsword), legendary (requires attunement) 
You gain a +3 to attack and damage rolls with this weapon.
Depending on your alignment, you gain an additonal damage
bonus.
Any Good alignment: 5d6 radiant damage. 
Any Neutral alignment: 2d6 radiant or necrotic damage. 
Any Evil alignment: 5d6 necrotic damage.
Penetrating Sword
Weapon (greatsword), very rare (requires attunement) 
You gain a +2 to attack and damage rolls with this weapon.
Twice per day, you can impose disadvantage on your attack
with this weapon to do a penetrating strike. If you hit, you deal
8d6 piercing damage.
Phosphorescent Pole
Weapon (quarterstaff), rare (requires attunement)
Three times per day, while attuned to this weapon, you can
use an action to regain either a level 1 spell slot, 2 ki points, or
2 sorcery points.
Ring of the Accursed
Ring, rare (requires attunement) 
Hostile creatures within 15ft of you must make a DC14
wisdom saving throw. On a failure, they are compelled to
attack only you until the beginning of their next turn.
Ring of Avarice
Ring, very rare (requires attunement) 
You gain 20 percent more experience points from encounters.
Ring of Devout Prayer
Ring, rare (requires attunement by a Cleric, or Paladin) 
You gain an additional level 1 spell slot.
Ring of Great Strength
Ring, rare (requires attunement) 
Your speed cannot be lowered by wearing heavy armor. In
addition, you have advantage on dexterity saving throws.
Ring of Herculean Strength
Ring, uncommon (requires attunement) 
Your item encumberence limit is doubled. In addition, you
count as one size larger for pushing and lifting heavy objects.
Ring of Magical Nature
Ring, rare (requires attunement by a Wizard, Druid, Warlock,
or Sorcerer) 
You gain an additional level 1 spell slot.
Ring of Magical Sharpness
Ring, rare (requires attunement) 
You can add your spellcasting modifier to damage you deal
with spells. However, you are vulnerable to the damage type
you last casted until the beginning of your next turn if you use
this ability.
Ring of Sincere Prayer
Ring, rare (requires attunement by a Cleric or Paladin) 
You can add an additional damage die to spell attacks. Once
you use this ability, you cannot cast any 1st level or higher
spells until the end of your next turn.
23
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Scraping Spear
Weapon (Spear), rare (requires attunement)
When you strike a creature wearing metal armor with this
weapon, you can choose to have them make a Dexterity saving
throw (DC 10). On a failed save, their armor is rusted, giving
the armor a temporary -1 penalty to AC. If the armor
accumulates a -5 penalty, it is permanently destroyed. The
penalty disappears after an hour. Additionally, when you make
an attack with this weapon, you can choose to try and hit a
target’s metal weapon. If you hit, you deal no damage, but the
target must still make a Dexterity saving throw (DC10). The
same penalties that apply to armor apply to the weapon.
Silver Catalyst
Wand, uncommon (requires attunement) 
This wand functions as an arcane focus. You gain an
additional 1st level spell slot.
The Storm Ruler
Weapon (greatsword), legendary (requires attunement) 
You gain a +2 to attack and damage rolls made with this
weapon. Twice per day, you can raise the Storm Ruler in the
air, and direct a 60ft. Line in front of you. All creatures in this
line must make a Dexterity saving throw (DC 16). Taking 10d6
magical slashing damage on a failed save, and half as much
on a successful one. The damage increases by 3d6 if you use
this attack whileit is storming outside.
Soulbrandt
Weapon (longsword), very rare (requires attunement) 
You gain +2 to attack and damage rolls with this weapon.
Depending on your alignment, you gain an additonal damage
bonus.
Any Good alignment: No damage bonus.
Any Neutral alignment: 2d6 necrotic damage. 
Any Evil alignment: 5d6 necrotic damage
Thief's Ring
Ring, rare (requires attunement) 
Your footsteps are silent while wearing this ring, giving you
expertise in all dexterity (Stealth) checks.
Tower Shield
Armor (shield), rare (requires attunement) 
You gain a +1 to you armor class with this shield. In addition,
you are resistant to non-magical bludgeoning, piercing, and
slashing damage. 
"Bah, what be your need?
If it be a blacksmith, then show me some coin! If
not, head straight for the door."
- Blacksmith Ed
24
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Dregling
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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