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RPG Monster Playtest Guide

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337 views29 pages

RPG Monster Playtest Guide

Uploaded by

hlammusashi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Written by

Monty Martin & Kelly McLaughlin

Alpha Playtest
Apothecary Abominations

Apothecaries
Alienist (CR 11)
Hovering inches from the ground, lab coat billowing in an
unknown breeze that seems to swirl around the figure, the
Alienist mutters under its breath, its eyes glowing white as
it pulls on the threads of your mind, you feel the imminent
threat of your psyche shattering to this apothecaries will
with little more than a flick of it’s wrist.

Alienist Actions
Multiattack. The Alienist makes three mind thrust attacks.
Medium humanoid (any alignment)
Mind Thrust. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft., or range
120 ft., one target. Hit: 20 (3d10 + 4) force damage, and the alienist
Armor Class 15 (studded leather armor)
telekinetically moves the target 10 feet in any horizontal direction.
Hit Points 135 (18d8 + 54)
Mass Manipulation (recharge 5-6). The alienist attempts to seize
Speed 30 ft. fly 30 ft., hover control of nearby creatures and turn them against each other. The
alienist can choose up to six creatures within 60 feet of the alienist
STR DEX CON INT WIS CHA who can see and hear them. The chosen creatures must make a DC
10 (+0) 15 (+2) 16 (+3) 19 (+4) 18 (+4) 16 (+3) 16 Intelligence saving throw. On a failed save, the Alienist forces a
creature to immediately use its reaction to move up to its speed
Saving Throws CON +7, INT +8, WIS +8, CHA +7 and make one melee or ranged attack or cast a cantrip. The Alienist
Skills Arcana +8, Deception +7, Insight +8, Medicine +8, Perception chooses the direction the creature moves and who the target of its
+8, Persuasion +7 attack or spell is.
Damage Immunities Psychic Nerve Gas (1/ day). The alienist creates a 10-foot-radius sphere of
Condition Immunities Charmed psychoactive fog centered on a point they choose within 60 feet of
them. The fog spreads around corners. It lasts for 1 minute or until
Senses passive Perception 18
strong wind disperses the fog. The fog’s area is heavily obscured.
Languages any six languages, telepathy 30 ft. When a creature enters the fog’s area for the first time on a turn
Challenge 11 (7,200 XP) Proficiency Bonus +4 or starts its turn there, that creature must make a DC 16 Intelligence
saving throw. On a failed saving throw, the creature takes 14 (4d6)
Psychoanalysis. The alienist always knows if it hears a lie, and has psychic damage and becomes incapacitated until the start of its next
advantage on Wisdom (Insight) checks. turn. On a successful saving throw, the creature takes half as much
Unmatched Intellect. Whenever the Alienist rolls initiative, it may add damage and is not incapacitated. Creatures are affected even if they
its intelligence ability modifier to its initiative roll. hold their breath or don’t need to breathe.
Spellcasting. The Alienist casts one of the following spells, using Bonus Actions
Intelligence as their spellcasting ability (spell save DC 16, +8 to hit
with spell attacks): Teleport. The Alienist uses its mental powers to teleport to an unoc-
cupied space they can see within 60 feet of them.
2/day each: suggestion, detect thoughts
1/day each: modify memory, telekinesis Reactions
Mind over Matter. When the Alienist takes damage, it can use its

ALPHA PLAYTEST
reaction to gain resistance to the triggering damage.

2
ALPHA PLAYTEST Chemist (CR 13)
The figure is garbed in large safety goggles and an acid
burned thick lab apron. A white chemical stained lab coat
and rubber gloves. The skin on their face is the only visible
flesh on them, which is marked and scarred by several
chemical burns.

Chemist Chemical Spray. The chemist unleashes a torrent of chemicals of a


particular damage type: acid, cold, fire, or lightning in a 30-foot-
Medium humanoid (any alignment) cone. Each creature in the cone must make a DC 17 Dexterity saving
throw, taking 28 (8d6) damage of the chosen type on a failed save,
or half as much damage on a successful one.
Armor Class 15 (leather armor)
Hit Points 180 (24d8 + 72) Explosive Concoction (recharge 5-6). The chemist hurls a magical
compound of a particular damage type: acid, cold, fire, or lightning.
Speed 30 ft.
It explodes in a 20-foot-radius sphere centered on a point within 120
feet of the chemist. Each creature in that area must make a DC 15
STR DEX CON INT WIS CHA
Dexterity saving throw. On a failed save, a creature takes 45 (10d8)
11 (+0) 16 (+3) 19 (+4) 18 (+4) 15 (+2) 8 (-1) damage of the chosen type and is burning (4d6; same damage type
as the chosen compound). On a successful save, a creature takes

APOTHACARY ABOMINATIONS
Saving Throws CON +9, INT +9, WIS +7 half as much damage and isn’t burning.
Skills Arcana +9, Medicine +7, Nature +9, Perception +7 Acid Rain (1/day) The chemist magically conjures a storm of acid rain,
Damage Resistances acid, cold, fire which falls in a 20-foot-tall cylinder with a 20- foot radius centered
Condition Immunities burning, poisoned on a point they can see within 120 feet of them. Exposed flames in
Senses passive Perception 17 the area are doused, and chemical pools accumulate on the ground
in the area, making it difficult terrain. Chemical fumes rise from the
Languages common, and any two other languages
pools to a height of 20 feet, and the area is lightly obscured. When
Challenge 13 (10,000 XP) Proficiency Bonus +5 a creature enters the chemical pool or fumes for the first time on
a turn or starts its turn there, it takes 15 (6d4) acid damage and
Critical Condition. A creature that rolls a natural 1 on a saving throw must make a Dexterity saving throw. On a failed save, it falls prone
against a chemist’s abilities takes maximum damage from it. in the pool, taking an additional 15 (6d4) acid damage. The pools
Actions evaporate after 1 minute.
Multiattack. The chemist makes one Caustic Grip attack, and uses Bonus Actions
either Chemical Spray or Explosive Concoction, if available.
Emergency Dose. The chemist administers a restorative poultice to
Caustic Grip. Melee Spell Attack: +9 to hit, reach 5 ft., one creature. themselves or a creature they can see within 5 feet of them that isn’t
Hit: 24 (8d4 + 4) acid damage, and the target is grappled (escape DC a construct or undead. The chosen creature regains 35 (10d6) hit
17). Until this grapple ends, the target is restrained, and the chemist points. Once a creature benefits from this poultice, it can’t regain hit
can’t use caustic grip against another target. Each time a creature points from it again until it finishes a short or long rest.
ends its turn restrained by the chemist, it takes an additional 24 (8d4
+ 4 ) acid damage.

ALPHA PLAYTEST
Alpha Playtest 3
ALPHA PLAYTEST Exorcist (CR 8)
The figure wears a wide brim hat that casts shadows on
its face. a long, black trench coat covers their form. Carry-
ing a simple doctor’s bag in one hand, and a holy symbol
of the sacred flame in the other. Ethereal energies flit and
flick around the doctor as they mumble incoherent ancient
words, summoning spirits, or perhaps something worse.

Exorcist In addition, on a failed saving throw, the ghostly hands imme-


diately move the target up to 30 feet in a direction of the exorcist’s
Medium humanoid (any alignment) choice (but not upward). After this movement, the target is immobi-
lized in place by the hands until the end of the exorcist’s next turn.
Armor Class 17 (half-plate) Expel Evil (1 / day). The exorcist censures extraplanar creatures that
Hit Points 102 (12d8 + 48) mean them harm. Each undead, celestial, fey, or fiend that can see
or hear the exorcist must make a DC 16 Wisdom saving throw. If
Speed 30 ft.
the creature fails its saving throw, it is turned for 1 minute or until it
takes any damage.
APOTHACARY ABOMINATIONS

STR DEX CON INT WIS CHA


A turned creature must spend its turns trying to move as far
15 (+2) 16 (+3) 18 (+4) 18 (+4) 16 (+3) 14 (+2) away from the exorcist as it can, and it can’t willingly move to a
space within 30 feet of the exorcist. It also can’t take reactions. For
Saving Throws Dex +6, CON +5, INT +7 its action, it can use only the Dash action or try to escape from an
Skills Arcana +7, Intimidation +5, Medicine +6, Religion +7 effect that prevents it from moving. If there’s nowhere to move, the
Condition Immunities charmed, frightened, creature can use the Dodge action.
Senses truesight 10 ft., passive Perception 14 Last Rites. (Recharge 5-6) The exorcist targets a creature that isn’t
Languages Common, Abyssal, Celestial a construct or celestial they can see within 60 feet of them with a
beam of sanctified light. The target must make a DC 16 Wisdom
Challenge 8 (3,900 XP) Proficiency Bonus +3
saving throw. The target takes 36 (8d8) radiant damage on a failed
Blessed Weapons. The exorcist’s weapon attacks are magical. When the save, or half as much damage on a successful one.
exorcist hits with any weapon, the weapon unleashes holy fire on the If the exorcist targets an undead or fiend, it makes the saving
target, and it is burning (4d6 radiant) (included in the attacks below). throw with disadvantage, and it takes 64 radiant damage on a failed
saving throw. If an undead or fiend is reduced to 0 hit points by this
Actions spell, it dies and its body is reduced to ash.
Multiattack. The Exorcist makes two melee or ranged attacks. It can Bonus Actions
replace one of these attacks with a use of Grasping Ghost.
Spiritual Healing. One creature the Exorcist can see (including
Radiant Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one themself) within 60 feet of them regains 35 (10d6) hit points. Once
creature. Hit: 11 (2d6 + 4) slashing damage and the target is burning a creature regains hit points in this way, it can’t do so again until it
(4d6 radiant). finishes a short or long rest.
Blessed Crossbow. Ranged Weapon Attack: +7 to hit, ranged 80/320 ft.,
one creature. Hit: 10 (1d10 + 4) piercing damage, and the target is Reactions
burning (4d6 radiant) Negate Spell (3/Day). The exorcist targets one creature it can see
Grasping Ghost. The exorcist calls upon a flock of floating spectral within 60 feet of it that is casting a spell. If the spell is 3rd level or
hands to grasp a target they can see within 60 feet of them. The lower, the spell fails, but any spell slots or charges are not wasted.
target must make a DC 16 Strength saving throw. The target takes 18
(4d8) necrotic damage on a failed save, or half as much damage on
a successful one.

ALPHA PLAYTEST
4 Monsters of Drakkenheim
ALPHA PLAYTEST
Mutagenist Apothecary (CR 10) Transformed Mutagenist
With thick glasses, a white lab coat, and some rather mundane Ripcord muscles push against the skin of this creature, its flesh
garb, the Mutagenist is a rather unassuming figure. The most pulled tight over its hulking form. It breathes heavily, as its
notable thing about them is the strange potion they carry in bulging veins throb and pulse. Its skin takes on unnatural
their hand, an elixir that bubbles with purple and orange hues and a mad rage seems to wash over its expression.
hues, swirls of shimmering blues and greens flow within it,
and in some fleeting moments, you swear you see the liquid
take forms of grotesque faces within the bottle.

Mutagenist Transformed Mutagenist


Medium humanoid (any alignment)
Large Monstrosity (any alignment)
Armor Class 13
Armor Class 18 (natural armor)
Hit Points 90 (12d8 + 33)
Hit Points 147 (14d10 + 70)
Speed 30 ft.
Speed 50 ft., climb 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 16 (+3) 17 (+3) 12 (+1) 15 (+2)
22 (+6) 11 (+1) 20 (+5) 8 (-1) 11 (+0) 5 (-3)
Saving Throws CON +7, INT +7
Saving Throws STR +10, DEX +5, CON +9
Skills Arcana +7, Medicine +5

APOTHACARY ABOMINATIONS
Skills Athletics +10, Perception +4
Senses passive Perception 11
Damage Resistances acid, cold, fire, poison, thunder, lightning
Languages Common, and two others of their choice
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Challenge 10 (5,900 XP) Proficiency Bonus +4
Senses Darkvision 120 ft., passive Perception 10
Noxious Blood. When a creature hits the mutagenic with a melee attack Languages Common
while within 5 feet of it, that creature takes 10 (3d6) poison damage. Challenge 10 (5,900 XP) Proficiency Bonus +4
Spellcasting. The Mutagenist casts one of the following spells, using
Intelligence as their spellcasting ability (spell save DC 15, +7 to hit Regeneration. The transmogrified form regains 10 hit points at the
with spell attacks): start of its turn as long as it has 1 hit point remaining.
At-will: alter self Powerful Build. The transformed mutagenist counts as one size larger
2/day: enhance ability when determining its carrying capacity and the weight it can push,
1/ day: polymorph drag, or lift.
Actions Standing Leap. The transformed mutagenist’s long jump is up to 40
feet and its high jump is up to 20 feet, with or without a running start.
Multiattack. The mutagenist makes two scalpel attacks and uses
Forced Mutation. Noxious Blood. When a creature hits the transformed mutagenist with a
melee attack while within 5 feet of it, it takes 14 (4d6) poison damage.
Scalpel. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:
6 (1d6 + 3) slashing damage and the target is bleeding (4d6). Actions
Forced Mutation. The mutagenist causes a sudden transformation Multiattack. The monster makes two meaty fist or hurl rock attacks.
in a creature they can see within 60 feet of them. The target must Meaty Fist. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature.
make a DC 15 Constitution saving throw. On a failed save, the target Hit: 22 (3d10 + 6) bludgeoning damage.
takes 18 (4d8) necrotic damage, or half as much on a successful one.
Hurl Rock. Ranged Weapon Attack: +10 to hit, range 60 ft., one target.
In addition, on a failed saving throw, the target gains one randomly
Hit: 19 (3d8 + 6) bludgeoning damage and the target is knocked prone.
determined Mutation. The mutation lasts for one minute, and
afterwards any lost body parts are restored. Bonus Actions
Transmogrifying Elixir (recharges on a short or long rest). The mutage- Aggressive. As a bonus action, the transformed mutagenist can move
nist injects themself with a transmogrifying elixir. They immediately up to its speed toward a hostile creature that it can see.
transform into the Transformed Mutagenist. Use the stat block
below for their altered form. The mutagenist transforms back into

ALPHA PLAYTEST
its normal form after 1 hour, or if its transmogrified form is reduced
to 0 hit points.
Bonus Actions
Anatomical Precision. The Mutagenist grants itself advantage on
scalpel attacks as long as it has not moved yet this turn. Once it uses
this ability, its speed is 0 until the start of its next turn.
Reactions
Desperate Transformation. When the Mutagenist is reduced to 0 hit
points, it can use its transmogrifying elixir (if available).

Alpha Playtest 5
ALPHA PLAYTEST
Pathogenist Apothecary (CR 12)
Draped in a heavy coat, with a bag full of tinctures, poisons,
alchemical ingredients, and dried herbs, a gas mask and a
drawn up hood conceal their face. The Pathogenist draws a
syringe filled with a glowing green formula as an acrid smell
wafts from around them as they double check their pathogen,
ensuring it is ready for their victims.

Pathogenist (10d6) poison damage. If the poison damage reduces the target to
0 hit points, the target is stable but poisoned for 1 hour, even after
Medium humanoid (any alignment) regaining hit points, and is paralyzed while poisoned in this way.
Pestilent Infection (Recharge 5-6) The pathogenist infects a creature
Armor Class 15 (leather armor) they can see within 30 feet of them with a magical disease. At the
Hit Points 170 (20d8 + 80) start of each of an infected creature’s turns, it must make a Con-
APOTHACARY ABOMINATIONS

Speed 30 ft. stitution saving throw. On a failed saving throw, the creature takes
18 (4d8) necrotic damage and gains 1 level of exhaustion. If a target
STR DEX CON INT WIS CHA succeeds on three of these saves, the disease ends for that creature.
11 (+0) 16 (+3) 19 (+4) 18 (+4) 15 (+2) 8 (-1) The disease can also be cured with lesser restoration or similar
magic which cures or removes disease.
Saving Throws CON +8, INT +8, WIS +6 Plague Wind (1/ day). The pathologist unleashes a roiling wind of
Skills Arcana +8, Medicine +12, Nature +8, Perception +6 flesh devouring disease and excruciating blood boiling fumes that
sweeps over the area emanating from them in a 60-foot cone. Crea-
Damage Resistances Acid
tures in the area must make a DC 16 Constitution saving throw. On a
Damage Immunities Poison failed saving throw, a creature takes 22 (5d8) poison damage and 22
Condition Immunities Poisoned (5d8) necrotic damage, or half as much damage on a success. After
Senses blindsight 10 ft., passive Perception 16 taking this damage, any affected creature with 25 hit points or fewer
Languages Common, and any two other languages remaining immediately dies and is reduced to a weathered skeleton
as their flesh and soft tissue blows off like ash.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Bonus Actions
Laboratory Adaptation. The Pathogenist is immune to disease.
Heightened Tolerance. The Pathogenist can remove one Charmed or
Mutated Strains. The Pathogenists abilities ignore creatures’ resist- Frightened condition affecting them.
ance or immunity to poison damage and immunity to the poisoned
condition and disease. Reactions
Outbreak. When a creature the pathologist can see that is infected
Actions by their pestilent infection is reduced to zero hit points or dies, the
Multiattack. The Pathogensit makes two Poison Needle attacks. pathogenesis can use their reaction to spread the disease to a differ-
Poison Needle. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft., or ent creature they can see within 30 feet of the infected creature.
range 20/ 60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 35

ALPHA PLAYTEST
6 Monsters of Drakkenheim
ALPHA PLAYTEST
Dr. Everett Freed,
Reanimator (CR 13)
“I think we can all agree you’re better off without vocal chords.”
- Everett Freed, reanimator

Dr. Everett Freed regards you with a stern frown. He is


long-faced, bald-headed, and wears thick, circular glasses that
magnify his focused gaze. Beneath his bleached-white surgical
apron, he is dressed in a tailored dark jacket, deceptively nor-
mal but thick and heavy, concealing numerous pockets stuffed
with vials and unusual instruments. His hands, sheathed
in slightly stained rubber gloves, tightly grip a black leather
doctor’s bag held at his side. A faint scent of formaldehyde
and burnt metal clings to him.

Everett Freed, Reanimator Electric Jolt. Melee Spell Attack: +9 to hit, reach 5 ft., one creature.

APOTHACARY ABOMINATIONS
Hit: 35 (10d6) lightning damage, and the target is shocked until the
Medium humanoid end of the reanimator’s next turn.
Necrotic Blast. Ranged Spell Attack: +9 to hit, reach 10 ft., or range
Armor Class 15 (studded leather armor) 120 ft., one target. Hit 36 (8d8) necrotic damage and the target is
Hit Points 170 (20d8 + 80) weakened until the end of reanimator’s next turn.
Speed 30 ft. Touch of Death (1/ day). Melee Spell Attack: +9 to hit, reach 5 ft., one
target. Hit: 200 poison damage. This damage ignores any resistance
STR DEX CON INT WIS CHA or immunity the creature has to poison damage, and can’t be
11 (+0) 16 (+3) 19 (+4) 19 (+4) 15 (+2) 13 (+1) reduced or prevented in any way.
The potent poison lingers in the targets body and pulls it towards
Saving Throws CON +9, INT +9, WIS +7 death. A target reduced to zero hit points by this poison damage
automatically fails death saving throws until it finishes a long rest. A
Skills Arcana +9, Deception +6, Medicine +12, Nature +9, Perception +7
heal or greater restoration spell cast on the target also ends this effect.
Damage Resistances Necrotic, Poison
Condition Immunities Exhaustion, Weakened Reanimate (recharge 5-6). The reanimator targets the body of one
of their destroyed creations they can see within 30 feet of them. The
Senses blindsight 10 ft., passive Perception 17 creature returns to life with 45 (10d8) hit points. The reanimated
Languages common, and any two other languages creature gains resistance to all damage and has advantage on saving
Challenge 13 (8,400 XP) Proficiency Bonus +5 throws until the end of its next turn.

Spellcasting. The Reanimator casts one of the following spells, using Bonus Actions
Intelligence as their spellcasting ability (spell save DC 17, +9 to hit Creator’s Command. The reanimator chooses a creature they can see
with spell attacks): that was animated or created by them. The chosen creature can use
At will – false life, gentle repose it’s reaction to make one melee or ranged attack with advantage, or
2/day each: animate dead, hold person, lightning bolt, death ward, raise dead move its speed without provoking opportunity attacks.

Actions Reactions
Multiattack. The Reanimator makes two electric jolt or necrotic Bodyguard. When a creature the reanimator can see targets it with
blast attacks. an attack or spell that targets only the reanimator, the reanimator
chooses one of its creations within 10 feet of it. The two swap places,
and the chosen creation becomes the target instead.

ALPHA PLAYTEST
Alpha Playtest 7
ALPHA PLAYTEST
Think Tank
A severed head bobs gently aloft. The top of its scalp has
been sawed off exposing its pulsing brain, which is encased
in a dome filled with bubbling glowing liquid. A dozen thin
mechanical arms emerge from its eye sockets. Around each
delicate limb is coiled an elongated strand of the optic nerve,
and upon the tip of each are curiously blinking human eyes
of different sizes and colors. A haphazard bundle of tubes,
hoses, and cables flows from its open neck along the still-at-
tached spine, which connects via several sinewy strands to an
array of fluid-filled glass tanks containing a throbbing heart,
APOTHACARY ABOMINATIONS

pounding lungs, and other nearly unrecognizable internal


organs. Attached to the spine are spindly mechanical arms
each ending in human hands.

ALPHA PLAYTEST
8 Monsters of Drakkenheim
ALPHA PLAYTEST
Think Tank Telekinetic Grip. The Think Tank reaches out with its mind to hold
one creature or object it can see within 120 feet of it in its psychic
grasp. If the target is a creature, it must make a DC 20 Strength
Large monstrosity saving throw. On a failed save, it takes 28 (8d6) force damage,
and the Think Tank moves it up to 30 feet in any direction
Armor Class 10 (including vertically), and it is restrained in the Think Tank’s
Hit Points 100 + 25 per player character (8d10 + 49 plus 2d10 + 14 per PC) telekinetic grip until it escapes or the Think Tank is incapacitated.
Speed 5 ft., fly 5 ft. (hover) The think tank can hold up to two creatures or objects in its
grip at one time. If it holds two creatures in its grip and uses this
STR DEX CON INT WIS CHA action against another creature, it must release it’s grip on one of
the creatures it’s holding. On its turn, a held creature can use its
13 (+1) 10 (+0) 24 (+7) 22 (+6) 18 (+4) 19 (+4) action to repeat the saving throw, escaping the grip on a success.
If the target is an object weighing 1000 pounds or less that
Saving Throws CON +13, INT +12, WIS 10, CHA +10 isn’t being worn or carried, it is telekinetically moved up to 30 feet
Skills Arcana +12, Insight +10, Medicine +10, Nature +12, Perception +10 in any direction. The Think Tank can also exert fine control on
Damage Immunities all (see “Shield Generator” below) objects with its telekinesis, such as manipulating a surgical tools
or opening a door or a container.
Condition Immunities all (See “Shield Generator” below)
Pluck the Puppet Strings. One target within 120 feet of the Mind
Senses truesight 120 ft., passive Perception 20 of Madness must make a DC 20 Wisdom saving throw. On a
Languages telepathy 1 mile, understands all languages failed saving throw, it suffers 14 (4d6) psychic damage, and must
Challenge 19 (22,000 XP) Proficiency Bonus +6 immediately use it’s reaction to move up to its speed directly
towards a creature other than itself mentally chosen by the Think
Nightmare Aura. Any creature who starts its turn within 120 feet of Tank. If the target ends this movement with the chosen creature
the Think Tank takes 21 (6d6) psychic damage. within its reach, it must make one melee weapon attack against
that creature with advantage.
Telepathic Eavesdropping. The Think Tank can project its conscious- Epic Resistance. The epic boss chooses one condition, spell, or
ness to see and hear any creature or location within five miles of it other effect currently affecting them and rolls 1d20. On an 11 or

APOTHACARY ABOMINATIONS
as if it had cast scrying (no action required). It can read the thoughts higher, the effect ends on it. An epic boss can use this action even
of those in this area, communicate with them telepathically, and if it would otherwise be unable to take actions, its actions are
listen in on telepathic communications which occur between other being controlled by another creature, or if a spell or effect alters
creatures in the region. It remains aware of its own surroundings its game statistics.
while doing so. Mind Cage (1/ round). The Think Tank attempts to imprison one
It cannot observe the area within a private sanctum spell or creature it can see within 120 feet of it inside the target’s own
locations and creatures protected by magic which blocks divination mind. The target must make a DC 20 Intelligence saving throw.
or scrying sensors. On a successful save, the target takes 33 (6d10) psychic damage,
but suffers no other effect. On a failed save, the target takes
Life Support System. The Think Tank is protected by three machine 33 (6d10 psychic damage, and perceives itself to be trapped
nodes which make up its life support system, which are positioned within a nightmare conjured forth from the depths of its own
in a triangle formation each no further than 30 feet apart from psyche until it escapes. While trapped, the target is immobilized,
each other. Each node is a Large object which can be attacked and and effectively blinded and deafened with regards to its own
destroyed. Each has AC 20 and 25 hit points per player character. surroundings. On its turn, the target can use its action to repeat
The nodes are immune to poison and psychic damage, and resistant the saving throw. Each time it does, it takes 33 (6d10) psychic
to bludgeoning, piercing, and slashing damage from nonmagical damage. It escapes the prison on a success.
weapons. The Think Tank can’t move or be moved more than 60 feet Unbind Gravity (1 / round). The Think Tank controls gravity in a
away from any two of its life support system nodes. 200-foot-cube centered on itself until the end of the next round.
Shield Generator. While its life support system remains, the Think Each time the Think Tank uses this Epic Action, it decides which
Tank’s damage and condition immunities can’t be ignored except direction gravity pulls within the area. All creatures and objects
by effects caused by 9th level spells or artifacts. If its life support that aren’t somehow anchored to the ground in the area fall in
system is destroyed, the Think Tank loses its damage and condi- the chosen direction until they reach the edge of the area. A crea-
tion immunities. ture can make a DC 20 Dexterity saving throw to grab onto a fixed
object it can reach, thus avoiding the fall.
Fully Contaminated. The Think Tank is immune to contamination, as If some solid object (such as a ceiling) is encountered in this
well as necrotic damage from effects which cause contamination. fall, falling objects and creatures strike it just as they would during
Instead of taking necrotic damage from these sources, the Think a normal downward fall. If an object or creature reaches the edge
Tank instead regains hit points equal to the damage dealt. of the area without striking anything, it remains there, oscillating
slightly, for the duration.
Epic Actions Alternatively, the Think Tank can decide to prevent gravity
An epic boss always takes its turn on initiative count 20. On its turn, from acting within the area. When it does, creatures within the
the Think Tank can use its movement and interaction as normal. area without a flying speed levitate in midair, and must move by
However, it does not take an action or bonus action on its turn pushing or pulling against a fixed object or surface within reach

ALPHA PLAYTEST
unless forced to do so by a spell or other effect. Instead, the Think (such as a wall or a ceiling), which allows them to move as if they
Tank takes one of the following epic actions at the end of each player were climbing. Unattended objects float around randomly.
character’s turn: The Think Tank doesn’t use this Epic Action during the next
round, the effect ends, affected objects and creatures fall back down.
Contaminated Blast. Melee or Ranged Spell Attack. Reach 10 ft., or ranged
120 feet, on creature. +12 to hit. Hit: 32 (4d12 + 6) necrotic damage,
and the target must make a DC 20 Constitution saving throw. On a
failed save, the target gains one level of Contamination.

Alpha Playtest 9
ALPHA PLAYTEST
Apothecary Familiars

Speaking Skull
Helpful Hand Resting on the apothecary’s desk, amidst vials, surgical
implements, and scattered anatomical notes tomes is a a
Skittering out from the shadows is a grotesque parody of a skull, ordinary at first glance. It lies motionless—but then, it
hand, desiccated and skeletal, its bony fingers clicking against begins to stir, hovering an inch above the wooden surface. It’s
the floor. The creature moves with an unsettling agility, crawl- eye sockets, dark and hollow, seem to fix on you, its bony grin
ing up walls and across ceilings with ease. As you watch, its frozen in a sinister smirk. The skull begins to speak, its voice
sharp, talon-like digits flex and twitch, ready to jab or latch a chilling murmur. “You’re not one of the doctor’s patients…”
onto its next victim. it hisses. “You should not be here…”

Helpful Hand Speaking Skull


APOTHACARY ABOMINATIONS

Tiny undead Tiny undead


Armor Class 13 Armor Class 12
Hit Points 5 (2d4) Hit Points 1 (2d4 - 4)
Speed 20 ft., climb 20 ft. Speed 0 ft., fly 5 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 11 (0) 6 (-2) 10 (0) 5 (-3) 2 (-5) 14 (+2) 6 (-2) 15 (+2) 12 (+1) 14 (+2)

Skills Sleight of Hand +5, Stealth +5 Skills Arcana +4, History +4 Medicine +4, Nature +4
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Languages understands the languages of its master but can't speak Languages Any two
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 1/4 (50 XP) Proficiency Bonus +2

Spider Climb. The hand can climb difficult surfaces, including upside False Appearance. When the speaking skull remains motionless, it is
down on ceilings, without needing to make an ability check. indistinguishable from a normal human skull.
Actions Actions
Finger Jab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4
1 damage, and the target must succeed on a DC 10 Constitution + 2) piercing damage.
saving throw or be blinded until the end of its next turn.
Disparaging Remarks. The speaking skull unleashes a string of insults
Latch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: The laced with subtle enchantments at a creature it can see within 10
hand attaches itself to the target. While latched, the hand doesn’t feet. The target must succeed on a DC 12 Wisdom saving throw or
attack. Instead, at the start of each of the hand’s turns, the latched take 5 (2d4) psychic damage and have disadvantage on the next
creature takes 2 (1d4) necrotic damage due to the hand's tightening attack roll it makes before the end of its next turn.
grip. A creature, including the target, can take its action to detach
the hand by succeeding on a DC 12 Strength check. The hand can Reactions
also choose to detach itself at any time during its turn without Guiding Words. When a creature the skull can see within 10 feet of
requiring an action.

ALPHA PLAYTEST
it makes an ability check, the skull can use its reaction to grant the
Bonus Actions creature a d4 bonus to the roll.

Helper. The helping hand takes the help action.

10 Monsters of Drakkenheim
ALPHA PLAYTEST
Abominations

Apex (CR 16)


A perfect physical form of humanity stands before you, its
flawlessly formed and muscle-bound flesh is tinted in a golden
hue while its veins bulge and glow with octarine light. Their
eyes emit cascades of light energy and their voice comes out as
a booming chorus. As swirls of fire, ice, and electricity crackle
around them, they pulse with unbound energy.

APOTHACARY ABOMINATIONS
Apex Actions
Multiattack. The apex makes two slam attacks.
Large monstrosity (any alignment)
Slam. Melee Weapon Attack: +10 to hit, reach10 ft., one creature. Hit:
Armor Class 20 (natural armor) 27 (4d10 + 5) bludgeoning damage.
Hit Points 210 (20d10 + 100) Bonus Actions
Speed 50 ft. climb 50 ft. Lighting Bolt. The Apex projects lightning in a 120-foot line that is 10
feet wide. Each creature in that line must make a DC 17 Dexterity
STR DEX CON INT WIS CHA saving throw, taking 22 (4d10) lightning damage on a failed save,
20 (+5) 20 (+5) 0 (+5) 20 (+5) 20 (+5) 20 (+5) or half as much damage on a successful one. In addition, creatures
in the line that fail their saving throws are shocked until the end of
Saving Throws STR +10, DEX +10, CON +10, INT +10, WIS +10, CHA +10 their next turn.
Skills Athletics +10, Acrobatics +10, Intimidation +10, Medicine +10, Fire Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one target.
Nature +10, Perception +10 Hit: 23 (4d8 + 5) fire damage. In addition, on a hit, the target and
Senses darkvision 120 feet, blindsight 20 feet, passive Perception 20 each creature within 10 feet of it must make a DC 17 Dexterity saving
Languages telepathy 30 ft., all throw. On a failed save, the target becomes burning (4d8 fire).
Challenge 16 (15,000 XP) Proficiency Bonus +5 Cold Snap. One creature the Apex can see within 120 feet of it must
make a DC 17 Constitution saving throw. It takes 45 (10d8) cold
Regeneration The apex regains 20 hit points at the start of its turn. damage on a failed save, or half as much on a successful one. In
If the apex takes necrotic damage, this trait doesn’t function at the addition, on a failed saving throw the target is frozen (DC 17).
start of its next turn. The apex dies only if it starts its turn with 0 hit
points and doesn’t regenerate. Reactions
Rapid Adaptation. When the Apex takes damage that is not necrotic
Standing Leap. The apex’s long jump is up to 50 feet and its high
or psychic damage, it can use its reaction to gain immunity to that
jump is up to 30 feet, with or without a running start. damage type until it is reduced to 0 hit points or finishes a short or
long rest.

ALPHA PLAYTEST
Alpha Playtest 11
ALPHA PLAYTEST
Body Snatcher (CR 8) Cerebrograft
This patchwork monster of various stitched together corpses This brawny eight-foot-tall figure has a massive, muscled
has oozing black ichor dripping from its seams. The figure is body; though it is difficult to say if it was once a human, an
a hulking form, about 7 feet tall with broad shoulders and a ogre, or a troll given its strange proportions and features.
hunched back. Its head seems small compared to its form, with Its discolored and bruised skin is stretched and ripped in
pale white eyes highlighting sunken dark sockets, and a lipless places where it can barely contain its bulging muscle tissue. It
mouth forcing the creature to appear in a constant menacing is pin-headed with a gaunt, emotionless face that bears an a
grimace. Draped in a thick black trenchcoat and a wide glassy-eyed gaze and a slack-jawed maw.
brimmed hat and smelling of sulfur and brimstone, the unset- Most disturbingly of all, however: its ribcage grotesquely
tling humming and mumbling of the creature echoes in the ears splayed open to reveal an unsettling sight. Emerging from the
of those who it is about to grab. The most unsettling feature is exposed guts and viscera is a smaller, vestigial creature with
the creature’s four arms, which end in massive hands compared wrinkled raw flesh and a mewling mouth. It holds its sticklike
to its form, each with 8 long spindly fingers. The creature shifts arms and curled fingers close to its feeble body, and its neck can
from shadow to shadow effortlessly, in a haunting ghost like barley support its massive cranium. A thin layer of translucent
fashion that is strange given its inherent size and demeanor. skin covers its huge brain, the blood vessels within emitting a
lambent glow. As it raises is small hands to its temples, its eyes
bulge and its face contorts into a twisted expression.

Body Snatcher Cerebrograft


Large undead, chaotic evil
Large aberration
Armor Class 15 (natural armor)
APOTHACARY ABOMINATIONS

Hit Points 136 (16d10 + 48) Armor Class 16 (natural armor)


Speed 30 ft., burrow 10 ft Hit Points 143 (15d10 + 60)
Speed 30 ft
STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 7 (-2) 14 (+2) 5 (-3) STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 19 (+4) 15 (+2) 17 (+3)
Saving Throws Str +7, Con +6
Condition Immunities charmed, exhaustion, frightened Skills Perception +6
Senses darkvision 60 ft., passive Perception 12 Saving Throws Int +8, Wis +6, Cha +7
Languages understands the languages of its creator but can’t speak Senses darkvision 120 ft., Passive Perception 16
Challenge 8 (3,900 XP) Proficiency Bonus +3 Languages the languages of its creator, telepathy 30 ft.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Sunlight Weakness. The body snatcher takes 10 (3d6) damage if it
ends its turn in sunlight, and has disadvantage on attack rolls and Dual Minds. The cerebrograft has advantage on Wisdom (Percep-
ability checks when in sunlight. tion) checks and on saving throws against being blinded, charmed,
Clinging Shadows. A creature that is in dim light or darkness has deafened, frightened, stunned, and knocked unconscious.
disadvantage on ability checks to escape the body snatcher’s
grapple. Each time a creature attempts to escape the body snatch- Actions
er’s grapple while it is in dim light or darkness, the creature takes 18 Multiattack. The cerebrograft makes two slam attacks and uses
(4d8) necrotic damage. If the necrotic damage reduces the target to Telekinetic Grip.
0 hit points, the target is stable but paralyzed for 1 hour, even after Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23
regaining hit points. (4d8 + 5) bludgeoning damage.
Actions Telekinetic Grip. The cerebrograft uses its psionic power to telekinet-
Multiattack. The body snatcher makes four grabbing hand attacks. ically manipulate one creature or object it can see within 120 feet of
it. If the target is a creature, it must make a DC 16 Strength saving
Grabbing Hands. Melee Weapon Attack: +7 to hit, reach 10 ft., one throw. On a failed save, the cerebrograft moves it up to 30 feet in
target. Hit: 11 (2d6 + 4) bludgeoning damage, and if the target a any direction, and it is restrained by the cerebrograft’s telekinetic
Medium or smaller creature, it has the grappled condition (escape grip until the start of the cerebrograft’s next turn or until the cere-
DC 15). Until this grapple ends, the body snatcher can’t use this brograft is incapacitated.
hand against other targets. The body snatcher has four hands, each If the target is an object weighing 300 pounds or less that isn’t
of which can grapple one target. being worn or carried, it is telekinetically moved up to 30 feet in any

ALPHA PLAYTEST
Bonus Actions direction. The cerebrograft can also exert fine control on objects
with its telekinesis, such as manipulating a simple tool or opening a
Shadow Teleport. The body snatcher can teleport up to 120 feet to an door or a container.
unoccupied space that it can see that is in dim light or darkness. It
can also bring any Medium or smaller creature it is grappling, tele- Psychic Crush (recharge 5-6). The cerebrograft creates a vortex of
porting that creature to an unoccupied space it can see within 5 feet psionic energy in a 20-foot radius centered on itself. Each creature
of its destination that is also in dim light or darkness. An unwilling in that area must make a DC 16 Intelligence saving throw, taking 22
creature can make a DC 13 Charisma saving throw to resist being (4d10) psychic damage on a failed save, or half as much damage on
teleported. On a successful save, the creature and the body snatcher a successful one. In addition, creatures that fail their saving throws
are not teleported. are dazed (save ends). A creature that fails this saving throw by five
or more is instead stunned (save ends).

12 Monsters of Drakkenheim
ALPHA PLAYTEST Chemystral (cr 12)
This massive undulating chemical ooze shimmers in hues of
blues, greens, pinks, and purples. It’s large amorphous form
throbs and wobbles as it alters its composition constantly to
adapt to its surrounding environments. Everything the blob
touches dissolves quickly within its form. The distinct smell of
bile and stomach acids surround it.

Chemystral Sonic Neutralization. When the chemystral takes thunder damage,


it loses any currently active elemental benefit from its elemental
large ooze reaction trait.
Amorphous. The ooze can move through a space as narrow as 1 inch
Armor Class 15 (natural armor) wide without squeezing.
Hit Points 168 (16d10 + 64) Regeneration. The Chemystral regains 25 hit points at the start of
Speed 30 ft., climb 30 ft. fly 30 ft. its turn. If the Chemystral takes cold or thunder damage, this trait

APOTHACARY ABOMINATIONS
doesn’t function at the start of its next turn. The Chemystral dies
STR DEX CON INT WIS CHA only if it starts its turn with 0 hit points and doesn’t regenerate.
18 (+4) 7 (-2) 20 (+5) 1 (-5) 6 (-2) 2 (-4) Actions
Damage Immunities Bludgeoning, Piercing, Slashing Multiattack. The chemystral makes two Chemical Spray attacks and
uses Engulf.
Damage Resistances Acid, Fire, Force, Lighting, Poison, Necrotic,
Radiant, Psychic Chemical Spray. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft., or
range 30/120 ft. one creature. Hit: 35 (10d6) Acid damage.
Condition Immunities Blinded, Charmed, Deafened, Exhaustion,
Frightened, Prone Engulf. The chemystral moves up to its speed. While doing so, it can
enter Large or smaller creatures’ spaces. Whenever the chemystral
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
enters a creature’s space, the creature must make a DC 17 Dexterity
Languages – saving throw.
Challenge 12 (8,400 XP) Proficiency Bonus +4 On a successful save, the creature can choose to be pushed 5 feet
back or to the side of the chemystral. A creature that chooses not to
Cold Vulnerability. The chemystral becomes frozen (DC 15) if it be pushed suffers the consequences of a failed saving throw.
takes cold damage. While it remains frozen, it loses its immunity to On a failed save, the chemystral enters the creature’s space,
bludgeoning, force, piercing, and slashing damage, and becomes and the creature takes 35 (10d6) acid damage and is engulfed. The
vulnerable to thunder damage. In addition to the normal means, the engulfed creature can’t breathe, is restrained, and takes 35 (10d6)
frozen condition ends if it takes 20 points of force, piercing, thunder, acid damage at the start of each of the chemystral’s turns. When the
or slashing damage. chemystral moves, the engulfed creature moves with it.
Elemental Reaction. When the chemystral takes acid, fire, lightning, An engulfed creature can try to escape by taking an action to
poison, or necrotic damage, its adaptive chemical balance causes it make a DC 17 Strength check. On a success, the creature escapes
to take on elemental properties which change the damage type of and enters a space of its choice within 5 feet of the ooze.
its chemical spray and engulf abilities to match the type of the last Engulfed creatures inside the chemystral have total cover. The
damage the chemystral took. In addition, it causes an additional chemystral can hold only one Large creature or up to four Medium
effect when it hits with its chemical spray attack: or smaller creatures inside it at a time.
h Fire. On a hit, the target is burning (4d6 fire).
h Lightning. On a hit, the target is shocked until the end of their next
turn.
h Acid. On a hit, the target is burning (4d6 acid).
h Poison. On a hit, the target is poisoned until the end of their next

ALPHA PLAYTEST
turn.
h Necrotic. On a hit, the chemystral regains hit points equal to the
necrotic damage dealt.

Alpha Playtest 13
ALPHA PLAYTEST
Disembodied Psyche
Medium undead
Armor Class 16 (natural armor)
Hit Points 117 (18d8 + 36)
Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA


7 (-2) 17 (+3) 14 (+2) 18 (+4) 16 (+3) 18 (+4)

Saving Throws Int +8, Wis +7, Cha +8


Disembodied Psyche (CR 10) Skills Deception +8, Insight +7, Perception +7
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion,
Resembling a large floating brain still attached to the nervous Frightened, Prone
system. The loose spindly threads that dangle down from it Senses Blindsight 60 ft. (blind beyond this radius), Passive
form into arm-like appendages as it hovers slowly within a Perception 17
field of psychic energy. A high pitched thrumming emanates Languages Common, telepathy 30 feet
from it as it crackles and sparks with latent mental powers. Challenge 10 (5,900 XP) Proficiency Bonus +4

Incorporeal Movement. The Disembodied Psyche can move through


other creatures and objects as if they were difficult terrain. It takes 5
(1d10) force damage if it ends its turn inside an object.
APOTHACARY ABOMINATIONS

Actions
Multiattack. The disembodied psyche makes two Electroshock
attacks. It can also use Hypnotize, if available.
Electroshock. Melee or Ranged Spell Attack. +8 to hit. Hit: 35 (10d6)
lightning damage, and the target must make a DC 16 Constitution
saving throw. On a failed save, the target is dazed until the end of
the disembodied psyche’s next turn.
Hypnotize (recharge 5-6). The disembodied psyche unleashes a psion-
ic hum which lulls nearby creatures into a stupor. Each creature
chosen by the psyche within 30 feet of it must succeed on a DC 16
Wisdom saving throw or become incapacitated (save ends). While
incapacitated in this way, it is also immobilized.
Mental Possession. One incapacitated creature that the disembodied
psyche can see within 5 feet of it must succeed on a DC 16 Intelli-
gence saving throw or be possessed by the disembodied psyche; the
disembodied psyche then disappears, and the target is incapacitated
and loses control of its body. The disembodied psyche now controls
the body but doesn’t deprive the target of awareness. The disem-
bodied psyche can’t be targeted by any attack, spell, or other effect,
and it retains its alignment, Intelligence, Wisdom, Charisma, and
immunity to being charmed and frightened. It otherwise uses the
possessed target’s statistics, but doesn’t gain access to the target’s
knowledge, class features, or proficiencies.
Whenever the possessed target takes damage, it can repeat the
saving throw. On a success, the effect ends. The possession also
ends if the body drops to 0 hit points, the disembodied psyche ends
it as a bonus action, or the disembodied psyche is forced out by an
effect like the dispel evil and good spell. When the possession ends,
the disembodied psyche reappears in an unoccupied space within 5
feet of the body. The target is immune to this disembodied psyche’s
Mental Possession for 24 hours after succeeding on the saving throw

ALPHA PLAYTEST
or after the possession ends.
Bonus Actions
Teleport. The Disembodied Psyche teleports to an unoccupied space
within 60 feet of it.

14 Monsters of Drakkenheim
ALPHA PLAYTEST
Injector
Medium construct
Armor Class 17 (natural armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 23 (+6) 16 (+3) 10 (+0) 17 (+3) 10 (+0)

Injector (CR 11) Saving Throws Dex +10, Int +6, Cha +4
Skills Medicine +7, Perception +7
Damage Immunities Poison
This 8 foot tall, lithe creature has an array of tanks, canisters, and Condition Immunities Charmed, Frightened, Poisoned
hoses connected to four mechanical limbs ending in syringes. These Senses Darkvision 120 ft, passive Perception 17
massive syringes are filled with an array of paralytics, toxins, Languages languages it knew in life but can’t speak
contagions, and afflictions. Its bald head and beady white eyes Challenge 11 (7,200 XP) Proficiency Bonus +4
glare at you, it has no visible mouth, and instead is equipped with
a mask connected by a hose, and several magnifying lenses that Actions
can be slotted over its eyes for surgical precision. Multiattack. The injector makes four syringe attacks. It can replace
any number of these attacks with a use of its Booster Dose instead.
Syringe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9
(1d4 + 6) piercing damage. In addition, on a hit, the injector can can

APOTHACARY ABOMINATIONS
cause one of the following additional effects (choose one or roll a
d4). It can’t use the same effect more than once per turn.
h Lethal Injection. The target takes an additional 21 (6d6) poison
damage.
h Numbing Solution. The target takes an additional 9 (2d8) cold
damage, and must make a DC 15 Constitution saving throw. On a
failed save, it becomes frozen (DC 18).
h Mind Dampener. The target takes an additional 7 (2d6) psychic
damage and must make a DC 18 Intelligence saving throw. On a
failed save, it becomes bewildered (save ends).
h Induced Necrosis. The target takes an additional 9 (2d8) necrotic
damage and must make a DC 18 Strength saving throw. On a
failed save, the target becomes weakened (save ends).
Booster Dose. The injector administers a tincture to a friendly crea-
ture it can see within 5 feet of it that isn’t a construct. Once a target
benefits from a tincture, it can’t gain the benefit of that tincture
again until it finishes a short or long rest.
h 1. Adrenaline Rush. The target can use its reaction to move its
speed without provoking opportunity attacks, or make one
weapons attack with advantage.
h 2. Inoculation. The injector chooses acid, cold, fire, lightning,
necrotic damage, or poison damage. The target gains resistance
the chosen type for 1 minute.
h 3. Restorative Fluid. The target regains (35) 10d6 hit points. If the
target is already at it’s maximum hit points, it gains these as
temporary hit points instead.
h 4. Focus. The target is blessed (1d4) for 1 minute.

Reactions
Unstable Tank. When the injector would take damage, it can instead
reduce that damage to zero by causing one of its tanks to explode vi-

ALPHA PLAYTEST
olently instead. The injector chooses one of the effects of its syringe
or booster dose, and each creature within 20 feet of it is affected as
if the injector hit it with its syringe or used booster dose on it. The
fluids are expended and the injector can’t use that effect until it
finishes a long rest.

Alpha Playtest 15
ALPHA PLAYTEST
Innocent Harvester
Small construct
Armor Class 15 (natural armor)
Hit Points 36 (8d6 + 8)
Speed 40 ft., climb 20 ft.

Innocent Harvester STR


8 (-1)
DEX CON INT
17 (+3) 13 (+1) 10 (+0) 12 (+1)
WIS CHA
13 (+1)
These small mannequins are made from patched together
Skills Acrobatics +5, Stealth +6
wood, clay, and scrap metal, with visible tubes of blood
Damage Immunities poison
pumping through their lithe forms. Garbed in scavenged
clothing and wigs, many of these constructs resemble human Condition Immunities paralyzed, petrified, poisoned
children upon first glance, while some resemble strange and Senses Darkvision 60 ft., passive Perception 10
deformed stuffed animals or dolls. Some especially macabre Languages Common
specimens are built with flesh, or designed with painted masks Challenge 2 (450 XP) Proficiency Bonus +2
as faces. Each of them has a single hand replaced with an ar-
ray of scissors and scalpels, while the other holds an extractor Normal Semblance. The innocent harvester dreg has advantage on
Charisma (Deception) and Dexterity (stealth) checks to pass itself
or syringe. Several of them are equipped with small satchels
off as a normal Small humanoid such as a human urchin or halfling.
or packs, or dirty bloodied bags that they drag behind them.
Some carry ragged stuffed animals filled with pockets. All of Actions
their carrying bags are filled with dismembered body parts, Multiattack. The innocent harvester makes two surgical claw attacks.
bits of bone, flesh, organs, eyes, and many other spare parts
APOTHACARY ABOMINATIONS

Surgical Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
that they are bringing back to their masters. Hit: 10 (2d6 + 3) slashing damage and the target is bleeding (2d4).
Syringe (1/day). Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) piercing damage. On a hit, the target must
make a DC 11 Constitution saving throw. On a failed save, the target
takes 28 (8d6) poison damage, or half as much on a successful one.
If the poison damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit points, and is
paralyzed while poisoned in this way.
Latch (recharge 5-6). The innocent harvester moves its speed. If it
ends this movement within 5 feet of a Medium or larger creature, it
can make one surgical claw attack against that creature. In addition,
on a hit, the innocent harvester attaches to the target. While at-
tached, the Innocent Harvester has advantage on all attacks against
the target. The attached harvester moves with the target whenever
the target moves, requiring none of the harvester’s movement. The
harvester can detach itself by spending 5 feet of its movement on its
turn. A creature, including the target, can use its action to detach
the harvester with a successful DC 13 Strength (athletics) check.
Bonus Actions
Cunning Action. The innocent harvester takes the Dash, Disengage, or
Hide action.

ALPHA PLAYTEST
16 Monsters of Drakkenheim
ALPHA PLAYTEST
Kingkiller Hydra (CR 18)
The stitched together patchworked form of the hydra appears
to be fused together with metal scrap, and various spare
parts of large monstrosities. Its flesh appears pale and
discolored, with various hues of scales that have lost their
luster over time. In many places patches of scales are miss-
ing entirely. The creature’s multiple heads are all surgically
attached, with milky white eyes placed in old and rotting
sockets. Foul chemicals pump through the creature’s body
causing glowing veins to show throw the places where its
scales are the most thinned, and a sickly green salvia drips
from the many and varied mouths of its lizard heads.

Kingkiller Hydra Epic Actions


An epic boss always takes its turn on initiative count 20. On its
Gargantuan Construct turn, the Kingkiller Hydra can use its movement and interaction as
normal. However, it does not take an action or bonus action on its
Armor Class 19 (natural armor) turn unless forced to do so by a spell or other effect. Instead, the

APOTHACARY ABOMINATIONS
Hit Points 90 + 90 per player character (8d12 +40) Kingkiller Hydra takes one of the following epic actions at the end of
Speed 50 ft., swim 50 ft. each player character’s turn.
Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 22
STR DEX CON INT WIS CHA (4d8 + 4) piercing damage.
26 (+8) 10 (+0) 21 (+5) 10 (+0) 15 (+2) 19 (+4) Spit Acid. Ranged Weapon Attack: +14 to hit, range 150 / 600 ft., one
creature. Hit: 20 (8d4) acid damage, and the target is burning
Saving Throws DEX +6, CON 11, WIS +8, CHA +10 (8d4 acid). While burning in this way, the target is also blinded.
Grow Heads. The Kingkiller Hydra can only perform this Epic Action
Damage Resistance acid
if one or more of its heads died this round, unless the head was
Damage Immunities poison killed by fire damage. The hydra grows two heads, and regains 10
Condition Immunities charmed, burning (acid only), hit points for each head regrown in this way.
frightened, poisoned Hydra Fury (1/ round). The kingkiller hydra makes one bite attack or
Senses blindsight 60 ft., tremorsense 300 ft., passive Perception 15 one spit acid attack for each head that hasn’t yet made an attack
this round.
Languages Understands the languages of its creator but doesn’t speak
Trample (1/ round). The Kingkiller Hydra moves its speed. During
Challenge 18 (20,000 XP) Proficiency Bonus +6 this movement, it can move through the spaces of Huge or smaller
creatures. Each creature the hydra moves over must make a DC
Corrosive Aura. Any creature who starts its turn within 30 feet of 21 Dexterity saving throw. On a failed save, that creature takes 35
the Kingkiller Hydra takes 20 (8d4) acid damage. Additionally, the (10d6) bludgeoning damage and its knocked prone.
area within 30 feet of the hydra is filled with corrosive fumes and is Tail (1/ round). Melee Weapon Attack: +14 to hit, reach 15 ft., one
lightly obscured. target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a
Multiple Heads. The hydra has five heads. While it has more than one creature, it must succeed on a DC 21 Strength saving throw or be
head, the hydra has advantage on saving throws against being blind- pushed up to 20 feet away from the Kingkiller Hydra.
ed, charmed, deafened, frightened, stunned, or knocked unconscious. Epic Resistance. The epic boss chooses one condition, spell, or
Whenever the hydra takes 20 or more damage in a single turn, one other effect currently affecting them and rolls 1d20. On an 11 or
of its heads dies. If all its heads die, the hydra dies. higher, the effect ends on it. An epic boss can use this action even
At the end of its turn, it grows two heads for each of its heads that if it would otherwise be unable to take actions, its actions are
died since its last turn, unless it has taken fire damage since its last turn. being controlled by another creature, or if a spell or effect alters
The hydra regains 10 hit points for each head regrown in this way. its game statistics.
Reactive Heads. For each head the hydra has beyond one, it gets an
extra reaction that can be used only for opportunity attacks.

ALPHA PLAYTEST
Head Count. However, the kingkiller Hydra can’t make more bite or
spit acid attacks each round than it has heads, and each head may
only be used to make one bite or spit acid attack each round.
Wakeful. While the hydra sleeps, at least one of its heads is awake.

Alpha Playtest 17
ALPHA PLAYTEST
Blood Leech (CR 1)
The plump black wriggling form of the leech squirms and
crawls. Its oil slick black skin is wet and slippery. It lets out a
high pitched screech as it lunges towards its prey.

Bloodleech Leech Variants


Tiny monstrosity (any alignment) Ambitious apothecaries have used leeches in different ways.
Here are two mutant variations on the blood leech.
Armor Class 10
Hit Points 20 (8d4) Mindleech Traits
Speed 20 ft., climb 20 ft., swim 30 ft. Replace the bloodleech’s bloodbag trait with the memory
bank trait, and replace its blood drain and blood transfusion
STR DEX CON INT WIS CHA bonus actions with brain drain and thought transfusion
13 (+1) 10 (+0) 10 (+0) 10 (+0) 12 (+1) 5 (-3) bonus actions:
Memory Bank. The mindleech has three memory banks in
Skills Stealth +4 its body. When encountered, roll 1d3 to determine how many
Senses Tremorsense 60 ft., Blindsense 30 ft. (blind beyond this memory banks are filled with greymatter. The rest are empty.
radius) passive Perception 15 Brain Drain. The mindlech can use this bonus action
APOTHACARY ABOMINATIONS

Languages – only when it is attached to a creature. That creature must


Challenge 1 (200 XP) Proficiency Bonus +2 make a DC 11 Intelligence saving throw. On a failed save, the
creature’s Intelligence score is reduced by 1d4. If this reduces
Aquatic Camouflage. The bloodleech has advantage on Dexterity the target’s Intelligence score to zero, it is unconscious until
(Stealth) checks made to hide in aquatic terrain. it regains at least one point of Intelligence. Otherwise, the
Bloodbags. The bloodleech has three bloodbags in its body. When reduction lasts until the creature finishes a short or long rest.
encountered, roll 1d3 to determine how many blood bags are filled Thought Transfusion. The mindleech can use this bonus
with blood. The rest are empty. action only when it is attached to a creature and has at least
one filled memory bank. The attached creature gains advantage
Actions on Intelligence attack rolls, ability checks, and saving throws
Attach. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: for one minute, and the mind leech empties one of its filled
The bloodleech attaches to the target.
memory banks.
While attached, the leech doesn’t attack, and moves with the
target whenever the target moves, requiring none of the leech’s
movement. The bloodleech detaches itself by spending 5 feet of its Spell Leech Traits
movement, and detaches immediately if its blood bags are filled or if
Replace the bloodleech’s bloodbag trait with the spell glands
the target dies. A creature, including the target, can use its action to
make a DC 13 Medicine check detach the bloodleech. On a success- trait, and replace its blood drain and blood transfusion bonus
ful check, the leech is detached. On a failed check, the leech is still actions with spell drain and arcane transfusion bonus actions:
detached, but the target becomes bleeding (2d4). If the medicine Spell Glands. The spell leech has a spell gland, which can
check fails by 5 or more, the leech isn’t detached and the target takes store up to ten levels worth of spells. When encountered, roll
8 (2d4 + 3) piercing damage. 1d10 to determine how many levels of spells are stored within
the spell leech.
Bonus Actions Spell Drain. The bloodlech can use this bonus action only
Blood Drain. The bloodlech can use this bonus action only when it when it is attached to a creature. The attached creature must
is attached to a creature. The attached creature loses 10 (3d6) hit make a DC 13 Intelligence saving throw. On a failed save, the
points due to blood loss, and the blood leech fills one of its empty
target takes 10 (3d6) psychic damage and becomes bewildered
blood bags with some of the target’s blood.
until the start of the spell leech’s next turn. In addition, on a
Blood Transfusion. The bloodlech can use this bonus action only failed save, if the target has spell slots, the spell leech drains
when it is attached to a creature and has at least one filled blood
one randomly determined spell slot which can be no higher
bag. The attached creature regains 10 (3d6) hit points, and the
than 3rd level. It then fills its spell glands with a number of

ALPHA PLAYTEST
blood leech empties one of its filled blood bags.
levels equal to that of the drained spell slot.
Arcane Transfusion. The spell leech can use this bonus
action only when it is attached to a creature and has at least
one level worth of spells in its spell glands. The spell leech
empties any number of spell levels from its spell glands, and
the creature it is attached to regains an equal number of levels
worth of spell slots.

18 Monsters of Drakkenheim
ALPHA PLAYTEST
Living Biohazard (CR 3)
This gelatinous blob drips and oozes over the ground, rolling
Plague Carrier (CR 2)
These deformed and horrific abominations were seemingly once
and roiling like a slow viscous spill. At times appearing people, now covered in boils, and sores. Festering wounds
liquid, at others like a gelation, and still others it appears and large bubbling blisters cover their exposed flesh, draped in
to take a more solid form. Its colors change and shift in ragged clothes, their swelling and sagging flesh seems riddled
alternating hues, sometimes mimicking its surroundings until with disease. Puss oozes from their wounds, eyes, ears, nose,
the thing almost disappears from view completely. and mouth, they smell of foul alchemical agents, and decay.

Living Biohazard Plague Carrier


large Ooze (any alignment)
Medium monstrosity (any alignment)
Armor Class 15 (natural armor)
Armor Class 10
Hit Points 60 (8d10 + 16)
Hit Points 45 (10d8)
Speed 20 ft.

APOTHACARY ABOMINATIONS
Speed 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 4 (-3)
10 (+0) 8 (-1) 10 (+0) 3 (-4) 11 (+0) 5 (-3)
Damage Resistances Acid, fire, lightning
Senses passive Perception 10
Damage Immunities poison
Languages understands common, but doesnt speak
Condition Immunities grappled, charmed, frightened
Challenge 2 (450 XP) Proficiency Bonus +2
Senses blindsight 20 ft. (blind beyond this radius), passive Perception 14
Languages – Plague Symptoms. Each plague carrier is host to a unique disease
Challenge 3 (700 XP) Proficiency Bonus +2 created by a pathogenist, chosen from the options below. A creature
that is infected by this disease must make a DC 13 Constitution sav-
Amorphous. The Living Biohazard can squeeze through a space as nar- ing throw at the start of each of its turns. On a failed saving throw,
row as 1 inch wide, provided it is wearing and carrying nothing. It has it takes 18 (4d8) necrotic damage and suffers the chosen symptom
advantage on ability checks it makes to initiate or escape a grapple. that turn. The disease ends after a target succeeds on three of these
Spider Climb. The living biohazard can climb difficult surfaces, saves, or the creature is targeted with lesser restoration or similar
including upside down on ceilings, without needing to make an magic that cures disease.
ability check. h Fatigue. Each time the target fails a saving throw, its speed is
Liquid Form. The Living Biohazard can enter a hostile creature’s reduced to five feet until the start of its next turn.
space and stop there. The first time it enters a creature’s space on a h Coughing Fits. Each time the target fails a saving throw, it becomes
turn, that creature takes 10 (4d4) acid damage. unable to speak until the start of its next turn.
h Shivers. The target shakes uncontrollably. Each time it fails its
Hazardous Fumes. A creature that starts its turn within 10 feet of the
Living Biohazard is burning (4d4 acid). While burning in this way, a saving throw, it drops whatever it is holding in its hands.
creature is also slowed. While it remains within 10 feet of the Living Actions
Biohazard, this burning condition can’t be ended.
Festering Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Actions creature. Hit: 4 (1d8) slashing damage and the target must make a
DC 13 Constitution saving throw or become infected with the disease
Multiattack. The living biohazard makes two pseudopod attacks.
carried by the plague carrier.
Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
Bile Spreader. The plague carrier voids the contents of its guts and
Hit: 10 (4d4) acid damage.
instantly dies, while unleashing a 15-foot cone of disgusting dis-

ALPHA PLAYTEST
ease-riddled bile. Creatures in the cone must make a DC 13 Consti-
tution saving throw. They take 9 (2d8) necrotic damage on a failed
save, or half as much on a successful one. In addition, on a failed
saving throw, a creature becomes infected with the disease carried
by the plague carrier.

Alpha Playtest 19
ALPHA PLAYTEST
Reautomata (CR 3, 8, 13)
Charging towards you with unbound fury is a lithe human
clad in a hulking suit of full plate wielding a pair of over- Scrap Reautomata
sized scimitars. As they draw closer with a snarl, it becomes
clear you face no mere warrior, but a monstrous abomination
of metal and flesh. The emaciated figure is not wearing the This zombie has been hastily enhanced, scrap plating and
armor: the plates have been riveted and bolted into their arcane instrumentation. Rusted weapons and haphazard
bones. Globs of weeping infected scar tissue pulsate where the metal are grafted into its body.
body fights against the metal fused into muscle and sinew.
It does not hold its weapons: its forelimbs have been entirely
replaced with scything talon-blades. Their metal helmets are
smooth and featureless save for a single ocular delirium lens,
and expose the creature’s sickly mouth and sharpened teeth, its Scrap Reautomata
breath giving off a rank chemical odor. Medium undead
Armor Class 17 (armor scraps)
Hit Points 50 (10d8 + 5)
Reautomata Speed 30 ft., climb 20 ft.

Medium construct STR DEX CON INT WIS CHA


19 (+4) 15 (+2) 13 (+1) 8 (-1) 7 (-2) 5 (-3)
Armor Class 18 (plate)
Hit Points 125 (20d8 + 80) Senses Darkvision 120 ft, passive Perception 8
APOTHACARY ABOMINATIONS

Speed 50 ft., climb 50 ft. Damage Vulnerability fire


Languages languages it knew in life but doesn’t speak
STR DEX CON INT WIS CHA
Challenge 2 (450 XP) Proficiency Bonus +2
21 (+5) 19 (+4) 19 (+4) 13 (+1) 17 (+3) 11 (+0)
Combustion. While the scrap reautomata is burning, its movement
Saving Throws Dex +8, Wis +7 speed becomes 50 ft., and its melee weapon attacks deal an addi-
Skills Athletics +9, Perception +6 tional 10 (3d6) fire damage.
Damage Immunities Poison Actions
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned Multiattack. The scrap automata makes two attacks with its
Senses Darkvision 120 ft, passive Perception 16 rusty weapons.
Languages languages it knew in life but doesn’t speak Rusty Weapons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Challenge 8 (3,900 XP) Proficiency Bonus +4 Hit: 11 (2d6 + 4) slashing damage.

Relentless Endurance. If damage reduces the reautomata to 0 hit Bonus Actions


points, it must make a Constitution saving throw with a DC of 5 + Ignition (recharges on a short rest). The reautomata is burning (2d6 fire).
the damage taken, unless the damage is from a critical hit. On a
success, the reautomata drops to 1 hit point instead.
Standing Leap. The reautomata’s long jump is up to 50 feet and its
high jump is up to 30 feet, with or without a running start.
Actions
Multiattack. The reautomata makes two arm blade attacks and uses
Entrapping Rend.
Arm Blade. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 16 (3d6 + 6) slashing damage. If the target is a Large or smaller
creature, it must succeed on a DC 15 Strength saving throw or be
pushed up to 5 feet and knocked prone.
Entrapping Rend. Melee Weapon Attack: +9 to hit, reach 5 ft., one
prone target. Hit: 16 (3d6 + 6) piercing damage, and if the target is
a Large or smaller creature, it is trapped in the reautomata’s grip

ALPHA PLAYTEST
and grappled (escape DC 18). Until this grapple ends, the target
is restrained, and the reautomata can’t use Entrapping Rend on
another target.
Bonus Actions
Aggressive. The reautomata can move up to its speed toward a
hostile creature that it can see. This movement doesn’t provoke
opportunity attacks.

20 Monsters of Drakkenheim
ALPHA PLAYTEST
Reautomata Wrecker
This monstrous construct is the size of an ogre. It lets out a
low bellow like the droning cry of an approaching whale.
Suddenly, in breaks into a charge like a thunderous rhinoc-
eros, racing forward with uncanny speed despite its onerous
bulk. It is covered in armored tanks with hoses attached to its
head, directly into the ears, nose, mouth, neck which pump its
body full of strange chemicals.

Reautomata Wrecker Wrecking Ball. Melee Weapon Attack: +11 to hit, reach 20 ft., one target.
Hit: 20 (4d6 + 6) bludgeoning damage. On a hit, the target must

APOTHACARY ABOMINATIONS
Large construct make a DC 17 Strength saving throw. On a failed save, the target is
knocked prone. It also becomes dazed (save ends).
Armor Class 20 (plate) Destructive Rampage (Recharge 6). The reautomata wrecker moves
Hit Points 225 (20d8 + 80) its speed in a straight line and can move through the space of any
Speed 40 ft. Medium or smaller creature. The first time it enters each creature’s
space during this move, it can make a drill or wrecking ball attack
STR DEX CON INT WIS CHA
against that creature.
25 (+7) 10 (+0) 21 (+5) 10 (+0) 17 (+3) 11 (+0) Bonus Actions
Overdrive Engine (1/ day). The reautomata wrecker can only use this
Saving Throws Int +5, Wis +8, Cha +5 bonus action when it has less than half its maximum hit points
Skills Athletics +12, Perception +8 remaining. The reautomata wrecker becomes immune to all damage
Damage Immunities Poison until the end of its next turn, and its Destructive Trample recharges.
Condition Immunities Charmed, Frightened, Poisoned During this time, it automatically succeeds all saving throws and
Strength, Constitution, and Dexterity ability checks, including op-
Senses Darkvision 120 ft, passive Perception 16
posed checks and contests. It becomes immune to all conditions, and
Languages languages it knew in life but doesn’t speak cannot be forced to move or affected by spells of 8th level or lower
Challenge 13 (10,000 XP) Proficiency Bonus +4 unless it chooses to be. Features and effects which ignore damage
resistance and immunity, such as a vorpal weapon, don’t function
Siege Monster. The wrecker deals double damage to objects against the wrecker during this time unless those effects are caused by
and structures. a 9th level spell or artifact. It gains advantage on all melee attack rolls.
Actions When this effect ends, the wrecker dies and explodes. Creatures
within 20 feet of its when it detonates must make a DC 17 Dexterity
Multiattack. The tanker makes one Drill and one Wrecking Ball attack. saving throw. They take 20 (8d4) acid damage plus 36 (8d8) necrotic
Drill. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 damage on a failed save, or half as much on a successful one.
(4d6 + 6) piercing damage.

ALPHA PLAYTEST
Alpha Playtest 21
ALPHA PLAYTEST
Ravenous Flora (CR 8)
This massive plant writhes forward on a mass of roots and
vines. Its large leaves wriggling and waving back and forth
surround the massive floral head, with glowing hypnotic
octarine petals and a central bulb that opens into a huge
mouth dripping with saliva nectar and spitting and oozing as
a leaf-like tongue licks at its chops in anticipation. Its maw
is filled with hooked, jagged teeth. The creature looks ready to
swallow you whole.
APOTHACARY ABOMINATIONS

Ravenous Flora Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9
(1d10 + 4) piercing damage, and the target is grappled (escape
DC 16). Until this grapple ends, the target is restrained, and the
Large Plant (Chaotic Evil) ravenous flora can’t bite another target.
Swallow. The ravenous flora makes one bite attack against a
Armor Class 14 (natural armor) Medium or smaller target it is grappling. If the attack hits, the
Hit Points 42 + 42 per player character (4d10 +20) target is swallowed, and the grapple ends. The swallowed target
Speed 15 ft. is blinded and restrained, it has total cover against attacks and
other effects outside the flora, and it takes 10 (3d6) acid damage
STR DEX CON INT WIS CHA at the start of each of its turns. The flora can have up to four
18 (+4) 10 (+0) 20 (+5) 10 (+0) 15 (+2) 19 (+4) targets swallowed at a time.
If the flora takes 15 damage or more on a single turn from a
creature inside it, it must succeed on a DC 16 Constitution saving
Saving Throws Dex +3, Int +3, Wis +5 throw at the end of that turn or regurgitate all swallowed creatures,
Damage Immunities Poison which fall prone in a space within 10 feet of it. If the flora dies, a
Condition Immunities Blinded, Deafened, Poisoned, Prone swallowed creature is no longer restrained by it and can escape
from the corpse by using 5 feet of movement, exiting prone.
Senses blindsight 60 ft., tremorsense 300 ft., passive Perception 15
Spit Acid. Ranged Weapon Attack: +7 to hit, range 150 / 600 ft., one
Languages Common (mostly just says “Feed me.”) creature. Hit: 14 (3d6 + 4) acid damage, and the target is burning
Challenge 8 (3,900 XP) Proficiency Bonus +3 (2d4 acid). While burning in this way, the target is also blinded.
Hypnotic Pollen (once per round). The ravenous flora releases a
Writhing Aura. Any creature who starts its turn within 30 feet of cloud of psychoactive plant spores. Each creature within 60 feet
the Ravenous Flora takes 7 (2d6) poison damage. Additionally, the of the ravenous flora must make a DC 16 Wisdom saving throw.
ground within 30 feet of the Ravenous Flora is filled with plant roots On a failed saving throw, a creature takes 9 (2d8) psychic damage
and becomes difficult terrain. and becomes weakened (save ends). While a creature is weakened
Poison Ivy. if the Ravenous Flora would take poison damage, it in this way, at the start of each of its turns it must spend all of its
movement to move directly towards the ravenous flora. During
instead takes no damage and regains hit points equal to the damage
this movement, the creature ignores the difficult terrain caused by
it would have received.
the ravenous flora’s writhing aura.
Epic Actions Epic Resistance. The epic boss chooses one condition, spell, or

ALPHA PLAYTEST
other effect currently affecting them and rolls 1d20. On an 11 or
An epic boss always takes its turn on initiative count 20. On its
higher, the effect ends on it. An epic boss can use this action even
turn, the ravenous flora can use its movement and interaction as
if it would otherwise be unable to take actions, its actions are
normal. However, it does not take an action or bonus action on its being controlled by another creature, or if a spell or effect alters
turn unless forced to do so by a spell or other effect. Instead, the its game statistics.
ravenous flora takes one of the following epic actions at the end of
each player character’s turn:

22 Monsters of Drakkenheim
ALPHA PLAYTEST
Ripper (CR 15) Skinwing
This massive, hulking creature is made up of stitched together and A flock of hairless, winged creatures, each roughly the size of a
mutated body parts. The process of melding the various patches large dog. Each is a grotesque patchwork of various animals
of body together through refined and intentional mutations has melded together through unspeakable magical experiments.
rendered the former patient into a mindless beast, nearly being Their bloated bodies are made from varying combination of
swallowed up by its own growths. Its oversized and bulging pigs, goats, and sheep torsos, with featherless wings are poorly
arms carry a massive whirling bone saw that spins and whirs as structured with visible bones and thin, tearing skin. Each
it lumbers forward, spraying gore around it. Soaking its medical has a somewhat ram-shaped head with mismatched, bulging
aprons in splashes of blood, bone, and greymatter. They wear a eyes and twisted horns, but the nose and mouth have been
blood soaked medical apron and mask. replaced with a curved avian beak, each disturbingly filled
with rows of irregular teeth and leaking a foul, sticky saliva.
The monsters moves with an awkward gait, their strained
bodies supported by sturdy but mismatched donkey legs, and
forelimbs which end in a hodgepodge digits with different
claws, talons, and claws.
Ripper (CR 15)
Large construct
Armor Class 17 (natural armor)
Hit Points 288 (25d10 + 150)
Speed 40 ft.
Skinwing
Medium monstrosity, unaligned

APOTHACARY ABOMINATIONS
STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 23 (+6) 11 (+0) 15 (+2) 11 (+0) Armor Class 13 (natural armor)
Hit Points 68 (8d8 + 32)
Saving Throws Con +11, Wis +7, Cha +5 Speed 30 ft., fly 30 ft. (clumsy)
Skills Athletics +9, Perception +6
STR DEX CON INT WIS CHA
Damage Immunities Poison, Psychic
17 (+3) 10 (+0) 18 (+4) 3 (-4) 10 (+0) 5 (-3)
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft, passive Perception 16 Skills Perception +3
Languages languages it knew in life but doesn’t speak Senses darkvision 60 ft., passive Perception 13
Challenge 15 (13,000 XP) Proficiency Bonus +5 Languages –
Challenge 4 (1,100 XP) Proficiency Bonus +2
Insensitive to Pain. Critical hits against the ripper become normal hits.
Dismemberment. Creatures killed by attacks made by the ripper can’t Pack Tactics. The skinwing has advantage on an attack roll against a
be restored to life except by means of resurrection or similar magic. creature if at least one of the skinwing’s allies is within 5 feet of the
Feed on Fear. Frightened creatures are helpless and defenseless creature and the ally isn’t incapacitated.
against attacks made by the Ripper. Disturbing Bleating. A skinwing constantly makes painful cries,
Actions moans, and bleats. A creature which starts its turn within 30 feet of
the skinwing must make a DC 14 Wisdom saving throw or become
Whirling Bonesaw. Melee Weapon Attack. +11 to hit, reach 10 ft., staggered until the start of its next turn. A creature who succeeds the
one target. Hit: 20 (4d6 + 6) slashing damage. This attack ignores saving throw is immune to the disturbing bleating of all skinwings
resistance or immunity to slashing damage. Each time the ripper hits for 24 hours.
with this attack on its turn, it can make an additional attack against
the same target as part of the same action. Actions
Gory Display (recharge 5-6). The ripper holds its bonesaw high and Multiattack. The Skinwing makes two attacks: one with its Bite and
spins the blade freely, causing blood and viscera accumulated on one with its Talons.
the weapon to fly in all directions. Creatures who can see the Ripper Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12
must make a DC 15 Wisdom saving throw. On a failed saving throw, (2d8 + 3) piercing damage.
a creature takes 14 (4d6) psychic damage and becomes frightened
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10
of the Ripper (save ends). While frightened in this way, a creature’s
(2d6 + 3) slashing damage.

ALPHA PLAYTEST
speed becomes 0.
Reactions
Unstoppable Lurch. When the ripper takes damage, it can move half
its speed towards the creature that damaged it without provoking
opportunity attacks. If it ends this movement adjacent to the trig-
gering creature, it gains advantage on its next attack roll against it.

Alpha Playtest 23
ALPHA PLAYTEST Fiendish Host
Medium fiend (demon)
Armor Class 16 (natural armor)
Hit Points 135 (18d8 + 54)
Speed 30 ft., fly 40 ft. (hover)

Soulbound Host STR DEX CON INT


16 (+3) 14 (+2) 16 (+3) 18 (+4) 15 (+2) 20 (+5)
WIS CHA

Saving Throws Dex +7, Wis +7, Cha +10


The grim-faced doctor’s jaw tightens as they lower their brow Skills Arcana +9, Intimidation +9, Insight +7
and sigh. Suddenly, their face contorts into a wicked, impossi- Damage Resistances cold, fire, lightning
ble grimace, a smile stretched too wide for the muscles on their Damage Immunities poison
face. Fiendish light glimmers in their eyes as hornlike bulges
Condition Immunities poisoned, charmed
rip through the flesh off their forehead. Profane runes appear
blazingly upon their flesh, releasing the smell of burning Senses darkvision 120 ft., passive Perception 12
meat and sulfur. The body rises into the air, the muscle spams Languages Abyssal, Common, Infernal
barely containing the evil spirit bound within this mortal Challenge 12 (8,400 XP) Proficiency Bonus +4
APOTHACARY ABOMINATIONS

host. A spiral of flame encircles the apothecary’s body as they


Fiendish Sight. Magical darkness doesn’t impede the fiendish
unleash a horrific scream, and speak a voice which is not their
host’s darkvision.
own. “Now, you will die, mortal.”
Actions
Multiattack. The soulbound host makes three attacks: two with its
Fiery Claws and one with its Soul Drain.
Fiery Claws. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range
120 feet, one target. Hit: 12 (4d6 + 5) fire damage, and the target is
burning (4d6 fire).
Hellfire Chain (Recharge 5-6). The fiendish host summons a fiery
chain that lashes out at a creature within 30 feet. The target must
make a DC 16 Strength saving throw or be restrained by the chain,
taking 18 (4d8) fire damage. While restrained by the chain, the target
takes 10 (3d6) fire damage at the start of each of its turns. The target
can make a Strength check against the save DC at the end of each of
its turns to break free.
Spellcasting. The fiendish host casts one of the following spells, using
Charisma as their spellcasting ability (spell save DC 16, +8 to hit with
spell attacks):
At will – thaumaturgy
2/day each: command, darkness
Bonus Actions
Fiendish Agility. The fiendish host can take the Dash or
Disengage action.
Reactions
Hellish Rebuke. In response to being damaged by a creature within
60 feet that it can see, the fiendish host can respond with hellfire.
The creature must make a DC 15 Dexterity saving throw, taking 22
(5d8) fire damage on a failed save, or half as much damage on a

ALPHA PLAYTEST
successful one.

24 Monsters of Drakkenheim
ALPHA PLAYTEST
Faerie Host
Medium fey, chaotic neutral
Aberrant Host
Medium aberration, neutral evil
Armor Class 15 (natural armor) Armor Class 17 (psychic armor)
Hit Points 112 (15d8 + 45) Hit Points 110 (13d8 + 52)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 15 (+2) 18 (+4) 19 (+4) 13 (+1) 14 (+2) 18 (+4) 20 (+5) 17 (+3) 16 (+3)
Saving Throws Dex +7, Wis +8, Cha +8 Saving Throws Int +9, Wis +7, Cha +7
Skills Stealth +7, Deception +8, Persuasion +8 Skills Insight +7, Perception +7, Deception +7
Damage Resistances bludgeoning, piercing, and slashing from Damage Resistances psychic
nonmagical attacks Condition Immunities charmed, frightened
Condition Immunities charmed, sleep Senses darkvision 120 ft., passive Perception 17
Senses darkvision 60 ft., passive Perception 14 Languages telepathy 120 ft.
Languages Common, Sylvan Challenge 9 (5,000 XP) Proficiency Bonus +4
Challenge 9 (5,000 XP)
Proficiency Bonus +4 Actions

APOTHACARY ABOMINATIONS
Multiattack. The aberrant host makes two attacks with its Mind Spike.
Actions Mind Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Multiattack. The feybound host makes two attacks with its Enchant- 11 (2d8 + 2) psychic damage.
ed Strike.
Spellcasting. The aberrant host casts one of the following spells,
Enchanted Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar- using Intelligence as their spellcasting ability (spell save DC 17, +9 to
get. Hit: 10 (1d8 + 3) slashing damage plus 9 (2d8) psychic damage. hit with spell attacks):
Illusory Assault (Recharge 5-6). The feybound host creates illusory At will – detect thoughts, mage hand (the hand is invisible)
duplicates of itself within 30 feet. Each creature in that area must 3/day: suggestion, levitate
make a DC 16 Intelligence saving throw. On a failed save, a creature 1/day: dominate person
takes 21 (6d6) psychic damage and is frightened until the end of the
Psychic Barrage (Recharge 5-6). The Aberrant Host unleashes a
feybound host’s next turn. On a successful save, the creature takes
barrage of psychic missiles that strike up to three targets it can see
half the damage and isn’t frightened.
within 60 feet. Each target must make a DC 17 Intelligence saving
Spellcasting. The faerie host casts one of the following spells, using throw. It takes 28 (8d6) psychic damage on a failed saving throw,
Charisma as their spellcasting ability (spell save DC 16, +8 to hit with or half as much on a successful one. In addition, creatures that fail
spell attacks): their saving throws are jinxed (1d8) (save ends).
At will – disguise self, minor illusion, mage hand, prestidigitation
2/day each: invisibility, major image Reactions
Thought Shield. When the aberrant host or a creature it can see
Bonus Actions fails a saving throw or is hit by an attack, the aberrant host can roll
Faerie Step. The faerie host teleports to an unoccupied space it can 1d6 and add the result to the target’s saving throw or Armor Class
see within 30 feet of it. against that attack or save, potentially turning a hit into a miss or a
failed save into a successful one.
Reactions
Fey Escape. When it takes damage, the faerie host can use its reac-
tion to turn invisible and teleport up to 60 feet to an unoccupied
space it can see. It remains invisible until the start of its next turn or
until it attacks, casts a spell, or uses a special ability.

ALPHA PLAYTEST
Alpha Playtest 25
ALPHA PLAYTEST
Stitcher (CR 12)
The creature before you has an oversized clawed hand of
various scissors, blades, surgical instruments, and scalpels,
the other hand is completely replaced with a set of interwoven
needles on pistons. The figure is tall and emaciated, with tight
skin stretched over lithe muscles. Its long and slender neck
ends in a small bald head with beady black eyes and multiple
straps that are connected to its mouth, keeping it pried open.
A spool of fine threads is fastened into its gaping mouth, and
its ribcage is splayed open with flowing bandages on a spool
that is fitted into place within. It wears stained and stitched
together rags and carries a large burlap sack stained in blood,
multiple severed limbs hanging out of the open bag.

Stitcher Attach Limb. The Stitcher attaches a severed limb from its bag to a
creature it can see within 10 feet of it. An unwilling creature must
Large construct succeed on a DC 17 Strength saving throw or have the limb attached.
A grappled, slowed, restrained, incapacitated, or immobilized
Armor Class 17 (natural armor) creature makes this saving throw with disadvantage.
Hit Points 200 (16d10 + 112) An attached limb can be attacked (AC 20; 20 hit points; immunity to
poison and psychic damage). The target or another creature within 5
APOTHACARY ABOMINATIONS

Speed 30 ft.
feet of it can remove the attached limb by spending an action to make
STR DEX CON INT WIS CHA a DC 18 Wisdom (Medicine) check or a DC 15 Strength check. When
17 (+3) 20 (+5) 24 (+7) 14 (+2) 18 (+4) 10 (+0) removed by any means other than a successful Medicine check, the
target takes 18 (4d8) necrotic damage and becomes bleeding (4d4).
While it has a limb attached to it, a creature must make a DC 15 In-
Saving Throws Int +7, Wis +9
telligence saving throw at the start of each of its turns. On a successful
Skills Medicine +14, Perception +9 saving throw, the target can control the limb and until the start of its
Damage Immunities poison, psychic next turn. On a failed save, the limb is uncontrolled and hostile to the
Condition Immunities charmed, exhaustion, frightened, poisoned host creature that round. Each extra limb has different effects:
Senses darkvision 60 ft., passive Perception 19 h Head. While controlled, the host creature gains advantage on
Languages understands the languages of its creator but can’t speak Intelligence, Wisdom, and Charisma attack rolls, ability checks,
Challenge 12 (8,400 XP) Proficiency Bonus +4 and saving throws.
While uncontrolled, the extra head forces the host creature
Hold Still Please. The stitcher has advantage on attack rolls against a to choose its action or movement. The host creature can decide
grappled, slowed or immobilized creature. what to do with its action or movement as normal, but the extra
head decides what to do with the other. If the saving throw was
Actions failed by 5 or more, the attached head chooses to control the
movement or action, not the host.
Multiattack. The Stitcher makes three attacks: two with its Scis- h Arm. While controlled, an extra arm grants its host an extra
sorhand and one with its Sewing Needle. It can replace any of these
action it can use on its turns. This extra action can be used only to
attacks with Attach Limb.
take the Attack (one weapon attack only) or Use an Object actions.
Scissorhand. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. While uncontrolled, the extra arm makes one melee weapon
Hit: 18 (3d8 + 5) slashing damage, and the target is bleeding (4d4). attack against its host at the start of each of its turns. The arm
Sewing Needle. Melee Weapon Attack: +10 to hit, reach 10 ft., one tar- attacks with a +10 bonus, and does 14 (3d6 + 4) bludgeoning
get. Hit: 14 (2d8 + 5) piercing damage, and the target must succeed damage on a hit.
on a DC 17 Dexterity saving throw or have a body part sewn chosen h Leg. While controlled, an extra leg grants its host an extra action
by the stitcher sewn together with thread: it can use on its turns, which it may use to take the Dash or
h Eyes. The target is blinded. Disengage actions only.
h Mouth. The target cannot speak, and cannot cast spells with a While uncontrolled, the limb forces the host creature to use its
verbal component. full moment at the start of each of its turns to move in a random
h Limbs. The target is restrained. direction. If this movement forces the host creature towards a

ALPHA PLAYTEST
hazard or precipice, the host can repeat the saving throw. On
The effect lasts until the threads are removed. The target or another
a successful save, they stop their the movement and fall prone
creature within 5 feet of it can remove the thread by spending an
before entering the hazard.
action to make a DC 18 Medicine check. On a successful check, the
condition ends. On a failed check, the threads are removed, but
the target takes 11 (2d10) damage. If the medicine check fails by 5 or
more, the target instead takes the same damage, and the threads
aren’t removed.

26 Monsters of Drakkenheim
ALPHA PLAYTEST
Tanker (CR 5)
Uncontained Growth (CR 8)
A hulking abomination of corroded steel and pallid flesh
stands before you. a gas mask covers its face, firmly strapped
The rippling mound of fleshy growths and tendrils masks the
and bolted onto its head. The creature hunches over a massive humanoid form buried somewhere within it. With incoherent
chemical drum that makes up its gut. Tubes and hoses splay arrangements of eyes and mouths, arms and legs, and the
from the drum like spilled intestines that connect the tank occasional form of a half absorbed creature, the uncontained
back into the spine and limbs of the monstrosity. The pumping growth shifts and changes as it lumbers forward. All the while
hoses weave through its body, connecting to the large metallic a muffled chorus of wimpers, screams, and agonized cries
nozzles which have replaced its hands. A confusing tapestry of erupt from the various orifices of the creature. Somewhere
rank chemical odors exude from it, the various smells irritate within it is what remains of a victimized patient.
the senses and burn the eyes and nostrils.

Tanker Uncontained Growth


Large construct Medium monstrosity (any alignment)
Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 95 (10d10 + 40) Hit Points 119 (14d8 + 56)
Speed 20 ft. Speed 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 18 (+4) 6 (-2) 10 (0) 5 (-3)

APOTHACARY ABOMINATIONS
21 (+5) 11 (+0) 19 (+4) 1 (-5) 7 (-2) 4 (-3)
Damage Immunities acid, poison
Saving Throws STR +8, CON +7
Condition Immunities burning (acid only), poisoned, frightened
Senses passive Perception 8
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 10 Languages –
Languages understands the languages of its master but can’t speak Challenge 8 (200 XP) Proficiency Bonus +3
Challenge 5 (1,800 XP) Proficiency Bonus +3 Absorbing Flesh. A creature reduced to 0 hit points by the growth
is absorbed into its body and dies. When it absorbs a creature, the
Chemical Stench. A creature that isn’t a construct or undead that growth’s size increases from Medium to Large, Large to Huge, or
starts its turn within 10 feet of the tanker must succeed on a DC Huge to Gargantuan. If the growth finishes a long rest and did not
14 Constitution saving throw or be sickened until the start of the absorb a body since its last long rest, its size decreases by one step.
creature’s next turn. On a successful saving throw, the creature is
immune to the chemical stench of all tankers for 1 hour. Actions
Actions Multiattack. The uncontained growth makes two melee attacks. A
large growth can make three attacks instead, a huge growth can
Multiattack. The tanker makes two slam or chemical glob attacks. make four, and a gargantuan growth can make five.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 14 Assimilating Pseudopod. Melee Weapon Attack: +9 to hit, reach 10 ft.,
(2d8+5) bludgeoning damage. one target. Hit: 14 (2d8 + 5) necrotic damage. If the target’s size is
Chemical Glob. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one smaller than the growth, it must succeed on a DC 16 Dexterity saving
creature. Hit: 14 (4d6) damage. Each time the tanker attacks with its throw or be devoured by the growth. A devoured creature is blinded
chemical glob, it must choose to deal acid, cold, or poison damage. and restrained, it has total cover against attacks and other effects
Chemical Spray (recharge 5-6). The tanker unleashes a stream of dan- outside the growth, and it takes 18 (4d8) necrotic damage at the
gerous fluids in a 30 foot cone. It can choose one of the following start of each of the growth’s turns. The growth regains hit points
chemicals each time it uses its chemical spray. equal to the necrotic damage dealt. If the hit points regained exceed
the growth’s hit point maximum, the growth’s hit point maximum
Sulfuric Acid. Creatures in the cone must make a DC 14 Dexterity
increases by the excess amount instead.
saving throw or take 25 (10d4) acid damage, or half as much on a
If the growth takes 20 damage or more on a single turn from a
successful save. In addition, creatures that fail their saving throw are
creature inside it, the growth must succeed on a DC 17 Constitution
burning (4d4 acid)
saving throw at the end of that turn or regurgitate all swallowed
Liquid Nitrogen. Creatures in the cone must make a DC 14 Constitu- creatures, which fall prone in a space within 10 feet of the growth.

ALPHA PLAYTEST
tion saving throw or take 18 (4d8) cold damage, or half as much on If the growth dies, a swallowed creature is no longer restrained by
a successful save. In addition, creatures that fail their saving throw it and can escape from the corpse by using 20 feet of movement,
are frozen (DC 14). exiting prone.
Chlorine Gas. Creatures in the cone must make a DC 14 Constitution
saving throw or take 14 (4d6) poison damage, or half as much on Reactions
a successful save. In addition, creatures that fail their saving throw Adaptable Flesh. When the uncontained growth takes damage from
are poisoned (save ends). While poisoned in this way, the creature is a spell or attack it can halve the damage taken.
also blinded.

Alpha Playtest 27
ALPHA PLAYTEST
Wretched Patient (CR 1)
These sickly figures look frail and weak, their flesh pale and
sagging, and their eyes sunken and hollow. They wear little
more than light fabric gowns, blood or puss soaked bandages,
tattered rags, or dirty garments. Some of them are covered in
blisters or soars, others bleed from the ears, nose, or mouth.
They mutter to themselves mad gibberish and whispered ideas.

Wretched Patient
Medium aberration
Armor Class 13
Hit Points 32 (5d8 + 10)
Speed 30 ft.

STR DEX CON INT WIS CHA


APOTHACARY ABOMINATIONS

15 (+2) 17 (+3) 14 (+2) 11 (+0) 10 (+0) 9 (-1)

Skills Stealth +5
Senses Darkvision 120 ft, passive Perception 10
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2

Conditioned Obedience. While it can see its creator, a wretched patient


has advantage on Intelligence, Wisdom, and Charisma saving throws.
Actions
Rusty Surgical Blade. +5 to hit. Hit: 8 (1d8 + 3) slashing damage, plus 7
(2d6) poison damage.
Reactions
Protective Impulse. If the wretched patient is within 10 feet of its
creator when another creature targets its creator with an attack or
spell, the wretched patient can use its reaction to swap places with
its creator and become the target instead.

ALPHA PLAYTEST
28 Monsters of Drakkenheim
ALPHA PLAYTEST

APOTHACARY ABOMINATIONS

ALPHA PLAYTEST
Alpha Playtest 29

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