Graveyard Tyrant, Divine Atrocity & More – FromSoft inspired Horrors for D&D 5th Edition

https://i0.wp.com/img02.deviantart.net/8c1b/i/2014/021/1/d/gravelord_nito_by_eemeling-d73486o.jpg

There is a certain darkness that lurks within our multiverse.  Great beings of power hold dominion over reality, creating guardians to defend their reign.  Likewise, powerful mortals meld conviction, innovation and craft to create a testament to their beliefs  Among them are foul creatures that epitomize forces of corruption.  These creatures are born out of hatred, malice, destruction, tyranny, bedlam and a wide variety of other horrid acts and negative emotions.  However, many of these fell beings were forged from the best intentions.  Purity, piety, justice, liberty, order, compassion, knowledge; all desires to improve or better understand the worlds around us.  However, positive intentions are distorted by extremes and turn into unending nightmares unforeseen by the perpetrators.

Where kindness and creativity go awry, cruel and unspeakable monsters arise.  All are the embodiment of some ideal that has turned horribly wrong.  Spiritual powers of nature contorted into vicious beasts, an arbiter judge of the dead turned callous taker of souls, the most virtuous and divine being unraveled and maddened by the abyss, those dedicated to a cause pursuing their quest into the depths of insanity.  Such tragic horrors are just examples of great power that falls from grace.  These beings were not meant to be or not meant to become this way.  The Divine Atrocity is the desecration of nature by its own followers, The Graveyard Tyrant is death’s hatred for the living taking hold of the land, The https://i2.wp.com/img03.deviantart.net/9c58/i/2014/243/d/8/bloodborne___cleric_beast_by_artsed-d7xeote.jpgDemon-Shackled is a fell knight who gave up on all that is sacred for the Abyssal chaos they fought, the Sundered Saint is the deranged remains of a faithful being driven insane by their convictions and goals.  Thus, a swift death is a true act of mercy when it comes to their existence.

These sacrilegious mistakes often haunt wastelands plagued by far worse evils.  The entropic decay and destruction only serves to empower these tainted powers.  Mad cults, other beings born of the same madness as such abortions of science and arcana.  They pose a challenge to any crusader, chosen one or hunter foolish enough to get in their way.  In some cases, the very land around these abominations conspires against those who bring their wicked masters any harm.  These soulless forgeries of life seek to destroy all those who oppose their sick mutation, those who defy their damnation, those who defend against their twisted ways.

Author’s Note:  I wasn’t really happy with these creations, initially.  So, I figured they were both due for an update.   We’ve had horrors from the mists, some classic dark fantasy and a bit of weird western and steampunk for good measure too!  So, I’ve done all I can to expand my “Gaslamp and Gothic” theme to it’s fullest.  On that note, the other reason I wanted to do this is a tribute to the gaming series/multiverse I love so much.  The Souls games (and Bloodborne) are coming to an end for the time being, so polishing some homages is fitting tribute.  Here’s my take on Grave Lord Nito and Cleric Beast in D&D 5E.  In addition, I create some extra content to commemorate Dark Souls III and make general homage to all of the Souls games (including Demon’s Souls).  And as always, the mad rambling prose is in part thanks to my love of Eternal Darkness: Sanity’s Requiem and of course, H.P. Lovecraft.  The first three monsters are directly inspired by various creatures, while the third is a general homage to several beings from the series.

Graveyard Tyrant

Huge undead (tyrant), lawful evil

Armor Class 18 (natural armor)
Hit Points 230 (20d12+100)
Speed 25 ft.

STR 26 (+8) DEX 11 (+0) CON 20 (+5) INT 22 (+6) WIS 18 (+4) CHA 20 (+5)

Skills. Intimidate +11, Perception +16

Damage Resistances.  cold, lightning, piercing, slashing

Damage Immunities. poison, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities. charmed, sleep, frightened, paralyzed, poisoned

Senses. blindsight 120ft. (while within its bonded land), darkvision 120 ft., passive Perception 14
Languages. Common, Celestial, Infernal, Abyssal, Telepathy 120 ft.

CR 17 (18,000 XP)

Land Bond.  Graveyard Tyrants are connected to the land that spawned them.  Many of their abilities are bolstered by being within their bonded realm.  If a Graveyard Tyrant is killed, it will instantly break apart and disappear shortly after.  It may potentially reform in its original point of creation several days later.  Only by defeating it in its home domain and banishing the spirits that inhabit it with high powered divine magic can this creature be truly put to rest.

ACTIONS

Multiattack.  The Tyrant may make up to two attacks of its choice.

Body Slam.  Melee Weapon Attack.+14 to hit, reach 5 ft. up to 3 creatures within reach.  Hit: 24 (3d10+8).  Hit targets must make a dexterity saving throw (DC 20) or fall prone immediately.

Bone Blade.  Melee Weapon Attack. +14 to hit, reach 10 ft. 1 target.  Hit:  21 (2d12+8) slashing damage + 5 (1d10) poison damage.

Underworld Blast.  Ranged Spell Attack. +12 to hit, ranged 60/120 feet., 1 target.  Hit: 21 (4d6+6) radiant damage + 7 (2d6) necrotic damage.  (The creature slams its skeletal blade against the ground, conjuring power of the underworld!)

Arcane Wave. Ranged Spell Attack. 20 ft. cone from user, all creatures within blast.  Dexterity saving throw (DC 20), success is half damage.  Hit. 26 (4d8+6) force damage.

Death Grip.  Melee Spell Attack.  +13 to hit, reach 10 ft.  1 target per attack.  Hit: The creature is grabbed.  While grabbed, they are incapacitated.  The save to escape is a Strength saving throw (DC 20.)  If they fail, the target takes 33 (6d10) necrotic damage.  The tyrant can only grab 1 target at once and still be able to use other abilities and attacks.

Summon Undead (Recharge 5 or 6).  The Tyrant may summon an undead creature up to a Challenge of 6.  The creature will appear next to it.  This is not an attack.  It may only do this on its bonded land.

LEGENDARY ACTIONS.  The Tyrant has up to 2 legendary actions.

Multiattack.  The Tyrant may make an extra attack of its choice.

Conjure Undead Army (2 Actions), (Recharge 5 or 6).  The Tyrant may use its Summon Undead ability again or summon 1d4 skeletons near it, acting on its turn and attacking targets.  It may only do this on its bonded land.

VARIANT.  GRAVEYARD GOD-KING – These Graveyard Tyrants have ascended to near divine like power.  They represent great power over death.

Hit Points. changes to 253 (22d12+110)

Armor Class. changes to 19

Speed.  changes to 30 ft.

Lord of the Dead.  You are no longer bound to your site of creation.  All of your abilities can be used, regardless of your location.

Crafter of Dark Magic.  You gain innate magical powers.  Your casting stat is Intelligence and your spell save DC is 21.  You may use a legendary action to cast a spell from your innate magic list.

At-Will.  Animate Dead, Create Undead, False Life (up to 5th level spell), Divination, Scrying, Nondetection

1/Day Each: Finger of Death, Power Word Kill, Time Stop, Antipathy/Sympathy, True Seeing, Counterspell (up to 9th level)

Soul Draining Touch (Recharge 5 or 6).  Once per round, the Graveyard Tyrant can attempt to drain the subject as part of their attack.  The target must make a Constitution saving throw (DC 21).  Failure results in gaining a single level of exhaustion.  Targets hit by subsequent attacks in the same round do not need to make the save again, unless hit by a different creature.

LEGENDARY ACTIONS.  The Tyrant has up to 3 legendary actions now.

Challenge.  Increase to 21 (33,000 XP)

 

 

Divine Atrocity

Huge monstrosity, chaotic evil

Armor Class 16 (natural armor)

Hit Points 169 (16d12+64)

Speed 40 ft., climb 20 ft.

STR 20 (+5), DEX 17 (+3), CON 18 (+4), INT 8 (-1), WIS 14 (+2), CHR 17 (+3)

Damage Immunities. Poison

Damage Vulnerability. Fire

Damage Resistances. Bludgeoning/Piercing/Slashing from non-magical weapons, Force, Lightning

Condition Immunities. Poisoned, Fear, Sleep, Charm

Senses. Darkvision 120 ft.

Languages –

Challenge. 12 (8,400)

Restoration. Upon dropping to half of its maximum health or below, the creature unleashes an unholy glow. It regenerates 2d10 health per round until it is brought up to half its maximum in HP or above.  This ability becomes inactive until the monster returns to 1/2 maximum hit points or below.

ACTIONS.

Multiattack. The atrocity may make 2 attacks of its choice.

Swipe. Melee Weapon Attack, +9 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) slashing damage. The atrocity can forgo damage and grapple the target instead. The target may attempt to escape the grapple via a strength saving throw (DC 17). While grappled, the beast will inflict 7 (2d6) bludgeoning damage at the start of the target’s turn.

Leaping Smash. Melee Weapon Attack, +9 To Hit, reach 10 ft., one target. Hit: 27 (4d10+5) piercing damage. The target must make a (DC 17) Dexterity saving throw or be knocked prone.  In order to use this attack, the atrocity must make a jump as part of its movement to the target.  It does not grant opportunity attacks while it does this.

Slam. +9 to hit, 1 target within 10 ft. 23 (3d12+5) bludgeoning. A hit target must succeed a Dexterity save (DC 17) or be pushed back 10 ft., taking an extra 5 (1d10) force damage as well.

 

 

Fallen Knight to the Abyss

Medium Undead (demon), chaotic evil

Armor Class 18

Hit Points 221 (26d8+104)

Speed 30 ft.

STR 19 (+4), DEX 15 (+2), CON 18 (+4), INT 14 (+2), WIS 15 (+2), CHR 11 (+0)

Damage Immunities. Poison

Damage Resistances. Bludgeoning/Piercing/Slashing from non-magical weapons, Cold, Necrotic

Condition Immunities.  Poisoned, Charm

Senses.  Darkvision 60 ft. (See in Magical Darkness), Passive Perception 12

Languages.  Common, Abyssal

Challenge. 14 (11,500 XP)

Magic Resistance.  The Fallen Knight has advantage on saving throws against magic.

Abyssal Power.  The Fallen Knight’s attacks are all magical.  Also, the knight detects as an evil creature as per the “Detect Good and Evil” spell and related effects.

ACTIONS.

Multiattack.  The Fallen Knight may make up to 3 attacks.

Thrusting Blade.  Melee Weapon Attack, +9 to hit, reach 10 ft., one target.  Hit: 17 (3d8+4) piercing damage.

Swirling Arc.  Melee Weapon Attack, +9 to hit, reach 10 ft., all creatures in radius.  Hit: 11 (2d6+4) slashing damage.

Searing Smog.  Ranged Spell Attack, Dexterity Save (DC 15) for half damage, 15 ft. cone.  Failure: 9 (2d8) poison and 10 (3d6) acid damage.

Abyssal Wrath (Recharge 5 or 6).  Ranged Spell Attack, Dexterity Save (DC 15) for half damage, 20 ft. radius from caster.  Failure: 22 (4d10) necrotic and 11 (2d10) force damage.

 

The Sundered Saint

Medium Humanoid, Neutral Evil

Armor Class 16

Hit Points 204 (24d8+96)

Speed 30 ft.

STR 17 (+3), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 20 (+5), CHR 13 (+1)

Saving Throws.  CON +9, WIS +10, CHR +6

Damage Immunities.  Radiant

Damage Resistances.  Bludgeoning/Piercing/Slashing damage from non-magical weapons, Necrotic, Fire

Senses.  Darkvision 60 ft., Passive Perception 15

Languages.  Common, Celestial, Infernal

Challenge 13 (10,000 XP)

Divine Magick.  You gain innate magical powers.  Your casting stat is Wisdom and your spell save DC is 18.

At-Will.  Bless, Continual Flame, Cure Wounds (2nd Lv.), Divine Favor, Fire Bolt (3d10), Hellish Rebuke, Sacred Flame (3d8), Vicious Mockery (3d4)

1/Day Each: Cure Wounds (5th Lv.), Branding Smite (3rd Lv.), Flame Strike, Hold Monster

Explosive Radiance.  Once per long rest, when brought down below 50% of the Saint’s HP, they may use a reaction to unleash a destructive energy attack.  All creatures within 30 ft. must make an Intelligence saving throw or take 14 (4d6) radiant damage.

Hammer of Vengeance.  As a bonus action, the Saint can switch the damage of their hammer to Fire or back to Bludgeoning.

ACTIONS.

Multiattack.  The Saint can attack up to 3 times.

Hammer Swing.  Melee Weapon Attack, +8 to hit, reach 5 ft., one target.  Hit: 17 (3d8+4) bludgeoning damage.

Shockwave.  Ranged Weapon Attack, Constitution saving throw, 15 ft. reach from Saint, all creatures in area.  Failure: 11 (2d6+4) thunder damage.  Targets who fail are also pushed back 5 ft.

Javelin of Holy Light.  Ranged Spell Attack, +10 to hit, range 40/80 ft., one target.  Hit: 18 (2d12+5) radiant damage.

Holy Prayer.  The Saint may use an attack based innate spell, if it is available.

 

Image Credit: Cleric Beast – KrumpZero, Gravelord Nito – eemeling

Dark Souls, Demon’s Souls and Bloodborne belong to From Software.  Made by Doctor Necrotic, for Doctor Necrotic Media.

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