Traveling at night on an unfamiliar path can prove to be particularly treacherous. Beyond the threat of bandits and wayward brambles lies the supernatural. Thick forests and foggy meadows often carry dark creatures lurking about. Ranging from the bothersome to the lethal, these dastardly foes take glee in anyone foolish enough to get lost at night, far off the beaten path.
Author’s Note: I’m trying to get some updates to old projects ready. New spells and monsters will hopefully be made available soon! In the meantime, I really wanted to make more monsters along my “lost on the road” theme. This time, I sample a mix of folk tales and horror movies.
Rumors have spread about a popular camping site where one of the local residents was murdered by greedy adventurers. A former butcher, the denizen didn’t go down without a fight, cursing the land of his return. On foggy nights like this one, the vengeful spirit awakens to hack up anyone who gets close to his land.
Medium undead, lawful evil
Armor Class 16
Hit Points 209 (22d8 + 110)
STR 20 (+5) DEX 22 (+6) CON 21 (+5) INT 7 (-2) WIS 15 (+2) CHA 8 (-1)
Skills Acrobatics +11, Athletics +15, Perception +12, Stealth +11
Saving Throws Intelligence +3, Wisdom +7
Damage Resistances cold; bludgeoning, piercing and slashing damage from non-magical weapons
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhausted, frightened, poisoned
Senses Darkvision 120ft., passive Perception 22
Languages understands Common and one other language
Challenge 15 (13,000 XP)
Fake out Death. When pretending to be dead, it looks indistinguishable from a corpse. Furthermore, the maniac gains doubled proficiency to Charisma (Deception) checks to pass off as being killed or dead. If this ability hasn’t been used within 24 hours, the check also gains advantage.
Legendary Resistance (3/Day). When the maniac fails its saving throw, it may instead choose to succeed.
Singling Out Victims. If the maniac attacks a creature that has no allies within 20ft. of it, the creature grants advantage or the creature is surprised, the maniac may add an additional 14 (4d6) damage to a successful attack. The Surprise Attack and Slasher Teleportation abilities count for adding this damage as well.
Sinister Sneak. The maniac can make Dexterity (Stealth) checks without penalty while moving at full speed. In addition, they are granted the effects of the Silence spell while at least 20 feet away from another creature. Should the maniac get closer, the effects are suppressed.
Turn Resistance. The maniac has advantage on saving throws against Turn Undead and related effects.
Multiattack. The maniac may attack up to three times.
Hack and Slash. Melee Weapon Attack: +10 to hit, reach 5ft., one creature. Hit: 14 (2d8 + 5) slashing damage. This damage counts as magical.
Play Dead. The maniac may fall down and pretend to be dead from an attack, as a reaction. Refer to Fake Out Death above.
Surprise Attack. When a creature enters within 5ft. of the maniac while it is pretending to be dead, it may use its reaction to get up and make 1 attack against the creature.
The revenant maniac can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Corrupt Healing (2 Actions). The maniac has a surge of power to heal its wounds. It regains 11 (2d10) hit points.
Slash. The maniac may make a Hack and Slash attack.
Slasher Teleportation (2 Actions). The maniac may teleport up to 60ft. If the maniac ends its movement within attacking reach of a target, the maniac may also make 1 attack.
CAMPAIGN OPTION: Alternative Weapons.
Another option is equipping the revenant maniac with alternate weaponry, as it isn’t uncommon for your trope slasher villain to get creative. These can be stronger melee weapons or even ranged weapons. However, doing so will affect the overall damage output per turn, perhaps even enough to change the final Challenge rating.
CAMPAIGN OPTION: Revenant Maniac – The Revenge.
When the maniac is killed, it isn’t truly dead. At the start of the next day, roll a d20. On a 20, the maniac reanimates, regaining full hit points and losing all negative effects (as well as regains any lost limbs it might have lost). You may keep rolling this each day until a 20 is achieved. To stop this, the site of the maniac’s death must be consecrated by powerful divine miracles and magic. This alone could make for a major campaign hook.
This miniscule little imp loves nothing more than leeching onto a travelers’ gear, hiding away and sowing distrust and hatred within the poor, hapless wanderer. It may convince them that their friends are untrustworthy or dangerous, perhaps even goad them into places where more fiends may lie. Fortunately, this creature is a bit weaker than true imps, but it makes up for it through cunning words and superior intellect.
Tiny fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 10ft., Fly 30ft.
STR 5 (-3) DEX 15 (+2) CON 12 (+1) INT 17 (+3) WIS 15 (+2) CHA 18 (+4)
Skills Deception +8, Insight +4, Persuasion +6, Stealth +6
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities poison
Senses Darkvision 60ft., passive Perception 12
Languages All, Telepathy 10ft.
Challenge 1 (200 XP)
Dark Mischief. While possessing a worn, equipped or otherwise close possession of the target; the imp may try to beguile the target’s mind through telepathy. Once per round, when the target is making an attack roll or skill check, the Imp may whisper distracting messages, forcing the target to make a DC 14 Wisdom saving throw. Upon failure, that check or attack is made with disadvantage. Likewise, the imp may try to persuade or convince the victim in other ways, leading them into traps or otherwise dangerous places. Once a creature is made aware of the Imp, they may save with advantage.
Devil Sight. The imp can see in magical darkness, as if it were regular darkness.
Innate Spells. The imp casts spells innately using its Charisma (+6 to hit, DC 14)
- At will: Minor Fire Bolt, Illusion, Invisibility (self only), Misty Step
Magic Resistance. The imp has advantage on saving throws against spells and magical effects.
Mini Pitchfork. Melee Weapon Attack: +4 to hit, range 5ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Hitchhike. The Passenger Imp has the ability to merge with a desired piece of equipment. As an action, the imp removes itself from play and merges with the item, essentially creating a possessed item. This is relevant for other abilities. Creatures using abilities to detect magic or the presence of a fiend will detect the imp within the chosen item. Dispelling magic or banishing will expel the imp from the item. If it wishes, it may also choose to leave or go to another item.
IMAGE CREDIT: Abandoned Silo – Dave McKane; Jason Voorhees (Jason Goes to Hell) – Sean S. Cunningham Films; Hewson – Imp
Friday the 13th is property of Sean S. Cunningham Films. Made by Doctor Necrotic, for Doctor Necrotic Media. All rights reserved.