You awaken to find yourself chained against a damp and musty cave wall. What you see before you was likely once a man, but his flesh sways and twitches in ways not befitting a natural creature. As he glances at you, several copies of his face seem to project, as if to magnify his speech. Multiple uncanny smiles form in disjointed succession, as the space-warped thing speaks.
“You thought you escaped? What a foolish notion! The Mists are eternal and you are a puppet! A wise adventurer would best research on things that dwell in darkness, lest they be another story of the Dark Powers. In the end, you are all the same. But, a fighting chance is too irresistible to ignore. So, fight on and fight well, mortal. If you were wiser, you could have read onward about the awful things that sprawl and crawl. I was once like you, but then I was chosen to be beyond human. The cosmic eternity takes the worthy, granting them a new story. But first, allow me to do the honor of ending yours.”
Shadowy projections of his hand reach over, to simply touch your forehead. Protrusions and mockeries of the flesh extend from the tainted thing’s arm. The mass plants itself upon your head, as you feel its horrid pull. The force of a thousand realities tries takes your essence. All goes black, the alien void has won.
Author’s Note: I had more planned, I just wanted to space them out instead of cram it all into one post. I’m still pondering where to go next. But, the Stars are Right for… something. And yes, The Thing was one of the inspirations behind The Paradox. But, how would you conduct a blood test for it?
This twisted creature looks like a rat king, an amalgam of rodents. However, the heinous war magics of the battlefield have twisted it into a truly gruesome horror. Flesh and fur crawl and warp, sometimes forming properly rodent bodies. Often, it is a congealed mass of limbs and jaws twitch and chitter. The formation will run or slosh around in search of flesh to consume. And in winding and dirty trenches, bodies are plentiful and they merrily feast. Escape is unlikely, as they compress, collapse, reform, congeal, do whatever they can to pursue a victim.
Domain of Origin: The Snaking Trenches. Thankfully found only here, these creatures are an embodiment of the horrors of warfare. In this case, the byproducts of it. The hive mind of sludgy rat things are heavily opportunistic, due to the otherwise dangerous environment beyond the dug out tunnels. In fact, the damp and sheltered nature of the trenches make them viable breeding grounds for more to spawn. In some cases, hollowed out bodies of victims are used as nests. Curiously, their hive-like state makes them similar to the Cranium Rats that dwell in Reality’s End. It is possible that these were once Cranium Rats that escaped Sigil into Eberron, where the magics of The Last War mutated them.
Medium swarm of tiny oozes, chaotic evil
Armor Class 15
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR 12 (+1) DEX 20 (+5) CON 16 (+3) INT 3 (-4) WIS 14 (+2) CHA 5 (-3)
Saving Throws Constitution +5
Damage Resistances poison; bludgeoning, piercing and slashing damage from non-magical weapons
Damage Immunities acid
Condition Immunities charmed
Senses Blindsight 60 ft., passive Perception 12
Languages understands common and deep speech
Challenge 4 (1,100 XP)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a tiny sized rodent. The swarm can’t regain hit points or gain temporary hit points.
Liquefying Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., target one creature. Hit: 12 (2d6 + 5) piercing damage plus 13 (3d8) acid damage. Any creature brought down to 0 HP or below by this attack attack must make a DC 15 Constitution saving throw. Failure results in the victim dying, as they dissolve into a disgusting puddle.
Conjured replicas of fiendish beings of the planes, inspired by horrors of Chaos and Law… even wholly new works of Dark Powers’ wit. Despite being fake and meant to keep wanderers in the city, they are still quite deadly. Many have crafted up personas fitting or either devil or demon, even though their abilities seem to be a mixed hybrid of both. Likewise, they resemble various devils or demons as well. True to their original nature, different factions have a habit of attacking each other though. While they initially are forged out of mist, they take a solidified form just moments later.
Domain of Origin: Reality’s End. A reminder of the Darklord’s folly, the Mists have brought an essence of the Blood War to the false Oinoloth’s land. Try as he may, conflict follows his failures. Try as the darklord may to close the borders of the domain, the monsters that dwell in the misty barrier are never affected. While they are condemned to the domain’s rim, they still camp and plot, either fighting each other or fighting anyone foolish enough to leave the “safety” of the city. In fact, the darklord can close his border, always sending the victim into another battlefield of conflicting fiends. While the two forces love to fight each other, they take more pleasure in torturing other beings.
Medium fiend, either chaotic or lawful evil alignment
Armor Class 16 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., fly 40 ft. (wings may or may not be invisible)
STR 20 (+5) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 20 (+5) CHA 14 (+2)
Saving Throws. Intelligence +6, Wisdom +8, Charisma +5
Skills. Acrobatics +6, Athletics +8, Intimidation +5, Perception +8
Damage Resistances. cold, lightning; bludgeoning, piercing and slashing damage from non-magical weapons
Damage Immunities. acid, fire, poison
Condition Immunities. poisoned
Senses. Darksight 120 ft., passive Perception 18
Languages. all, telepathy 60 ft.
Challenge. 6 (2,300 XP)
Fiendish Sight. The Mist Fiend can see through magical darkness and other effects.
Magic Resistance. The Mist Fiend has advantage on saving throws against magical effects and spells.
Magical Attacks. The Mist Fiend’s attacks are considered magical in nature.
Multiattack. The Mist Fiend may make two attacks per round.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Alternatively, the fiend may swap out for either piercing or slashing damage once per round.
Terrifying Stare. One target within 60 ft. must make a DC 16 Charisma saving throw. Upon failure, they take 19 (3d12) psychic damage. Depending on the fiend’s alignment, an additional effect occurs. Should the target succeed, they take no damage and the effect ends. Otherwise, a new saving throw is granted at the end of the victim’s turn.
- Chaotic Evil. Save vs. incapacitated, lasts up to 1 minute. Taking damage grants next save with advantage.
- Lawful Evil. Save vs. charmed, lasts up to 1 minute. Taking damage grants next save with advantage.
Variant: Greater Mist Fiend A larger and more powerful version of the Mist Fiend.
- Size increases to large.
- Armor Class 18 (natural armor)
- Hit Points increase to 95 (10d10 +40)
- Proficiency +4 (attacks, saving throws, skills, etc)
- Speed increases to 40 ft., fly 60 ft. (wings may or may not be invisible)
- STR 22 (+6) CON 18 (+4) INT 17 (+3) CHA 18 (+4)
- Multiattack allows for up to three attacks now.
- Terrifying stare for chaotic fiends paralyzes, while for lawful fiends dominates
- Challenge 10 (5,900 XP)
Goblyn (Variant Goblin)
Depraved and deranged, these atrocious creatures stalk the ruins beyond Castle Tristenoira. The warty and green mockeries of humanoid life practice profane rituals and feast upon all beings that dare to tread into their realm. While they fear magic, they owe their very existence to it.
Domain of Origin: Forlorn. Tristen ApBlanc already cursed his land with his very existence. However, upon being taken by the Mists, the Powers corrupted most of the residents and replaced them with foul little monsters, the goblyns. These artificial creatures spawned by dark magic almost always have a tragic backstory. Many of these awful reborn things were changed against their will. In fact, they currently make up the majority of Forlorn’s population alone. The Shadow Domain of Daglan has also been known to create more goblyns, thanks to an evil artifact known as the Crown of Souls.
The Goblyn retains the same traits of the original Goblin entry, with the following alterations:
- Hit Points 11 (3d6)
- Face Feast: After hitting with a Claws/Jaws attack, the target must make a DC 12 Dexterity saving throw. Upon failure, the goblyn moves into the same space as the target, incapacitating them. As long as the goblyn latches on, it will automatically hit with its Claws/Jaws attack. Furthermore, the target must make a DC 12 Constitution saving throw or face disfigurement from the Goblyn, causing disadvantage to all Charisma ability checks (save for Intimidation). Casting Greater Restoration or similar magic will undo this.
- Consumption Vitality. Upon eating from a recently slain corpse, the goblyn gets a rush of energy. They gain 10 (3d6) temporary hit points, after using a bonus action to feast from a body killed by a goblyn within the last 1 minute.
- Ambush Tactics. The goblyn has advantage against surprised creatures.
- ACTIONS: Claws/Jaws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing or piercing damage.
- Challenge. 2 (450 XP)
When someone dies in the state of revolt and rebellion, the steer strength of their willpower can make their soul carry on. They become an unwavering force of idealism and liberty, twisted by the powers of The Mists. These emboldened spirits crusade for their causes, but have long since lost several scruples after death.
Domain of Origin: Invidia. Malocchio Aderre’s coup over his mother’s reign was a shock to many, even if most found Gabriella most disagreeable. Her son, an ill omen, proved far worse. Attempts to overthrow him and retaliate were failures, even as Gabriella began to organize a resistance of her own. Several of these guerilla warriors and rebels found themselves colliding with the stranded and enraged remnants of Gundar’s shattered nation. However, one major campaign to take Invidia back failed spectacularly. The collective desire for liberation combined with the Dark Powers caused a new type of spirit to arise. Other domains, such as G’Henna, Dawnsveil and Barovia (due to Gundarakite nationalists) have seen these phantoms materialize more and more.
Medium undead, any chaotic alignment
Armor Class 15 (Ghostly Combat)
Hit Points 33 (5d8 + 10)
Speed 0 ft., hover 30 ft.
STR 1 (-5) DEX 14 (+2) CON 15 (+2) INT 12 (+1) WIS 12 (+1) CHA 17 (+3)
Damage Resistances acid, fire, lightning, necrotic; bludgeoning, piercing and slashing from non-magical weapons
Damage Immunities cold, poison, psychic
Condition Immunities charmed, exhausted, frightened, grappled, paralyzed petrified, poisoned, prone, restrained
Challenge 3 (700 XP)
Ghostly Combat. All physical attacks use Charisma, instead of Strength or Dexterity. Likewise, add Charisma modifier to armor class.
Incorporeal. The Dread Revolutionary is capable of phasing through walls and solid objects as if they were difficult terrain. However, ending their turn in a solid form causes the creature to take 5 (1d10) force damage.
Incite Revolt (1/day). As an action, the Dread Revolutionary makes a statement that inspires chaos. All creatures capable of hearing with 15 ft. must make a DC 13 Wisdom saving throw. Upon failure, they may repeat their saving throws at the end of their turn. Upon success, they are immune to this effect for 24 hours. Until then, they must roll 1d8 at the start of their turn:
- 1 – 2: The target is compelled to act random or belligerent during that round.
- 3 – 4: The target must attack the creature nearest to them.
- 5: The target moves in a random direction, determined by DM, also using the Dash action.
- 6: The target is incapacitated, as they lapse into madness.
- 7: The target feels compelled to destroy or damage items around them.
- 8: The target may act normally.
Revolutionary Spirit. While within 30 ft. of another Dread Revolutionary, they gain advantage on Ability Checks as well as Saving Throws.
Upsetting Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) necrotic damage. The target must make a DC 13 Constitution saving throw or take 5 (1d10) poison damage and gained the poisoned condition for up to 1 hour.
Creatures that succeed on their saving throw are immune to this effect for 24 hours.
IMAGE CREDIT: John Carpenter – The Thing Poster; Daniel Ljunggren – Rancid Rats; Stephen Zavala – Fog Demon; Stephen Fabian, Karen Wynn Fonstad, Roy E. Parker – Goblyn; FS Coburn – Ghost