DND 5e Plane Shift - Gielinor
DND 5e Plane Shift - Gielinor
Contents
Introduction — DragonZaid
1
The World
of Gielinor
Guthix
Guthix is a god associated with balance and nature. He was
once a mortal creature of the little-known Naragi race before
he ascended by slaying a god that killed his daughter. His
philosophies are that there must be balance in all things—good
and evil, order and chaos, darkness and light, war and peace.
He also believes that Gielinor and its people are better off
without the gods. He frequently told many of his followers that
they shouldn't worship him, and instead only learn from his
teachings and forget about him. Most of them, however,
continued to worship him regardless. Most Druids, Gnomes,
and Fairies are followers of Guthix, as well as a smaller
fraction of individuals of many other races. Guthix's
iconography consists of green colors and a tear drop symbol.
Zamorak
Zamorak is a Mahjarrat god associated with chaos and
destruction. He was one of the most prominent figures of the
God Wars, having set them off at the end of the Second Age
with the defeat of his former master, Zaros, which ascended
him to godhood. He also inadvertently ended the wars at the
end of the Third Age with the destruction of Forinthry.
Zamorak's philosophies preach that the strong must not be
hindered by the weak, and it is only through chaos and
adversity that one can improve. Zamorak and Saradomin are
archenemies, with the latter's followers typically believing the
former's to be purely evil. People who openly worship
Zamorak are often outcast or banished from predominantly
Saradominist establishments. Zamorak's followers include a
small number of individuals of all races, as well as many
demons, Vampyres, Werewovles, and the Kinshra. His
iconography consists of red colors and a symbol shaped like a
pair of horns.
Saradomin
Saradomin is a Human god associated with order, wisdom,
and light. He is the most widely worshiped god on Gielinor,
especially within the Human kingdoms. Most predominantly
Human settlements will have a church, temple, or shrine
dedicated to him. His philosophies state that it is wisdom and
devotion to him that will cause one to prevail above all else.
His followers often view him as infallibly good, though in
reality he has done a few cruel things in the name of peace
that he later came to regret. Saradomin's archenemy is
Zamorak, and his followers will often banish or ostracize those
who worship Zamorak from their cities and villages.
Saradomin's followers consist of celestial creatures like Icyene
and unicorns, most of Gielinor's Humans, and a smaller
portion of many other humanoid races. His iconography
consists of blue, white, yellow, and silver colors and a four-
pointed star symbol. He is depicted in many statues and other
art as a bald, elderly man with a a white beard wearing long
robes.
Tumeken
Tumeken, god of light, is the leader of the pantheon and the
most powerful of the Menaphite gods. He created many of the
other desert gods and, during a key battle between the
Zarosians and the Kharidians, sacrificed himself in a last
stand in order to destroy most of the Zarosian forces. The
process is believed to have destroyed him, leaving behind only
a large diamond called the Kharid-ib. This diamond ended up
in the possession of the royal family of Al Kharid. Tumeken is
worshipped by people all throughout the Kharidian Desert.
His iconography includes a symbol in the shape of a shining
sun and yellow and gray colors.
Elidinis
Elidinis is Tumeken's wife and the goddess of fertility. The
River Elid in the Kharidian Desert is named after her, and she
is said to be "the water that gives life and soothes." Elidinis is
worshiped throughout the desert, but especially by the people
of Nardah. Her iconography includes a symbol shaped like
waves of water and yellow and turquoise colors.
Icthlarin
Icthlarin is a jackal-headed god of the dead, the son of
Tumeken and Elidinis, and the brother of Amascut. He is
responsible for guiding the souls of the dead through the Grim
Underworld, Gielinor's afterlife, so that they may rest
peacefully. His iconography includes an ankh symbol and
ocher colors.
Amascut
Amascut is the daughter of Tumeken and Elidinis and was
once a lioness-headed goddess of rebirth. In this role, she
granted the souls escorted to the Grim Underworld by her
brother Icthlarin a new life. During the Second Age, however,
she was corrupted, becoming a goddess of destruction. She
abandoned her duties and instead began to steal souls from
Icthlarin and devour them. This caused many of her
worshipers to renounce her. In recent ages, she also began to
meddle with some of the other gods. She killed off many of
Apmeken's followers, corrupted Crondis, suppressed Het's
senses and manipulated Scabaras' followers into attacking
Sophanem. Amascut has a very small number of worshipers
throughout the Kharidian Desert. Her iconography includes an
inverted ankh symbol and pink, gold, and jade colors.
Apmeken
Apmeken is a monkey-headed goddess of social pleasures and
friendship and one of the four minor Menaphite gods. Very
little is known about her as most of her followers were killed
by Amascut many years ago. She is worshiped by a very small
number of individuals throughout the Kharidian Desert. Her
iconography includes a symbol of a monkey's head.
Scale Theory
Scale theory is a relatively lesser known theory concerning
RuneScape (and other fictional universes) which states that
what is seen within the video game is not all that exists within
its universe, but merely a simplified representation of a larger,
more cohesive, and more complex world. This implies a
number of things which, for a great campaign, should be taken
into account. Firstly, the true size of Gielinor is much larger
than how it is represented in RuneScape. Towns are also
much larger and much farther apart than how we see them in
the video game. In reality, they should be separated by vast
tracts of farmland or wilderness, and traveling between two
adjascent towns could take an entire day or even a week or
longer. Second, there are far more things that exist within
Gielinor than are seen in the video game. The GM should feel
free to fill in these large gaps in their campaign's setting with
whatever they choose, as doing so could drastically improve
their campaign.
Deities
The Cleric, Paladin, Warlock, and some other classes'
subclasses usually involve a relationship with a god or deity
that is integral to their abilities. These classes can easily be
reflavored from standard 5th edition classes to incorporate
elements of Gielinor. For example, a Cleric of the Life Domain
might worship Saradomin, Guthix, or Elidinis rather than one
of the standard 5th edition deities.
Warlock patrons are typically more loosely defined than a
Cleric's deity. A patron could be a god, but it is often a less
powerful creature. The player and GM can use the information
provided in this document to choose or create an appropriate
creature to be the Warlock's patron. For example, a Warlock of
the fiend might have a powerful demon from Infernus as their
patron. More examples of classes and suggested associated
deities are given in the Cleric Deities, Paladin Deities, and
Warlock Patrons tables.
Cleric Deities
Subclass Suggested Deities
Knowledge Elder Gods, Guthix, Saradomin, Zaros
Life Elidinis, Guthix, Het, Saradomin
Light Saradomin, Seren, Tumeken
Nature Guthix
Tempest Armadyl, Guthix
Trickery Amascut, Apmeken, Marimbo, Zamorak
War Bandos, Zamorak, Zaros
Paladin Deities
Subclass Suggested Deities
Ancients Elder Gods, Guthix, Seren, Zaros
Conquest Bandos, Saradomin, Zamorak, Zaros
Devotion Armadyl, Guthix, Saradomin, Seren
Vengeance Saradomin, Zamorak
When you are reduced to zero hit points, you can use a
Ignan, Primordial,
TzHaar TzHaar
reaction to smite nearby creatures with a retaliatory blast of
Terran
radiant magic. Each creature other than yourself within a 10- Ugthanki Ugthanatos —
foot radius, 40-foot high cylinder centered on you must make a
Dexterity saving throw. On a failed save, a creature takes Vampyre True Vampyres —
radiant damage equal to 2d6 + twice your level in the class that Werewolf Werewolves —
granted you this Channel Divinity, or half as much on a
successful one.
Languages
A wide variety of languages are spoken on Gielinor. Common
is the primary language of most people, especially Humans.
Many languages from standard 5th edition can be reflavored
into a language native to this setting, such as Celestial to
Icyene. The Gielinor's Languages table lists many of Gielinor's
most common and most unique languages, their speakers, and
any of their mutually intelligible languages.
While almost the entirety of communications in RuneScape
are made in the Common language, it is recommended that a
campaign make more liberal use of a variety of languages so
as to not detract from the features and abilities of some player
characters. In reality, there could be a significant number of
humanoids on Gielinor that do not speak Common or that
make frequent use of other languages in addition to Common.
Speaking to an aggressive Goblin in its native language may
facilitate peaceful negotiations, and speaking to an untrusting
Elf in its native language may help to earn its confidence.
Versatile Singing
At 5th level, you've learned how to create almost anything
using your crystal singing techniques. You can use your action
to conjure up any mundane, inanimate object in your hand or
in an unoccupied space that you can see within 10 feet of you.
This object can be no larger than 5 feet on a side and its shape
must resemble that of an object that you have seen. The object
is crystalline in appearance, emanating a soft magical hum. It
disappears after 1 hour, when you use this feature again, or if
it takes more than 5 damage (AC 13).
Cunning Seeds
At 9th level, you can craft your seeds with such skill that they
can be transformed without the need for further crystal
singing. When you create a crystal seed, you can craft it such
that any creature can activate it. If you craft it in this way, the
creature that activates it gains all the benefits of using its true
form that you would for one hour. If you instead choose a
specific creature that you touch while crafting the seed, that
creature gains those benefits until the seed disappears.
Mage Slayer
Also at 3rd level, you strike more vigorously against users of
magic. When you see a creature cast a spell, you can choose to
deal an extra 1d4 damage to it when you hit it with a weapon
attack on your next turn. You can only deal this extra damage
once per round.
The extra damage increases to 1d6 at 6th level, 1d8 at 10th
level, and 1d10 at 14th level.
Magic Resistance
At 6th level, you've grown more impervious to all kinds of
magical effects. When you make a saving throw against a spell
or magical effect you can see, you add your Constitution
modifier to the roll. When you make a Constitution saving
throw in this way, you instead double your Constitution
modifier for the roll.
Distrupting Strike
At 10th level, you've learned to interrupt mages and warriors
alike before they can even act. While raging, when a creature
within reach or range of a weapon you are holding is about to
cast a spell or make an attack, you can use your reaction to
interrupt them with a weapon attack. If the attack hits, the
target must make a Constitution saving throw. The DC equals
8 + your proficiency bonus + your Strength modifier. On a
failure, the target's attack or spell is lost and any action used
Infuse Pouch
At 2nd level, you gain the ability to imbue pouches with a
connection to the spirit plane in order to conjure familiars.
When you finish a long rest, you can infuse up to two ordinary
cloth pouches you touch with magic, transforming them into
summoning pouches. You must be holding a druidic focus or
material pouch to do so. When you make the pouches, choose
one of the following familiars for each pouch: spirit meerkats,
spirit spider, spirit terrorbird, or spirit wolf.
You can activate a summoning pouch using an action to
summon the chosen familiar, causing it to appear in an
unoccupied space of your choice within 10
feet. The pouch then loses its magic,
returning to its original state. The
familiar lasts for 1 hour or until you
die or dismiss it using an action. If
you summon a familiar while you
already have one active, the first one
vanishes. If you attempt to infuse a new
pouch while you've already made two that
haven't yet been activated, the oldest pouch vanishes.
The familiar is friendly to you and your companions and
obeys your commands. In combat, the familiar acts during
your turn. It can move, use its reaction, and use any available
bonus actions on its own, but the only action it takes is the
dodge action, unless you take a bonus action on your turn to
command it to take another action. That action can be one in
its stat block or some other action. If you are incapacitated, the
familiar can take any action of its choice, not just dodge.
Beast Speech
Also at 2nd level, your bond with nature's creatures allows you
to easily communicate with animals. You always have the
speak with animals spell prepared, and it doesn't count against
the number of spells you can prepare each day. Whenever you
cast speak with animals, you can speak to and understand
your familiars in addition to beasts.
Herblore Apprentice
Also at 2nd level, you gain proficiency with alchemist's
supplies.
Greater Familiars
At 6th level, your connection with the spirit plane has
strengthened, allowing you to summon more powerful
familiars. When you infuse a summoning pouch, you can also
choose the following familiars: bunyip, fruit bat, spirit graahk,
steel minotaur, and war tortoise.
Actions
Bites (meerkats have more than half HP). Melee
Weapon Attack: +PB to hit, reach 0 ft., one target in
the meerkats' space. Hit: 7 (2d6) piercing damage.
Bites (meerkats have half HP or less). Melee Weapon
Attack: +PB to hit, reach 0 ft., one target in the
meerkats' space. Hit: 3 (1d6) piercing damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3) 15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) 13 (+1) 12 (+1) 14 (+2) 3 (-4) 10 (+0) 5 (-3)
Keen Hearing and Smell. The wolf has advantage on Amphibious. The bunyip can breathe air and water.
Wisdom (Perception) checks that rely on hearing or
smell. Mend Wounds (2/Day). Using the magic of the spirit
plane, the bunyip slowly mends the wounds of its
Pack Tactics. The wolf has advantage on an attack allies. For the next 1 minute, the bunyip can use its
roll against a creature if at least one of the wolf's bonus action to cause one creature of its choice
allies is within 5 feet of the creature and the ally that it can see within 30 feet to regain 1d6 hit
isn't incapacitated. points.
Slippery. The bunyip has advantage on ability checks
Actions and saving throws made to escape a grapple.
Bite. Melee Weapon Attack: +2 + PB to hit, reach 5
ft., one target. Hit: 7 (2d4 + 2) piercing damage. If Actions
the target is a creature, it must succeed on a DC 11
Claws. Melee Weapon Attack: +PB to hit, reach 5 ft.,
Strength saving throw or be knocked prone.
one target. Hit: 7 (2d4 + 2) piercing damage.
Howl (1/Day). The wolf emits a magical howl that
can scare off enemies. Each creature of its choice
within 30 feet must make a Wisdom saving throw
Reactions
against your spell save DC or become frightened of Intercept Healing. When a creature the bunyip can
the wolf until the start of the wolf's next turn. see within 30 feet casts a spell that restores hit
points, it can use its reation to intercept and
redirect some of the healing magic, causing a
creature it can see within 30 feet other than a target
of the spell to regain 1d4 hit points.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (-4) 12 (+1) 6 (-2) 18 (+4) 14 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 13 (+1) 9 (-1) 18 (+4) 6 (-2) 16 (+3) 4 (-3) 16 (+3) 7 (-2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 22 (+6) 18 (+4) 5 (-3) 10 (+0) 8 (-1) 20 (+5) 10 (+0) 19 (+4) 3 (-4) 12 (+1) 5 (-3)
Amphibious. The titan can breathe air and water. Pouches of Holding. The yak is equipped with two
magical pouches which are larger on the inside than
Water Form. The titan can enter a hostile creature's the outside. Each bag uses the statistics of a bag of
space and stop there. It can move through a space holding. If a pouch is separated from the yak, its
as narrow as 1 inch wide without squeezing. contents spill forth, unharmed, and the bag must be
returned to the yak's possession before it can be
used again.
Actions
Multiattack. The titan makes two weapon attacks.
Actions
Slam. Melee Weapon Attack: +2 + PB to hit, reach 5 Gore. Melee Weapon Attack: +2 + PB to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) bludgeoning ft., one target. Hit: 14 (2d8 + 5) piercing damage.
damage.
Winter Storage (1/Day). The yak opens a portal to an
Water Spout. Ranged Weapon Attack: +3 + PB to hit,
extradimensional space in an unoccupied space
range 60 ft., one target. Hit: 13 (2d6 + 6)
within 30 feet. The space can hold as many as 8
bludgeoning damage. The target must succeed on a
Large or smaller creatures. The yak can use a bonus
DC 16 Strength saving throw or be pushed up to 10
action to close or reopen the portal. While closed,
feet away from the titan.
the portal disappears from view outside the space.
Boil (3/Day). The titan douses a creature within 30 Attacks and spells can’t cross through the entrance
feet in boiling hot water. The creature must make a into or out of the extradimensional space, but those
Dexterity saving throw against your spell save DC. inside can see out of it as if through a 6-foot-by-10-
On a failed save, the creature takes 18 (4d8) foot window. The space lasts until the yak vanishes,
bludgeoning damage plus 18 (4d8) fire damage and dies, or dismisses it using an action, at which point
has disadvantage on the next attack they make anything inside drops out.
before the end of their next turn. On a success, the
creature takes half as much damage and suffers no
further effect.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 18 (+4) 5 (-3) 10 (+0) 8 (-1) 18 (+4) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1)
Intimidating Presence
Your ruthless combat techniques have taught you how to
better manipulate others' fears. When you choose this
tradition at 3rd level, you gain proficiency in Intimidation.
Brutalize
Also at 3rd level, each time you attack a creature with your
Flurry of Blows, you can showcase your brutal fighting skills to
attempt to strike fear into their mind. Make a Charisma
(Intimidation) or Strength (Intimidation) check (your choice)
against that creature contested by their Wisdom (Insight)
check. If you succeed, the target is frightened until the end of
your next turn. If the creature succeeds, it is immune to this
feature until the end of your next turn.
Strength Techniques
Also at 3rd level, you have learned to take advantage of your
physical prowess in a wider variety of ways than other monks.
You can use your Strength modifier instead of your Dexterity
modifier when determining your AC from Unarmored Defense
and the damage reduced by Deflect Missiles.
Brutal Strikes
At 6th level, your strength allows you to deliver devastating
blows more frequently. Your weapon attacks and unarmed
strikes score a critical hit on a roll of 19 or 20. Once per turn
when you score a critical hit with an unarmed strike or monk
weapon, you can spend 1 ki point to immediately make
another unarmed strike or monk weapon attack as a free
action.
Brutal Presence
At 11th level, you can make a Strength (Intimidation) check in
place of a Charisma (Intimidation) check wherever it is
deemed appropriate by the GM. When you do, your proficiency
bonus is doubled for that check.
Adrenaline Rush
At 17th level, you can gain a burst of adrenaline at the sight of
your enemies being brutalized. When you reduce a creature to
0 hit points, you can spend 5 ki points to gain temporary hit
points equal to twice your monk level. While you have these
temporary hit points, your monk weapons and unarmed
strikes deal one additional die of damage and your speed
increases by 10 feet. The temporary hit points are lost after 1
minute unless you use this feature again.
Burst Spells
At 10th level, your ancient magicks have grown potent enough
to affect multiple creatures at once. When you use Blood Blitz,
Ice Blitz, Shadow Blitz, or Smoke Blitz, you can impose the
feature's negative effects on another creature within 15 feet of
the original target of the feature. If the second creature didn't
fail a saving throw or get hit with a spell attack, it must make a
Constitution saving throw, avoiding the effect on a success.
You can use this feature once, after which you must expend
1 Ancient Power (in addition to the original cost of the Blitz
feature) to use it again.
Barrage Spells
At 14th level, you've improved the reach of your ancient
elements even further. When you use your Burst Spells
feature, you can target two additional creatures instead of one.
Might of Zaros
Also at 14th level, your command of the ancient elements has
climaxed. Your pool of Ancient Power increases to twice your
Intelligence modifier, and you gain the following features:
Master Runes
At 10th level, you can also craft master runes at a cost of 3
runecrafting points each, which produce the following effects:
Death Rune. You weave powerful necrotic magic into the
spell, hastening the inevitability of death. One creature
targeted by the spell takes an additional 1d6 necrotic damage,
and any hit points they regain for the next 1 minute are
reduced by half.
Blood Rune. You augment the spell with blood magic,
siphoning the life force of your target into an ally. One creature
targeted by the spell takes an additional 2d6 necrotic damage,
and you can then choose for another creature within 30 feet of
the target to regain hit points equal to the necrotic damage
dealt by the rune.
Soul Rune. You enhance the spell to temporarily strengthen
the bond between body and soul. Choose either yourself or one
creature targeted by the spell. For the next 1 minute, when the
chosen creature drops to 0 hit points, they are not knocked
unconscious. They still must make death saving throws, and
they suffer the normal effects of taking damage while at 0 hit
points. However, if the creature would die due to failing death
saving throws, they instead become unconscious and stable,
and the effect ends.
Wrath Rune. You strengthen the spell with intense
emotional magic. One target of the spell that took damage
from it takes an additional 2d6 damage of one of the spell's
damage types and the target becomes frightened of you for 1
minute. The target makes a Wisdom saving throw against your
spell save DC at the end of each of its turns, ending the effect
on a success.
Runeweaving
At 14th level, you have mastered two highly advanced methods
of utilizing the runes you craft: runesplitting and combination
runes. You can use only one of these effects at once when you
cast a spell.
Runesplitting. You coerce even more power out of each
rune you expend. If you consume a rune which affects one
target of your spell, you can spend 1 runecrafting point to
instead cause it to affect two targets of the spell.
Combination Runes. You fuse the magic of two runes
together before unleashing a greatly empowered spell. When
you consume a rune, you can consume one additional basic
rune to also gain its effects for that spell against the same or
another target. You cannot combine the effects of two of the
same rune.
Appearance
Airut are similar in appearance to the minotaur, but actually
bear more resemblance to the boar than to the bull. They have
between four and six front-curving horns, one larger pair
sprouting from just behind the eyes, and one to two smaller
pairs along the side of the jaw. They have strange mouths with
mandible-like flaps that open laterally, revealing their small,
pointed teeth within. Many Airut wear masks made of poorly
fashioned together bits of metal or leather; they are better
warriors than craftsmen. Their heads are small in comparison
to their massive bodies, even wider and bulkier than most
Minotaurs. They have massive, bulging necks, a huge torso,
bulky arms, large hands, and small, comparatively thin legs. Long ago as Tuska wandered about the universe, she
Their skin is either a pale purple or beige color and they have attacked the home plane of the Airut. Mutually impressed by
no hair, but they usually cover their bodies partly with crude one another's strength, Tuska and the Airut joined forces,
clothing made from black fur around their chest, back, hands, traveling together to conquer more worlds. Upon approaching
and waist. Airut can walk bipedally or on all fours, similar to their enemies, the Airut would repeatedly chant the name of
an ape. their goddess in order to incite fear upon them. After much
bloodshed, the Airut would leave the mark of Tuska branded
on their victims bodies and carved into the walls of buildings, a
Airut Names permanent reminder of the Airut's dominance. Gradually, the
Airut use a single given name, typically of just one or two Airut became more reliant on their newly formed symbiotic
syllables. relationship with the goddess, taking giant hairs from her body
and forming them into clothing and armor, supposedly to
Typical Airut names: Cormes, Durzag, Krar, Tuz. increase their strength. This behavior continued for many
millenia.
Tuska
Most Airut praise Tuska, a powerful beastly goddess that
shares not only their boar-like appearance, but their
viciousness and lack of sympathy for their foes. If enough Airut
gather together, it is said that they can summon Tuska in order
to crush their enemies with ease.
Appearance
Aviansie have humanoid shaped bodies, but bear many
distinct, bird-like features. Their bodies are completely
covered with feathers, they have talon-like hands and feet, and
their small heads are shaped like those of birds. Sprouting
from their backs are a large pair of wings powerful enough to
give them fully mobile flight, even while wearing light combat
equipment. Though the majority of the Aviansie on Gielinor
have an appearance that resembles the hawk, with brown
plummage and large, curved beaks, many different types of
Aviansie are known to exist. Some have appearances that
more closely resemble owls, herons, phoenixes or other birds.
In Aviansie culture, it is considered very rude to point out such
differences in appearance.
Near Extinction
Despite Armadyl's best efforts to avoid any involvement in the
conflicts of the Third Age, he and the Aviansie were inevitably
pulled into the God Wars. The Aviansie proved to be capable
and wise warriors, fighting valiantly under their god and
hoping to be able to bring long lasting peace to Gielinor.
During the largest battle of the wars, forces from all sides
involved fought at Forinthry. Zamorak destroyed the entire
region in a last ditch effort, turning the once beautiful
landscape of Forinthry into the now barren and lifeless
Wilderness, and taking the lives of almost the entire Aviansie
race among countless others. With the weight of these lost
lives on his shoulders, Armadyl quickly gathered up as many of
the surviving Aviansie as he could and returned them to
Abbinah. A small number of Aviansie who were separated,
forgotten, or thought to have died remained on Gielinor. With
the gods now banished from the world, they had little hope of
ever rejoining their people.
Life Underground
Initially, the Dwarves were devastated by their inability to use
magic any longer. Despite this, they were able to quickly adapt
to living underground. They established Keldagrim, an entirely
underground establishment known only to the Dwarves. In the
thousands of years that followed, Keldagrim flourished into a
thriving underground city rivaling the size of many great cities
at the surface. The city was surrounded by natural resources
they could use to build their city and economy. They also
developed some of the most advanced technology Gielinor has
seen, including rudimentary coal-powered boats that could
Zamorak's Curse traverse the underground rivers near Keldagrim.
At the dawn of the God Wars, the god Zamorak sought the aid
of the Dwarves to fight for him with his chaotic forces. Hoping Dwarf Names
to avoid the bloodshed of the wars altogether, the Keldagrim Dwarves use gendered names with one to three syllables.
Dwarves decided to hide themselves underneath the
mountains east of Rellekka. The other primary group of Male Dwarf Names: Alvis, Blandebir, Boric, Dromund, Ferd,
Dwarves, the Imcando, decided to side with Saradomin. Grimsson, Hreidmar, Isak, Jorzik, Lukas, Medwin, Nurmof,
Furious that neither group would side with him, Zamorak Obert, Randivor, Suak, Sven, Teplin, Thurgo, Veldaban
placed a curse on the entire Dwarven race, tainting the magic Female Dwarf Names: Agmundi, Anleif, Brae, Fjoila, Freda,
in their blood so that their bodies and minds would slowly Grenda, Haera, Hilda, Jari, Kara, Meike, Sagira, Sieglinde,
become corrupted. Vermundi
Imcando Dwarf
The Imcando Dwarves descended from a clan of Dwarves that
decided to follow Saradomin during the God Wars. Imcando
Dwarves are fond of the use of magic to aid their already
unparalleled smithing skills. They are believed to have
inhabited Ice Mountain, but their numbers dwindled
drastically during the barbarian invasions of the early Fifth
Age, in which great Fremennik forces lashed out against users
of magic. Very few Imcando Dwarves are known to still be
alive at present day.
Ability Score Increase. Your Wisdom score increases by 1.
Dwarven Toughness. Your hit point maximum increases by
1, and it increases by 1 every time you gain a level.
Appearance
Elves have a similar appearance to Humans, but are slightly
taller and more slender on average and have long, pointed
ears. They are renowned for their beauty and grace. While
most have fair skin with faint tints of pink or beige, Elves can
have a variety of skin colors ranging from very fair to dark
mahogany. Many have tattoos of swirling or sometimes
angular patterns, usually on their faces. Most Elves, male and
female, have long, straight hair that is typically either let down
beyond shoulder length or put up with decorative circlets or
other accessories. Their hair can be of any typical color—
including blond, brown, black, and red—as well as any manner
of unusual colors like green or magenta.
Bound to Seren
Before coming to Gielinor, the Elves lived on Tarddiad, a world
covered in trees and crystalline structures. They lived in a
peaceful and harmonious society organized into nine clans.
When Seren arrived, she took an interest in the world and its
inhabitants. She bestowed upon them many gifts of knowledge
to improve their quality of life, such as the ability shape
crystals into useful forms through a type of magical chanting
known as crystal singing. The Elves quickly grew to adore
Seren, and she grew very fond of them as well. She loved and
cherished them, and saw herself as a maternal figure to them.
During Seren and the Elves' time on Tarddiad, one of
Seren's most beloved Elves died of old age. In a desperate
attempt to prevent something similar from happening in the
future, the heartbroken goddess attempted to extend the
lifespan of the Elves. In doing so, she inexplicably tied the race
to herself, creating a powerful and unusual magical bond
between them. Due to this bond, any Elf that wasn't in Seren's
presence for an extended period of time would slowly grow ill
and feverish, eventually leading to their death. For many years
Seren sought a way to break the Elves' dependence on her so
that they could live freely, but her search was fruitless.
Shattered Goddess
The Elves were one of the earliest races to arrive on Gielinor,
being brought there by Seren in the early First Age. Most were
very resistant to the idea of relocating, but Seren was able to
convince them, emphasizing the world's great beauty and
abundance of resources. Seren also hoped that she might find
some way to wean the Elves off their dependence on her on
this new world. The Cywir clan, which placed great value in
history and tradition, decided to stay behind on Tarddiad.
Seren and the Elves created Prifddinas, a great crystal city
and one of the first establishments on Gielinor.
Fairy Names
Fairies typically use a single given name, and sometimes
choose to precede their given name with the word "Fairy".
Given Names: Aeryka, Bethan, Cait, Chaeldar, Cormac,
Donnacha, Fionn, Jukat, Lunderwin, Nuff, Ronan, Rosie.
Goblin Names
Goblins refer to one another using a single given name. Their
names typically consist of an adjective or noun, often having to
do with nature, followed by a part of the body.
Races of Gielinor — DragonZaid
63
Goblin Traits
Ability Score Increase. Your Dexterity score increases by 2, The war of gods last many lifetimes. Battle is
and your Constitution score increases by 1.
glorious and many heroes live and die! Then all
gods leave world, leave their armies behind. But
Age. Goblins reach adulthood at age 8 and live up to 60
Goblins still soldiers, still fight! Goblins fight
years.
against tall people with keen blades. But tall people
Alignment. Goblins are typically neutral evil, putting their
build cities with walls, they not want to fight. They
own needs before anyone else's. A few Goblins tend toward
not true soldiers like Goblins! But now Goblins not
neutrality or, in rarer cases, good, and some tribes form shaky have enough to eat, and have no commanders to
peace treaties with nearby settlements. tell them who to fight. So Goblin tribes fight one
Size. Goblins are between 3 and 4 feet tall and weigh another. At last all Goblin tribes have big battle on
between 40 and 80 pounds. Your size is Small. plain of mud. Battle last many days and many
Speed. Your base walking speed is 30 feet. Goblins die, battle is glorious! But Goblin corpses
Darkvision. You can see in dim light within 60 feet of you as cover the ground and it look like all die.
if it were bright light, and in darkness as if it were dim light.
You can't discern color in darkness, only shades of gray. Then Hopespear of the Narogoshunn tribe have
Fury of the Small. When you damage a creature with an vision of Big High War God. In night while soldiers
attack or a spell and the creature's size is larger than yours, rest he call leaders of all tribes together to give
you can cause the attack or spell to deal extra damage to the them message.
creature. The extra damage equals your level. Once you use
This is the word of Big High War God: Battle is
this trait, you can't use it again until you finish a short or long
indeed glorious and Goblins are soldiers but if
rest.
there too much battle all Goblins die! No more
Nimble Escape. You can take the Disengage or Hide action must Goblin fight against Goblin or tribe against
as a bonus action on each of your turns. tribe. Goblins must find other enemies to fight, but
Languages. You can speak, read, and write Common and not fight each other!
Goblin. The Common language is typically not taught amongst
Goblins very well, causing them to often speak and write with And this is the word of Big High War God: Today I
broken grammar while using it. cannot lead you, but someday I will send a new
Commander to lead you. Under new Commander
Goblins will conquer all of Gielinor, every race and
every god! And then Big High War God will return
and sit on throne of bronze and rule over all. War
will end in victory and victory will last forever!
Gorajo Names
Each day my shame gets harder to bear, like an ox
Gorajo place little value in individuality. They don’t use given dragging a mountain to which a pebble is added
names, but instead refer to one another solely by their titles, or every day. Of the Skinweavers, I alone was chosen
“paths.” These paths signify their occupation and skills. When to accompany the party that my brethren sent
a task needs to be performed, it is not an individual who is through to the Dark One's realm. My task was to
needed, but a role. If a Gorajo makes a mistake or is not able keep them alive. I am all that remains. The failure of
to perform their role effectively, it is considered to be a my task is as clear as mountain spring. I cannot
dishonor for all members of their path. The six paths are return to the Gorajo. I will not inflict my shame
Skinweaver, Hoardstalker, Worldbearer, Stormbringer, upon my people. I will remain in this world, and do
Deathslinger, and Bloodrager. what I can to aid those strong or foolhardy enough
to challenge the Dark One. This area is full of
Gorajo Traits unstable passages to other worlds that bring
unspeakable beings into this one. I seek to stem
Ability Score Increase. Your Wisdom score increases by 1.
the flow of evil, to protect the ones from this world
Age. Gorajo mature at about the same rate as humans and
from the fate that befell my brethren. Perhaps they
reach adulthood in their late teens. They live longer than
can succeed where I could not, and I can take some
humans do, up to about 250 years. semblance of comfort from knowing I helped the
Alignment. Gorajo tribes have a strong dependence on ones who may one day avenge my fallen brethren,
specific roles and paths to be carried out by each member, and and lift even a little of this mountain of shame
are inclined toward lawfulness. Their ways of life tend to push from my shoulders.
them toward neither good nor evil.
Size. Gorajo are slightly smaller than most humanoids, and
vary in height and weight depending on their subrace. They
are between just under 5 feet to 5 and one half feet tall and
Hoardstalker
Hoardstalkers have the responsibility of scavenging for
weigh between 80 and 130 pounds. Your size is Medium.
materials, creating weapons, and safeguarding assets from the
Speed. Your base walking speed is 30 feet.
Ramokee and other threats for their tribe. They have short,
Horns. You can use your horns as natural weapons to make
thick horns that curve upward along the sides of their heads.
unarmed strikes. If you hit with them, you deal piercing
Ability Score Increase. Your Intelligence score increases
damage equal to 1d6 + your Strength modifier, instead of the
by 2.
bludgeoning damage normal for an unarmed strike.
Scavenger. You have proficiency with two of the following
Languages. You can speak, read, and write Common and
skills of your choice: Investigation, Nature, Perception,
Gorajo.
Survival.
Subrace. There are six different types of Gorajo, usually
Crafter. You have proficiency with one set of artisan’s tools
referred to as paths. A Gorajo’s path indicates its occupation,
of your choice.
skills, and physical appearance. These paths are Skinweaver,
Nature's Artisan. As part of a short rest, you can harvest
Hoardstalker, Worldbearer, Stormbringer, Deathslinger, and
wood or stone from a tree, bush, boulder, cliff face, or other
Bloodrager. Choose one of these subraces.
appropriate source as determined by the GM to create one of
Skinweaver the following items: a shield, a club, a javelin, a dagger, a light
hammer, or a mace. To use this trait, you need a blade, such as
Skinweavers are often tasked with accompanying groups of
a dagger, or appropriate artisan’s tools, such as mason’s tools,
warrior Gorajo to tend to their wounds and injuries. They are
dependent on the type of materials used.
small with slender bodies and long, thin horns that curve
upward. Rather than walking, they levitate a short distance
above the ground.
Worldbearer
Worldbearers are in charge of helping to carry the burdens of
Ability Score Increase. Your Wisdom and Dexterity scores
the other Gorajo by aiding in travel and other work, such as
increase by 1, for a total Wisdom score increase of 2.
preparing and serving food. They are the bulkiest of the
Gorajo, and have short, wide horns that point forwards along
the sides of their heads.
Stormbringer
Stormbringers act as warriors that utilize magic, and have a
particular talent for thunder and lightning spells. They are
small with slender bodies and long, thin horns that curve
upward. Similar to the Skinweavers, they levitate a short
distance above the ground rahter than walking.
Ability Score Increase. Your Charisma score increases by
2.
Levitation. You have a flying speed equal to your walking
speed and can hover. To use this speed, you can’t be wearing
medium or heavy armor. If you end your turn while more than
5 feet above the ground, you fall until you reach this height.
Storm Magic. You know the shocking grasp cantrip. When
you reach 3rd level, you can cast thunderwave as a 1st-level
spell with this trait. When you reach 5th level, you can also
cast gust of wind with this trait. Once you cast thunderwave or
gust of wind with this trait, you can't cast that spell with it
again until you finish a long rest. Charisma is your spellcasting
ability for these spells.
Deathslinger
Deathslingers act as warriors that typically utilize stealth and
ranged weaponry to hunt prey and defend their tribe. They are
light on their feet with slender bodies and long, thin horns that
curve backward from the sides of their heads.
Ability Score Increase. Your Dexterity score increases by 2.
Nimble. You have proficiency in the Acrobatics and Stealth
skills.
Fleet of Foot. Your base walking speed increases to 35 feet.
Poisonous Touch. Using an action, you can touch one
piercing or slashing weapon or up to 5 pieces of ammunition,
enchanting them with a magical poison. For the next 1 minute,
any attacks made with the weapon or ammunition deal an
extra 1d4 poison damage. You can use this feature once, and
regain the ability to do so when you finish a short or long rest.
Karamjan
The Karamjan people are native to the giant jungle island of
Karamja. They are slightly taller and more slender than many
other Humans, and have dark eyes, dark hair, and skin tones
ranging from tawny to dark mahogany. They mainly live in
small establishments such as Shilo Village and Tai Bwo
Wannai. Other establishments on Karamja, such as the pirate
town of Brimhaven, attract a more diverse group of people
from all around Gielinor.
Wushankan
The Humans of the Wushanko Isles, or eastern lands, come
from a diverse group of cultures and have equally diverse
appearances. They have skin tones ranging from fair to tanned.
Many Wushankans who reach mainland Gielinor
Appearance
Ilujanka bear a lizard-like appearance, with scaly skin in light
shades of green, cyan, and purple. Their small heads have
pointed snouts and a few short, externally resting teeth. They
are slightly shorter than many humanoids, but have long arms
and necks. They have four long fingers on each of their large
hands and their feet are slightly webbed. Their fingers and toes
are tipped with short claws that are used more often as tools
than as weapons. A handful of short spines jut from their tails
and wide necks. They have frills on their heads, backs, and
tails which can expand and contract based on their mood.
Natural Riders
Ilujanka have a well-developed culture, although it is fairly
primitive due to the lack of magic or technology on Iaia. They
live mostly as farmers and craftsmen. They live in peace with
one another and with large creatures inhabiting Iaia's
marshland known as gurhs. In return for helping them search
for food and tending to their eggs, these animals allow the
Ilujanka to use them to plow their fields.
Troubled Future
There used to be many tribes of Ilujanka, but in present day,
only one village remains; the result of the species mysteriously
becoming infertile. Only one new Ilujanka is known to have
been born in the last decade.
Olun'dai
Superstition is an important part of the Ilujanka's lives. They
believe in an Olun'dai, a sort of predestined fate in accordance
with which all events occur. Ilujanka highly value their own
role in the Olun'dai, called the Olun'det. Because of this
philosophy, they see themselves as equals to the other species
on their planet, even if only they are sentient. In the philosophy
of the Olun'det, they do not fear their extinction. They prepare
the world for the other species and have accepted death.
Ilujanka believe that when they die, their spirits are brought to
an afterlife they call the Forest Beyond.
TzHaar-Mej
The TzHaar-Mej are the mystic class of the TzHaar, although
they are also the race's leading and governing class. As
mystics, TzHaar-Mej are generally the wisest, and are
responsible not only for governing the TzHaar, but for
recording their people's history in their libraries.
Creation Appearance
Wishing to form an army capable of conquering the desert, a No less strange than their origin is the Ugthanatos's
powerful Mahjarrat called Akthanakos stumbled upon a type appearance. The lower half of their bodies is nearly identical
of semi-intelligent and aggressive camel. Choosing to depict to that of a camel. They have four long, thin legs ending in
himself with the head of a camel, he allied himself with the large hooves. Their backs have a single hump, and thin tails
reach down to their knees. Their upper bodies are similar in
shape to those of Humans, but with the large, pointed head of
a camel. They have long arms that allow them to reach the
ground when bending down despite their height, and their
hands have three large fingers each. Their entire bodies are
covered in light beige fur, the same color as the desert sand.
They often clothe themselves with colorful textiles which help
protect them from the harsh desert heat, and sometimes wear
lightweight leather or padded armors.
Vampyre Juvenile
Vampyre Juveniles are small, feral-looking vampyres that are
quick and dangerous. They have pale skin of a light beige tint
and stand with a hunched posture. They have flat noses,
pointed teeth, long ears, and no hair on their large, round
heads. They are the lowest ranking of the Vampyres, yet still
have considerable innate Vampyric abilities.
Ability Score Increase. Your Dexterity score increases by 2.
Size. Vampyre Juveniles are small and agile, averaging
about 3 to 4 feet tall and weighing about 40 pounds. Your size
is Small.
Dextrous Bite. When you attack using your Vampyre Bite
trait, you can add your Dexterity modifier to the attack roll and
piercing damage instead of your Strength modifier.
Additionally, instead of grappling a creature, you can jump and
grab onto it. Make grapple checks as you would normally, but
use Dexterity (Acrobatics) checks instead of Strength
(Athletics) checks. If you do, the target isn't grappled, but its
speed is reduced by half and you can use your Vampyric Bite
on it using a bonus action.
Quick Footed. When you take the dash action on your turn,
your speed increases by an additional 10 feet until the end of
your turn.
Werewolf Names
Werewolves use a single given name. Their names are
gendered and typically have two to three syllables.
Werewolf Traits
Ability Score Increase. Your Strength score increases by
2, and your Dexterity score increases by 1.
Age. Werewolves reach adulthood at about the same age
that humans do, but can live for several centuries.
Alignment. Most Werewolves praise Zamorak and fully
embrace his chaotic ideologies. They often put others in
harm's way in order to benefit themselves, and are more often
evil than neutral or good.
Size. In their humanoid form, Werewolves have very similar
builds to humans and range from barely 5 to over 6 feet tall. In
their hybrid form, they grow slightly bulkier and taller. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Werewolves are accustomed to lurking in the
night to hunt their prey, giving them superior vision in dark
and dim conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim
light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Menacing. You have proficiency in the Intimidation skill.
Gadderhammer
Weapon (maul), uncommon
When you hit a shade with this magic weapon, the shade
takes an extra 2d6 bludgeoning damage.
The gaddderhammer is a magic maul that was created by
Gadderanks, a Human man in charge of collecting blood tithes
for the ruling Vampyres of Morytania. He is terribly afraid of
shades, so he invented the maul to be able to dispatch them
easily. It has a rectangular head and is made of wood and gold.
Godsword
Weapon (greatsword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with
this magic weapon.
This weapon was constructed during the God Wars to be
capable of killing a god. Each of the four primary forces of the
wars, Armadyl, Bandos, Saradomin, and Zamorak, created
their own hilt to fit the blade. Each hilt changes the
appearance and magical properties of the sword. Attaching a
hilt to a godsword blade is permanent, and only one hilt can be
fitted to a single blade. Once the hilt has been attached, the
godsword is complete and gains one of the following
properties.
Armadyl Godsword
The godsword has 3 charges. When you make an attack with
it, you can attempt to cast down Armadyl's judgement,
performing an upward swipe with immense force. If the attack
hits a creature, the creature takes an additional 4d6 force
damage, the creature is knocked into the air and must succeed
on a DC 18 Dexterity saving throw or land prone, and a charge
is consumed. The godsword regains 1d3 expended charges
daily at dawn.
Magic Bow
Weapon (longbow or shortbow), uncommon (requires
attunement)
You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
The bow has 3 charges. When you make the attack action
on your turn, you can use a bonus action to consume a charge,
using the bow's magic to attack incredibly swiftly. If you do,
you can make one extra attack with the bow. The bow regains
1d3 expended charges daily at dawn.
Constructed from the wood of a magic tree, this bow has a
natural pale blue color. Only the most skilled of artisans can
craft the tough, yet delicate magic wood into a bow. Not only is
it of higher quality than a typical bow, but its magic can be
utilized to attack more rapidly than normally possible.
Obsidian Weapons
Weapon (dagger, handaxe, mace, maul, quarterstaff, or sword),
uncommon
You gain a +2 bonus to damage rolls made with this magic
weapon.
Zamorak Bow
Weapon (longbow), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
The longbow has 3 charges. When you hit a creature with
this bow, you can consume a charge to invoke the flames of
Zamorak. If you do, you deal an extra 2d6 fire damage. The
longbow regains 1d3 expended charges daily at dawn.
This red bow is marked on its ends with the horns of
Zamorak. It was used long ago by Zamorakian forces to fight
for their god. Its magic allows the user to burn their foes with
unholy flames when they use it.
Anti-dragon Shield
Armor (shield), uncommon
You have advantage on saving throws against the breath
weapons of dragons while you wield this shield.
The front of this shield depicts a dragon being impaled in
the neck with a sword, and it has deep claw marks on it. It
belongs to Duke Horacio of Lumbridge. Its magic can help to
protect the wielder from dragonfire.
Armadyl Buckler
Armor (shield), rare
You gain a +2 bonus to AC while you wield this shield. This
bonus is in addition to the shield's normal bonus to AC. The
buckler is strapped to the wrist, keeping your hand partly free.
You can use this hand to perform simple interactions,
determined at the GM's discretion, such as holding, pushing,
or pulling an object, opening a door, or loading a hand
crossbow. You can also use it to make an unarmed strike. You
can't use this hand to operate a weapon, tool, or magic item or
to grapple or shove a creature.
Fighter Torso This special white and gold buckler was used by some of the
Armor (breastplate), rare (requires attunement) highest ranking members of Armadyl's army during the God
While wearing this armor, you gain a +1 bonus to AC and Wars. It is shaped like wings and beautifully adorned with
melee weapon damage rolls. silver, gold, and a large sapphire. Unlike ordinary shields, it
This breastplate is shaped to have the appearance of a keeps the hand partly free, an especially helpful trait for those
muscular chest. It offers slightly increased protection who wish to use a crossbow with the opposite hand. Its magic
compared to a typical breastplate while also slightly increasing makes it far superior to ordinary shields despite its small size.
the wearer's ferocity with melee weapons. This armor is used
by some Fremennik warriors.
Ganodermic Armor
Armor (half plate), rare (requires attunement)
While wearing this armor, you gain resistance to poison
damage. You also gain darkvision out to a range of 60 feet. If
you already have darkvision, wearing the armor increases its
range by 60 feet.
This armor is crafted from materials harvested from the
fungal creatures of the Polypore Dungeon. It is dark turquoise
in color and covered in fungi, consisting of a visor, body, and
legs. Together, they help to protect the wearer from poison and
allow them to see in the dark.
Lunar Armor
Armor (leather), rare
While wearing this armor, you gain a +1 bonus to AC. You Bandos Warshield
are considered proficient with this armor even if you lack
proficiency with light armor. Armor (shield), rare
This armor is the ceremonial attire of the Moon Clan, a You gain a +2 bonus to AC while you wield this shield. This
group of magic-using Fremennik that reside mainly on Lunar bonus is in addition to the shield's normal bonus to AC. In
Isle in the sea north of Kandarin. It consists of several pieces addition, if an effect moves you against your will along the
of dyed leather armor, typically in dark shades of blue, green, ground, you can use your reaction to reduce the distance you
and maroon. It similar to leather armor, but is easier to use, are moved by up to 10 feet.
allowing it to be worn by some mages that lack training with
armor.
Crystal Shield
Armor (shield), rare (requires attunement)
You gain a +1 bonus to AC while you wield this shield. This
bonus is in addition to the shield's normal bonus to AC.
The shield has 3 charges. When you are subjected to a
Dexterity saving throw while you are wielding it, you can
expend a charge to gain advantage on the throw. The shield
regains 1d3 expended charges daily at dawn.
Crystal shields are crafted through a delicate type of
chanting called crystal singing. Only Elves and a few
extraordinary individuals of other races are able to perform
the necessary techniques to magically transform crystal seeds
into useful objects. They also use crystal to make weapons,
staves, wands, orbs, tools, armor, and even buildings. This
elegant shield is cyan in color and much more protective than
an ordinary shield. Its magic can also enhance the wielder's Dragonfire Shield
evasiveness.
Armor (shield), very rare (requires attunement)
You gain a +1 bonus to AC and resistance to fire damage
while you wield this shield. This bonus is in addition to the
shield's normal bonus to AC. Additionally, you have advantage
on saving throws against the frightful presence and breath
weapons of dragons and skeletal wyverns while you wield this
shield.
When you are wielding it, you can use a bonus action to
expel a blast of dragonfire from the shield in the shape of a 30-
foot cone. Each creature in that area must make a DC 16
Dexterity saving throw, taking 4d8 fire damage on a failed
save, or half as much on a successful one. You can use this
feature once, and can't use it again until the next dawn.
This shield is created by forging together an anti-dragon
shield with a draconic visage, which can only be done by the
most skilled of blacksmiths. Once complete, the square
shield's face has the appearance of an elaborate dragon's head
with its mouth open wide. Much like the anti-dragon shield, it
can protect the wearer from dragons' breath attacks. It can
also protect the wielder from dragons' ability to frighten, can
expel extremely hot flames and offers superior protection
compared to any ordinary shield.
Elemental Shield
Dragon Shield Armor (shield), uncommon
You have advantage on saving throws against the breath
Armor (shield), rare
weapons of skeletal wyverns while you wield this shield.
You gain a +2 bonus to AC while you wield this shield. This
This large, circular shield was forged from metal infused
bonus is in addition to the shield's normal bonus to AC.
with the four elements. It is translucent with a purple outer
Mysterious shields made from red metal can be found all
edge and center. The wielder is partly protected from the icy
throughout Gielinor. These shields were created by the
breath of skeletal wyverns.
Dragonkin, a mysterious and ancient race of lizard-like
humanoids whose power is rivaled only by the gods. They
come in square and kite shapes. Half of a dragon square shield
Mind Shield
is in possession of the Legends' Guild in Kandarin, but the Armor (shield), rare (requires attunement)
location of the other half is a mystery. They are more far more You have advantage on saving throws against the breath
durable than typical shields. weapons of skeletal wyverns and gain resistance to psychic
damage while you wield this shield.
Staff of Light
Staff, very rare (requires attunement by a spellcaster)
You gain resistance to radiant damage while holding this
staff.
The staff has 7 charges. While holding it, you can use an
action to expend one or more charges to cast the following
spells, using your spell save DC: daylight (3 charges), faerie fire
(1 charge), guiding bolt (1 charge), wall of light (5 charges). The
staff regains 1d6 + 1 expended charges daily at dawn.
You can use a bonus action to hit the base of the staff
against the ground, erecting a shimmering barrier of light
around yourself. When you do, you gain resistance to
bludgeoning, piercing, and slashing damage for 10 minutes.
You can use this feature once. You can't use it again until the
next dawn.
This large silver and gold staff is marked with a symbol of
Saradomin above the grip and pointed at the tip. It protects
the wielder partly from radiant harm, and can be used to cast
Zamorak Staff
light magic and protect oneself from physical harm. Staff, rare (requires attunement by a spellcaster of evil
alignment)
Wand of Treachery The staff has 7 charges. It can also be used as a magic
quarterstaff. While holding it, you can use an action to expend
Wand, rare (requires attunement by a spellcaster)
a charge and strike a creature you can see within 60 feet with
While holding this wand, you gain a +2 bonus to spell attack Zamorak's flames. The creature must make a DC 15 Dexterity
rolls and a +1 bonus to your spell save DC. In addition, you saving throw. On a failed save, the creature takes 4d10 fire
ignore half cover when making a spell attack. damage and suffers a -2 penalty to attack rolls for 10 minutes.
Curse. This wand is cursed, and becoming attuned to it Lesser restoration can remove this effect, and a creature
extends the curse to you. As long as you remain cursed, you cannot receive this penalty more than once at a time. On a
are unwilling to part with the wand, keeping it within reach at successful save, the creature takes half the damage and suffers
all times. You also have disadvantage on spell attack rolls no further effects. The staff regains 1d6 + 1 expended charges
using focuses other than this one, and creatures have daily at dawn.
advantage on saving throws against spells you cast using This small staff is marked at the top with the symbol of
focuses other than this one. When you cast a spell with this
Zamorak. It is used by Zamorakian mages at the Mage Arena
wand that targets one or more hostile creatures, you must first
in the northern Wilderness. The staff can be used to strike
make a DC 16 Wisdom saving throw. On a failed save, you foes with magical flames that weaken them.
instead target the same number of random allies within range
of the spell, which may include yourself. If the spell was
intended to be cast on one or more allies, you must make the
same saving throw, and on a failed save instead target the
same number of hostile creatures within range. If there are not
enough new targets within range, the spell is not cast for any
excess amount of initial targets. On a successful save, you cast
the spell normally.
This twisted, black wand greatly enhances the wielder's
magic ability. However, it is imbued with a powerful curse that
can cause the user to betray their allies, casting harmful spells
on them while casting helpful spells on their enemies. The
curse also fills the user's mind with tempting thoughts of
treachery.
Explorer's Ring
Wondrous item, uncommon
While you wear this ring, you and your group can travel 4
miles in the time you would have traveled 3 miles otherwise,
so long as you assist with navigation.
This plain-looking ring is made from bronze, silver, gold, or
platinum. It helps the wearer and their group to travel at a
quicker pace during long-distance travel while the wearer is
navigating.
Fire Cape
Wondrous item, very rare (requires attunement)
While you wear this cape, you gain the following benefits:
Saradomin's Whisper
Wondrous item, rare (requires attunement)
You gain a +2 bonus to melee weapon attack and damage
while you wear this amulet.
Curse. This amulet is cursed, and putting it on for the first
time after attuning to it extends the curse to you. As long as
you remain cursed, you are unable to remove the amulet.
While wearing the amulet, you have disadvantage on attack
rolls against creatures of good alignment and on saving throws
against their spells and special abilities. Additionally,
Commander Zilyana can see and hear anything you see and
hear and can subtly influence your thoughts and actions.
107
The world of Gielinor contains a very wide variety of creatures
that originate from all manner of environments. Statistics of
monsters from various published 5th edition sources can be
used as is or altered slightly for many, many of these monsters.
Obviously, there is no way that every monster from every area
of Gielinor and the surrounding worlds could be included in
this document. However, many of the game's most basic,
integral, and unique creatures will be mentioned in this
section.
Aberrations
Aberrations are bizarre and terrible creatures that come from
other planes of existance. A few aberrations were known to
have had a prominent presence in the God Wars of the Third
Age, as transportation of creatures to Gielinor from other
Gorak
dimensions was a trivial task for the gods during that time. At Large aberration, unaligned
present day, aberrations are rarely found on Gielinor.
Armor Class 13 (natural armor)
Goraks Hit Points 52 (7d10 + 14)
Speed 40 ft.
Goraks come from another dimension known only as the
Gorak Plane. They have large, vertical bodies with heads at the
lower front, two wide tusks and a single large horn. They have STR DEX CON INT WIS CHA
a pair of long, powerful legs and small, wing-like appendages
that seem to be vestigial. Goraks are extremely dangerous 17 (+3) 13 (+1) 15 (+2) 4 (-3) 11 (+0) 6 (-2)
creatures that constantly drain the life-essence of all nearby
life. Their attacks, while only moderately powerful in a Damage Resistances bludgeoning, piercing, and
physical sense, drain the fortitude of their prey. This makes slashing from nonmagical attacks
them very threatening to even seasoned warriors who aren't Senses darkvision 60 ft., passive Perception 10
careful when fighting them. Languages —
Challenge 4 (1,100 XP)
Actions
Kick. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 14 (2d10 + 3) bludgeoning damage.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage plus
3 (1d6) necrotic damage, and the target's
Constitution score is reduced by 1d4. The target
dies if this reduces its Constitution to 0. Otherwise,
the reduction lasts until the target finishes a short
or long rest.
Dark Beasts
Dark beasts are terrifying creatures that come from a dark
dimension. They vaguely resemble the rhinoceros, with
hulking, black bodies, four legs, large heads, and a single
massive, long horn that protrudes from their foreheads. Dark
beasts were believed to have played a small role in the God
Wars, after which they were rarely ever sighted on Gielinor.
Currently, they can be found in some dungeons, including the
Ancient Cavern in Kandarin, the Mourner Tunnels beneath
West Ardougne, and the Forinthry
Dungeon in the Wilderness. Dark
beasts are highly dangerous and aggressive
creatures that have been known to kill people who come
across them. They have great physical strength and can charge
at their foes with incredible force. They also have considerable
magical strength, allowing them to shoot harmful rays of
magic, surround themselves in magical darkness, and even
force their foes to run in fear.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 15 (+2) 2 (-4) 12 (+1) 6 (-2) 20 (+5) 6 (-2) 17 (+3) 4 (-3) 17 (+3) 7 (-2)
Actions Actions
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) piercing damage.
one target. Hit: 21 (3d10 + 5) piercing damage.
Withdraw. The tortoise withdraws into its shell.
Tortoises While in its shell, it gains +5 to its AC. It can emerge
using a bonus action.
Tortoises are huge, slow-moving reptiles that have thick shells.
They have huge flat bodies, four large legs, and long necks.
When pressed to combat, they can deliver powerful bites and
withdraw into their shells, making them incredibly difficult to
harm. Tortoises are often trained by Gnomes to be used as
mounts in battle, able to carry massive loads and as many as
three of them on their backs at once. Because they are
naturally peaceful creatures, the training process is long and
difficult, but a powerful armored mount makes for a very
valuable asset to the Gnomish military. Some tortoises are
outfitted with wooden barding fastened to their legs and heads
to offer them even more protection while in battle. In this case,
increase the tortoise's AC to 17.
Actions
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Horn. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Armor Class 17 (leather, shield) At will: detect evil and good, light
Hit Points 133 (14d10 + 56) 1/day each: death ward, lightning bolt
Speed 30 ft., fly 90 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. Zilyana can use her Saradomin's Lightning.
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5) She then makes two Saradomin Sword attacks.
Saradomin Sword. Melee Weapon Attack: +8 to hit,
Saving Throws Wis +9, Cha +9 reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
Skills Insight +9, Perception +9 damage plus 18 (4d8) radiant damage.
Damage Resistances radiant; bludgeoning, piercing, and
slashing from nonmagical attacks Saradomin's Lightning. Blue bolts of lightning shoot out
Damage Immunities poison from Zilyana's sword toward a point within 15 feet.
Condition Immunities charmed, exhaustion, frightened, Each creature within a 5-foot-radius, 30-foot-high
poisoned cylinder centered on that point must make a DC 17
Senses darkvision 120 ft., passive Perception 19 Dexterity saving throw. A creature takes 13 (3d8)
Languages Common, Icyene lightning damage on a failed save, or half as much on a
Challenge 11 (7,200 XP) successful one.
Healing Touch (3/Day). Zilyana touches another
Magic Resistance. Zilyana has advantage on saving creature. The target magically regains 20 (4d8 + 2) hit
throws against spells and other magical effects. points and is freed from any curse, disease, poison,
blindness, or deafness.
Angelic Weapons. Zilyana's weapon attacks are magical.
When she hits with any weapon, the weapon deals an
extra 4d8 radiant damage (included in the attack). Reactions
Parry. Zilyana adds 4 to her AC against one melee attack
that would hit her. To do so, she must see the attacker
and be wielding a melee weapon.
Commander Zilyana
Commander Zilyana is one of Saradomin's highest ranking
leaders and an Icyene. She lies in the heart of the
Saradominist encampment in the God Wars Dungeon. As an
Icyene, Zilyana bears a strong resemblance to a very large
Human with four white, feathery wings. She has fair skin,
short orange hair, bright blue eyes, and wears simple leather
armor colored blue and yellow and marked with symbols of
Saradomin. When pressed to combat, she uses a shield along
with a very long sword large enough to be a greatsword for a
humanoid, though she wields it in one hand. She is extremely
swift in combat due to her flight and agility. Her sword glows
as she swings it and hits very hard, damaging its targets with
additional radiant magic. She can also use it to rain lightning
down at her foes at close range. Zilyana also possesses innate
magical capabilities, and is able to heal herself and others and
fire huge bolts of lightning.
Zilyana's Sergeants
Commander Zilyana is usually accompanied by her three
sergeants: Bree, Starlight, and Growler. Bree is a celestial
centaur and skilled deadeye with the longbow. Starlight is a
powerful unicorn that focuses on up-close combat. Finally,
Growler is a celestial lion and powerful mage that focuses on
protecting his allies.
Armor Class 17 (half plate barding) Armor Class 17 (half plate barding)
Hit Points 76 (9d10 + 27) Hit Points 85 (10d10 + 30)
Speed 60 ft. Speed 50 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 17 (+3) 16 (+3) 16 (+3) 11 (+0) 18 (+4) 7 (-2)
Charge. If Starlight moves at least 20 feet straight Magic Resistance. Growler has advantage on saving
toward a creature and then hits it with a horn attack throws against spells and other magical effects.
on the same turn, the target takes an extra 9 (2d8)
piercing damage. If the target is a creature, it must Magic Weapons. Growler's weapon attacks are
succeed on a DC 15 Strength saving throw or be magical.
knocked prone. Innate Spellcasting. Growler's spellcasting ability is
Wisdom (spell save DC 15, +7 to hit with spell
Magic Resistance. Starlight has advantage on saving
attacks). He can innately cast the following spells,
throws against spells and other magical effects.
requiring only verbal components:
Magic Weapons. Starlight's weapon attacks are
At will: detect evil and good, detect magic, sacred
magical.
flame
3/day each: bless, guiding bolt, healing word, shield
Actions of faith, spiritual weapon
Multiattack. Starlight makes two attacks: one with its
1/day each: dispel magic, freedom of movement,
horn and one with its hooves.
spirit guardians
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage. Actions
Horn. Melee Weapon Attack: +6 to hit, reach 5 ft., Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage. one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage.
Gargoyles
Unlike the elemental gargoyles of standard 5th edition, the
gargoyles of Gielinor are considered demons. They can be
found in a small number of rocky dungeons, in the Chaos
Tunnels beneath the Wilderness, and inside Viggora's Folly in
northwest Morytania. For the gargoyles of Gielinor, use the 5th
edition gargoyle statistics, but make the following adjustments:
Dust Devil
Waterfiend Medium demon (fiend), neutral evil
Medium demon (fiend), neutral evil
Armor Class 17 (natural armor)
Armor Class 14 (natural armor) Hit Points 90 (12d8 + 36)
Hit Points 71 (11d8 + 22) Speed 30 ft.
Speed 30 ft., swim 80 ft
Amphibious. The waterfiend can breathe air and Dust Shroud. As a bonus action, the devil can
water. surround itself with a shroud of swirling dust that
extends around it in a 10-foot radius. The shroud
Magic Resistance. The waterfiend has advantage on spreads around corners, and its area is lightly
saving throws against spells and other magical obscured and considered to be difficult terrain. It
effects. lasts for 1 minute or until a strong wind disperses it.
Magic Resistance. The devil has advantage on saving
Actions throws against spells and other magical effects.
Multiattack. The waterfiend makes two attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., Actions
one target. Hit: 13 (2d8 + 4) bludgeoning damage. Multiattack. The devil makes two attacks: one with
Water Spout. Ranged Weapon Attack: +7 to hit, its horns and one with its bite.
range 60 ft., one target. Hit: 11 (2d6 + 4)
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft.,
bludgeoning damage. The target must succeed on a
one target. Hit: 15 (2d10 + 4) bludgeoning damage.
DC 13 Strength saving throw or be pushed up to 15
feet away from the waterfiend. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
Crashing Wave (Recharge 6). The waterfiend
magically creates a wave of water that crashes down Blinding Breath (Recharge 6). The devil exhales a 30-
on a 15-foot cube originating from itself. Each foot cone of blinding dust. Each creature in that area
creature in the area must succeed on a DC 13 must succeed on a DC 14 Constitution saving throw
Strength saving throw or take 22 (4d10) or be blinded for 1 minute. A creature can repeat
bludgeoning damage and be knocked prone. On a the saving throw at the end of each of its turns,
successful save, a creature takes half as much ending the effect on itself on a success.
damage and isn't knocked prone.
Bloodveld
Medium demon (Cthonian), neutral evil
Actions
Multiattack. The bloodveld makes two attacks, only
one of which can be with its bite, or uses its tongue
and makes one attack.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., Nechryael
one target. Hit: 6 (1d8 + 2) bludgeoning damage. Nechryael are Cthonian demons of a humanoid shape with
giant, gaping maws in place of a chest and stomach. They have
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
bare skulls for a head and glowing red eyes. Their broad
one target. Hit: 9 (2d6 + 2) piercing damage. If the
shoulders are very muscular, in contrast to their small legs. A
target has blood, the bloodveld regains hitpoints
handful of long, bony spikes protrude from their purple bodies,
equal to the damage dealt.
including large teeth that sit on either side of their vertical
Tongue. The bloodveld reaches out with its long, maws. Nechryael have a deadly bite and can summon death
tentacle-like tongue, wrapping it around a creature spawns, tiny imp-like demons, to aid them in a fight. Nechryael
no larger than Medium within 5 feet. The creature can be found inside Viggora's Folly and in dungeons such as
must succeed on a DC 12 Strength or Dexterity the Chaos Tunnels beneath the Wilderness and the God Wars
saving throw (target's choice) or be restrained and Dungeon.
take 7 (2d6) bludgeoning damage. The target can
use its action to repeat the saving throw on each of
its turns, and another creature can use an action to
make a DC 12 Strength check to free the target.
Actions
Sting. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Nechryael one target. Hit: 5 (1d4 + 3) piercing damage plus 2
(1d4) poison damage.
Medium demon (Cthonian), neutral evil
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Summon Spawns (1/Day). The nechryael magically
summons 1d4 death spawns. The death spawns
remain for 1 hour, until the nechryael dies, or until
the nechryael dismisses them as a bonus action.
Avernic Demons
The Avernic demons long served as slaves to the Infernal and
Cthonian demons. Eventually, Zamorak managed to convince
many Avernics to pledge their loyalty to him, and led them in
an uprising against their Cthonian masters. They succeeded,
banishing most Cthonians that weren't killed to the Abyss. In
general, Avernic demons are the most human-like of all the
demons in appearance. They are split into four major classes,
the Shakroth, Byzroth, Alyaroth, and Tsutsaroth, with each
class acting as servants or slaves for the higher ranking ones.
The Shakroth are the lowest ranking class of the Avernic
demons, consisting of creatures such as hellhounds. They are
completely incapable of speech and magic.
Lesser Demons
Lesser demons belong to the Byzroth tribe of Avernic demons.
Their social ranking is only above that of the Shakroth, so they
often serve as slaves to the higher ranking Alyaroth and
Tsutsaroth tribes. Lesser demons have hellish red bodies of
roughly humanoid shape and size. They have horns of various
shapes and sizes on their heads and sometimes also on their
arms, backs, necks, or shoulders. They primarily fight with
their claws, which can cause wounds that become deadly if left
untreated. They also possess minor innate magic, able to hurl
small bolts of flame to assail their foes at range.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 19 (+4) 11 (+0) 18 (+4) 12 (+1) 10 (+0) 15 (+2)
Magic Resistance. The demon has advantage on Magic Resistance. The demon has advantage on
saving throws against spells and other magical saving throws against spells and other magical
effects. effects.
Innate Spellcasting. The demon's innate spellcasting Innate Spellcasting. The demon's innate spellcasting
ability is Charisma (+4 to hit with spell attacks). The ability is Charisma (+5 to hit with spell attacks, spell
demon can cast the fire bolt cantrip. save DC 13). The demon can innately cast the
following spells, requiring no material components:
Actions At will: fire bolt
Multiattack. The demon makes two claw attacks. 2/Day each: burning hands, hellish rebuke
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the Actions
target is a creature other than an undead or a Multiattack. The demon makes two claw attacks.
construct, it must succeed on a DC 12 Constitution
saving throw or lose 5 (1d10) hit points at the start Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
of each of its turns due to an infernal wound. Each one target. Hit: 15 (2d10 + 4) slashing damage. If
time the demon hits the wounded target with this the target is a creature other than an undead or a
attack, the damage dealt by the wound increases by construct, it must succeed on a DC 14 Constitution
5 (1d10). Any creature can take an action to stanch saving throw or lose 9 (2d8) hit points at the start
the wound with a successful DC 12 Wisdom of each of its turns due to an infernal wound. Each
(Medicine) check. The wound also closes if the time the demon hits the wounded target with this
target receives magical healing. attack, the damage dealt by the wound increases by
9 (2d8). Any creature can take an action to stanch
the wound with a successful DC 14 Wisdom
(Medicine) check. The wound also closes if the
Greater Demons target receives magical healing.
Greater demons make up part of the Alyaroth tribe, the
second-highest ranking of the Avernic demons. They bear a
resemblance to lesser demons, but are much larger and have a
pair of red wings sprouting from their backs. Greater demons Black Demons
share with their lesser counterparts similar, but more potent Also part of the Alyaroth tribe, black demons are very similar
magical capabilities and combat methods, utilizing magical to greater demons. Their bodies are a deep shade of black, and
rays of flame at range and deadly claws up close. Greater they have glowing red eyes and large horns that closely
demons are found primarily in dungeons, such as the resemble the horns of a bull or the tusks of an elephant. Black
Brimhaven Dungeon and various dungeons in the Wilderness. demons have deadly claws just like greater demons, but they
possess much more potent magical abilities. They can be
found in the dungeons beneath Taverley and Brimhaven.
Actions
Multiattack. The demon makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 14 (2d10 + 3) slashing damage. If
the target is a creature other than an undead or a
construct, it must succeed on a DC 14 Constitution
saving throw or lose 9 (2d8) hit points at the start
of each of its turns due to an infernal wound. Each
time the demon hits the wounded target with this
attack, the damage dealt by the wound increases by
9 (2d8). Any creature can take an action to stanch
the wound with a successful DC 14 Wisdom
(Medicine) check. The wound also closes if the
target receives magical healing.
K'ril Tsutsaroth
K'ril Tsutsaroth is an Avernic demon of the Tsutsaroth tribe
and one of Zamorak's highest ranking generals. He lies in the
heart of the Zamorakian encampment in the God Wars
dungeon. Members of his tribe are rarely found outside of
Infernus, making him one of the most powerful demons
present on Gielinor. He is very similar in appearance to a
greater demon, with a red body, large wings, and a humanoid
shape, but is even larger and has hoofed feet instead of claws.
In combat, K'ril uses his brute strength as well as some
magical capability to pulverise his foes. He is one of the few
demons to utilize armor and weaponry, donning a patchwork
of metal armor pieces marked with the symbol of Zamorak
and using two huge scimitars in combat. Despite their size, he
swings his weapons very rapidly, and is able to enter a
demonic rage to make his attacks even more potent. Using his
magic, he can hurl scorching rays of flame and cause spikes of
rock to erupt from the ground and drain the life-force of his
enemies.
K'ril's Bodyguards
K'ril is usually accompanied by his three bodyguards: a lesser
demon called Zakl'n Gritch, a greater demon called Tstanon
Karlak, and a black demon called Balfrug Kreeyath.
Ice Spiders
Ice spiders are spider-shaped creatures made entirely of
jagged chunks of living ice. They inhabit a few cold and remote
Ice Warrior
areas of Gielinor, such as the freezing caves beneath White Medium elemental, neutral evil
Wolf Mountain or the snowy areas of the northern Wilderness.
Armor Class 17 (natural armor)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
Ice Spider
Medium elemental, neutral evil
STR DEX CON INT WIS CHA
Armor Class 15 (natural armor) 17 (+3) 13 (+1) 15 (+2) 5 (-3) 12 (+1) 8 (-1)
Hit Points 52 (8d8 + 16)
Speed 30 ft., climb 30 ft. Skills Athletics +5
Damage Vulnerabilities bludgeoning, fire
Damage Immunities cold, poison
STR DEX CON INT WIS CHA Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
14 (+2) 17 (+3) 15 (+2) 4 (-3) 8 (-1) 4 (-3)
Languages Primordial
Challenge 3 (700 XP)
Skills Stealth +7
Damage Vulnerabilities bludgeoning, fire Innate Spellcasting. The ice warrior's spellcasting
Damage Immunities cold, poison ability is Wisdom (spell save DC 11, +3 to hit with
Condition Immunities poisoned
spell attacks). The ice warrior can innately cast the
Senses darkvision 60 ft., passive Perception 9 following spells, requiring no material components:
Languages —
Challenge 1 (450 XP) At will: ice knife, ray of frost
False Appearance. While the warrior remains
Death Burst. When the spider dies, it explodes in a
motionless, it is indistinguishable from an ordinary
burst of jagged ice. Each creature within 5 feet of it
chunk of ice.
must make a DC 12 Dexterity saving throw, taking 9
(2d8) slashing damage on a failed save, or half as Ice Walk. The warrior can move across icy surfaces
much on a successful one. without needing to make an ability check.
Additionally, difficult terrain composed of ice or
False Appearance. While the spider remains snow doesn't cost it extra movement.
motionless, it is indistinguishable from an ordinary
chunk of ice. Chilled Weapons. The icy weapons the warrior wields
deal an extra 3 (1d6) cold damage on a hit (included
Ice Walk. The spider can move across and climb icy in the attack).
surfaces without needing to make an ability check.
Additionally, difficult terrain composed of ice or
snow doesn't cost it extra movement. Actions
Multiattack. The ice warrior makes two longsword
Actions attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Longsword. Melee Weapon Attack: +5 to hit, reach 5
one target. Hit: 12 (2d8 + 3) piercing damage plus ft., one target. Hit: 8 (1d10 + 3) slashing damage
9 (2d8) cold damage. The target must succeed on a plus 3 (1d6) cold damage.
DC 12 Constitution saving throw or have their
speed reduced by 10 feet until the start of the
spider's next turn.
STR DEX CON INT WIS CHA Armor Class 15 (natural armor)
18 (+4) 8 (-1) 17 (+3) 5 (-3) 9 (-1) 6 (-2) Hit Points 136 (13d10 + 65)
Speed 40 ft.
Damage Vulnerabilities bludgeoning, fire
Damage Immunities cold, poison STR DEX CON INT WIS CHA
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9 23 (+6) 9 (-1) 21 (+5) 6 (-2) 10 (+0) 7 (-2)
Languages Primordial
Challenge 6 (2,300 XP) Damage Vulnerabilities cold
Damage Immunities fire, poison
False Appearance. While the giant remains Condition Immunities poisoned
motionless, it is indistinguishable from an ordinary Senses darkvision 60 ft., passive Perception 10
chunk of ice. Languages Ignan
Challenge 8 (3,900 XP)
Ice Walk. The giant can move across icy surfaces
without needing to make an ability check. Heated Body. A creature that touches the giant or
Additionally, difficult terrain composed of ice or hits it with a melee attack while within 5 feet of it
snow doesn't cost it extra movement. takes 9 (2d8) fire damage.
Chilled Weapons. The icy weapons the giant wields
deal an extra 4 (1d8) cold damage on a hit (included Heated Weapons. Any metal melee weapon the giant
in the attack). wields deals an extra 4 (1d8) fire damage on a hit
(included in the attack).
Actions Actions
Multiattack. The giant makes two longsword attacks.
Multiattack. The giant makes two longsword attacks.
Longsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) slashing damage Longsword. Melee Weapon Attack: +9 to hit, reach 5
when wielded in one hand or 15 (2d10+4) slashing ft., one target. Hit: 15 (2d8 + 6) slashing damage
damage when wielded in two hands plus 4 (1d8) when wielded in one hand or 17 (2d10+6) slashing
cold damage. damage when wielded in two hands plus 4 (1d8)
fire damage.
Frost Breath (Recharge 6). The giant exhales a 30-
foot cone of cold air. Each creature in that area must Fire Breath (Recharge 6). The giant exhales a 30-foot
succeed on a DC 14 Constitution saving throw, cone of flames. Each creature in that area must
taking 36 (8d8) cold damage on a failed save, or half succeed on a DC 16 Dexterity saving throw, taking
as much damage on a successful one. 44 (8d10) fire damage on a failed save, or half as
much damage on a successful one.
Armor Class 15 (natural armor) Chaos Magic. The elemental attacks using a random
Hit Points 150 (20d10 + 40) spell. Roll a d8. The number rolled on that die
Speed 0 ft., fly 40 ft. (hover) determines the spell used, as shown below:
1: acid arrow
2: blindness/deafness
STR DEX CON INT WIS CHA 3: blur
13 (+1) 18 (+4) 14 (+2) 7 (-2) 12 (+1) 18 (+4) 4: hold person
5: moonbeam
6: ray of enfeeblement
Damage Resistances bludgeoning, piercing, and slashing
7: scorching ray
from nonmagical attacks
8: shatter
Damage Immunities poison, psychic
Condition Immunities exhaustion, paralyzed, petrified, The spell determined by the d8 roll is cast at 2nd level
poisoned, prone, unconscious and doesn't require material or somatic components. If
Senses darkvision 60 ft, passive Perception 11 the spell cannot be cast (for instance, if there are no
Languages Primordial targets within the spell's range) then the elemental's
Challenge 10 (5,900 XP) action is wasted. The elemental's spellcasting ability for
these spells is Charisma (spell save DC 16, +8 to hit
Madness. As a bonus action, the elemental can teleport with spell attacks).
a nearby object a short distance. It chooses an object
within 60 feet that weighs no more than 10 pounds Legendary Actions
and teleports it to an unoccupied space within 10 feet
of its original location. Equipped shields and armor The chaos elemental can take 3 legendary actions,
cannot be affected, but other held and worn items can choosing from the options below. Only one legendary
if the wielder fails a DC 16 Strength saving throw. option can be used at a time and only at the end of
another creature's turn. The elemental regains spent
Confusion. As a bonus action, the elemental can legendary actions at the start of its turn.
teleport a creature to a nearby location. The elemental
chooses a creature no larger than Medium that is within Sow Chaos. The elemental uses one of either its
30 feet. The creature must succeed on a DC 16 Madness or Confusion abilities.
Constitution saving throw or be teleported to an Attack. The elemental makes one pierce attack.
unoccupied space of the elemental's choice within 30
feet of its original location. Move. The elemental moves up to its fly speed without
provoking attacks of opportunity.
Actions
Multiattack. The elemental makes two pierce attacks.
Chaos Elemental
The chaos elemental is a peculiar creature made of pure
chaotic magical energy. This large creature has a pale maroon
body with a humanoid-shaped torso covered with rib bones. It
has no legs, but four long arms that end in sharp points. It has
a small head with a single giant, red eye and no other features.
Two long, crooked horns twist outward from the sides of its
head. It moves sporadically as it floats through the air,
twitching and jittering constantly.
It can be found wandering about the northern areas of the
wilderness, leaving great chaos in its wake. It is a dangerous
and aggressive creature that can cause confusion during a
fight by teleporting creatures and items short distances.
Actions
Multiattack. The TzHaar makes two melee weapon
attacks.
TzHaar-Ket-Om. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 12 (2d6 + 5)
bludgeoning damage.
Actions
Multiattack. The TzHaar makes four attacks.
Toktz-Xil-Ek. Melee Weapon Attack: +7 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 9 (2d4 + 4)
piercing damage.
Toktz-Xil-Ul. Melee Weapon Attack: +7 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 13 (2d8 + 4)
slashing damage.
Actions
Toktz-Xil-Ek. Melee Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
TzHaar-Hur
The TzHaar-Hur are the craftsman class of the TzHaar.
Despite their lack of combat ability, they are incredibly
important to the TzHaar. They are excellent miners, architects,
and sculptors, and are capable of forging weaponry from
obsidian. As the smallest of the TzHaar, they stand much
Troll
Medium giant, chaotic evil
Actions
Multiattack. The troll makes two melee attacks.
Hammer. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) bludgeoning
damage.
Rock. Ranged Weapon Attack: +6 to hit, range
30/120 ft., one target. Hit: 15 (2d10 + 4)
bludgeoning damage.
Skills Athletics +5, Survival +5 Stone Camouflage. Dad has advantage on Dexterity
Damage Immunities poison (Stealth) checks made to hide in rocky terrain.
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Actions
Challenge 3 (700 XP) Multiattack. Dad makes two melee attacks.
Stone Camouflage. The troll has advantage on Tree. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 22 (3d10 + 6) bludgeoning damage.
Dexterity (Stealth) checks made to hide in rocky
terrain. If the target is a creature, it make a DC 17 Strength
saving throw. If it fails, Dad shoves the target, either
Spellcasting. The troll is a 4th-level spellcaster. Its knocking it prone or pushing it 15 feet away.
spellcasting ability is Wisdom (spell save DC 13, +5 Rock. Ranged Weapon Attack: +9 to hit, range
to hit with spell attacks). It has the following druid 60/240 ft., one target. Hit: 22 (3d10 + 6)
spells prepared: bludgeoning damage.
Cantrips (at will): druidcraft, mold earth, produce
flame
1st level (4 slots): create or destroy water, entangle, Ice Trolls
goodberry, thunderwave Ice trolls are slightly more primitive trolls that inhabit the icy
2nd level (3 slots): healing spirit, spike growth Trollweiss mountains north of Trollheim as well as some of the
colder islands north of the Fremennik Province. They have
light gray bodies covered with thick white hair that gives them
Actions perfect camouflage for the snowy environments they live in.
Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., Like other trolls, they are very aggressive, and the Fremennik
one target. Hit: 10 (2d6 + 3) bludgeoning damage. of the islands of Jatizso and Neitiznot have long warred with
them over territory.
Rock. Ranged Weapon Attack: +5 to hit, range For the ice trolls of Gielinor, use the above stats for the troll
30/120 ft., one target. Hit: 8 (1d10 + 3) or the troll general, but with a few small modifications. Firstly,
bludgeoning damage. remove the climbing speed and Stone Camouflage feature.
Second, add the following features:
Ice Walk. The troll can move across and climb icy surfaces
Dad without needing to make an ability check. Additionally,
Dad is one of the largest and strongest mountain trolls in the difficult terrain composed of ice or snow doesn't cost it
troll country area. This massive creature's weapon of choice is extra movement.
a large uprooted tree, which he swings around with ease. Snow Camouflage. The troll has advantage on Dexterity
(Stealth) checks made to hide in snowy terrain.
Armor Class 17 (half plate) Magic Resistance. Steelwill has advantage on saving
Hit Points 36 (8d6 + 8) throws against spells and other magical effects.
Speed 30 ft. Spellcasting. Steelwill is a 5th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). Steelwill has the following cleric
STR DEX CON INT WIS CHA spells prepared:
10 (+0) 16 (+3) 12 (+1) 10 (+0) 14 (+2) 8 (-1) Cantrips (at will): resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, inflict wounds, shield of faith
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 12 2nd level (3 slots): hold person, spiritual weapon
Languages Common, Goblin 3rd level (2 slots): bestow curse, spirit guadians
Challenge 5 (1,800 XP)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 15 (+2) 10 (+0) 8 (-1) 8 (-1) 10 (+0) 18 (+4) 12 (+1) 10 (+0) 8 (-1) 8 (-1)
Nimble Escape. Strongstack can take the Disengage Nimble Escape. Grimspike can take the Disengage or
or Hide action as a bonus action on each of his Hide action as a bonus action on each of his turns.
turns.
Sneak Attack (1/Turn). Grimspike deals an extra 14
Goblin War Tactics. Before Strongstack attacks a (4d6) damage when he hits a target with a weapon
creature while at least one of his allies is within 5 attack and has advantage on the attack roll, or when
feet of it, he can choose to add 1d8 to the attack or the target is within 5 feet of an ally of Grimspike
damage roll. that isn't incapacitated and Grimspike doesn't have
disadvantage on the attack roll.
Actions
Multiattack. Strongstack makes two melee attacks. Actions
Multiattack. Grimspike makes two attacks.
Flail. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) bludgeoning damage. Shortbow. Ranged Weapon Attack: +7 to hit, range
80/320 ft., one target. Hit: 7 (1d6 + 4) piercing
Handaxe. Melee or Ranged Weapon Attack: +5 to
damage.
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d6 + 2) slashing damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Reactions
Parry. Strongstack adds 3 to his AC against one
Reactions
melee attack that would hit him. To do so, Uncanny Dodge. Grimspike halves the damage that
Strongstack must see the attacker and be wielding a he takes from an attack that hits him. Grimspike
melee weapon. must be able to see the attacker.
Mahjarrat
Mahjarrat are an extremely powerful race of humanoids that
came to Gielinor from a world called Freneskae. The name of
their race means "Children of Mah", referring to their creator,
the elder goddess Mah. They have very long natural lifespans,
and have been able to live for millennia due to their rituals of
rejuvination. These rituals take place once every 500 years
and require the sacrifice of one Mahjarrat to restore the power
of the rest. In their natural form, Mahjarrat are significantly
taller than humans, possibly being the tallest of all humanoids.
They have gray skin that is covered in stripes and markings,
and bear a large gemstone on their foreheads.
In addition to having great physical strength, the Mahjarrat's
innate magical capabilities are second to none, with some
individuals having different abilities than others. All Mahjarrat
have extremely long lifespans and seem to be nearly immortal.
They can teleport anywhere they like and can shapeshift into
practically any form they choose, except for the form of
another Mahjarrat. They can also sense the presence and state
of other members of their race, even at extreme distances.
Some Mahjarrat can use their magic to prevent aging at the
cost of complete immobility. Some can prevent wounds from
healing, telepathically harm the minds of others, restore the
dead, control the weather, summon hoardes of undead, or heal
even severe wounds in battle.
The statistics of one Mahjarrat, Enakhra, are given in this
section. Statistics for other Mahjarrat can be made by applying
the following changes:
Sigmund
Medium humanoid (Human), lawful evil
Gadderanks
Armor Class 16 (leather, shield) Medium humanoid (Human), lawful evil
Hit Points 39 (6d8 + 12)
Speed 30 ft. Armor Class 16 (breastplate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 14 (+2) 15 (+2) 15 (+2)
STR DEX CON INT WIS CHA
Skills Deception +4, Persuasion +4, Religion +4 16 (+3) 14 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1)
Senses passive Perception 12
Languages Common Skills Intimidation +3, Persuasion +3
Challenge 3 (700 XP) Senses passive Perception 10
Languages Common, Infernal
Saradomin's Protection. As a bonus action, Sigmund Challenge 4 (1,100 XP)
can call out for Saradomin to protect him. Sigmund
chooses one of two groups of damage types: Confident. Gadderanks has advantage on
bludgeoning, piercing, and slashing damage; or acid, Intelligence, Wisdom, and Charisma saving throws
cold, fire, lightning, and thunder damage. He gains while he is within 30 feet of a friendly Vampyre he
resistance to each damage type in the chosen group can see that is not incapacitated.
until the start of his next turn.
Command. As a bonus action, Gadderanks can
command a friendly Vampyre within 60 feet that
Actions can see or hear him to strike. The Vampyre can
immediately use its reaction to move up to half its
Multiattack. Sigmund makes two melee attacks.
speed and make an unarmed strike or claws attack.
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage. Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Multiattack. Gadderanks makes two melee attacks.
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
+ 3) piercing damage. Gadderhammer. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 10 (2d6 + 3)
Leadership (Recharges after a Short or Long Rest). For
1 minute, Sigmund can utter a special command or bludgeoning damage. Deals an extra 7 (2d6)
warning whenever a nonhostile creature that he can damage to shades.
see within 30 feet of him makes an attack roll or a
saving throw. The creature can add a d4 to its roll Reactions
provided it can hear and understand Sigmund. A
Redirect Attack. When a creature Gadderanks can see
creature can benefit from only one Leadership die at
targets him with an attack, Gadderanks chooses a
a time. This effect ends if Sigmund is incapacitated.
friendly Vampyre within 5 feet of him. Gadderanks
and the Vampyre swap places, and the chosen
Vampyre becomes the target instead.
Actions
Multiattack. Kree'arra makes three attacks.
Talons. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 11 (2d4 + 6) slashing damage.
Forceful Gale. Kree'arra flaps his wings hard, sending
a strong gust of wind in a 60-foot line that is 5 feet
wide. Each creature in that line must make a DC 18
Strength saving throw. On a failed save, a creature
takes 21 (4d6+6) bludgeoning damage and is flung
up to 20 feet away from Kree'arra and knocked
prone. If a thrown target strikes an object, such as a
wall or floor, the target takes 3 (1d6) bludgeoning
damage for every 10 feet it was thrown. If the target
is thrown at another creature, that creature must
succeed on a DC 18 Dexterity saving throw or take
the same damage and be knocked prone. If the
saving throw is successful, the target takes half the
bludgeoning damage and isn't flung away or
knocked prone.
Storm Whirlwinds (1/Day). Kree'arra summons up to
three small, tornado-like storms of swirling dust and
crackling lightning. Each storm occupies a 10-foot-
diameter cylinder that is 15 feet tall centered on a
point Kree'arra can see within 60 feet. The storms'
areas are considered difficult terrain. A creature that
enters the area of one of the storms for the first
time on a turn or starts its turn there must make a
DC 16 Dexterity saving throw, taking 9 (2d8)
bludgeoning damage plus 9 (2d8) lightning damage
on a failed save or half as much on a successful one.
The storms last for 1 minute or until Kree'arra is
incapacitated, and he can use a bonus action on
each subsequent turn to move each one up to 20
feet.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 16 (+3) 13 (+1) 16 (+3) 10 (+0) 16 (+3) 20 (+5) 14 (+2) 13 (+1) 16 (+3) 10 (+0)
Dive Attack. If Kilisa is flying and dives at least 30 Dive Attack. If Geerin is flying and dives at least 30
feet straight toward a target and then hits it with a feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 3 melee weapon attack, the attack deals an extra 3
(1d6) damage to the target. (1d6) damage to the target.
Thrown Weapon Master. Geerin's thrown weapon
Actions attacks deal an additional 3 (1d6) damage (included
in the attack) and any weapon is considered a
Multiattack. Kilisa makes three melee attacks.
finesse weapon when he uses it to make a throwing
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 attack. Additionally, when Geerin makes a thrown
ft., one target. Hit: 8 (1d6 + 5) slashing damage. weapon attack at long range, he doesn't have
disadvantage on the attack roll.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 5) slashing damage.
Actions
Reactions Multiattack. Geerin makes three ranged weapon
attacks or two melee weapon attacks.
Parry. Kilisa adds 3 to her AC against one melee
attack that would hit her. To do so, she must see the Javelin. Ranged Weapon Attack: +8 to hit, range
attacker and be wielding a melee weapon. 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing
damage.
Javelin. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 5) slashing damage.
Reactions
Uncanny Dodge. Geerin halves the damage that he
takes from an attack that hits it. Geerin must be able
to see the attacker.
Actions
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 5) slashing damage.
Vampyre Juvenile
Feral Vampyres Small humanoid (Vampyre), lawful evil
Feral Vampyres are savage, animalistic creatures and the
lowest ranking Vampyres. They have lanky limbs, small heads, Armor Class 13 (natural armor)
and very long ears and stand with a hunched posture. Due to Hit Points 44 (8d6 + 16)
their lowly state, they do not possess most of the abilities of Speed 30 ft.
other Vampyres, have limited intelligence, and are thought of
more as animals than people by other Vampyres. Feral
Vampyres can be found in the Haunted Woods in central STR DEX CON INT WIS CHA
Morytania and within the God Wars Dungeon.
14 (+2) 15 (+2) 14 (+2) 7 (-2) 10 (+0) 11 (+0)
Skills Stealth +4
Feral Vampyre Damage Resistances necrotic; bludgeoning, piercing
and slashing from nonmagical weapons that aren't
Medium humanoid (Vampyre), chaotic evil silvered
Senses darkvision 60 ft., passive Perception 10
Armor Class 13 (natural armor) Languages Common, Infernal
Hit Points 36 (8d8) Challenge 2 (450 XP)
Speed 30 ft.
Sunlight Hypersensitivity. The Vampyre takes 20
radiant damage when it starts its turn in sunlight.
STR DEX CON INT WIS CHA While in sunlight, it has disadvantage on attack rolls
15 (+2) 14 (+2) 11 (+0) 5 (-3) 8 (-1) 9 (-1) and ability checks.
Actions
Multiattack. The Vampyre makes two attacks: one
with its bite and one with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage plus 7
(2d6) necrotic damage. The Vampyre regains hit
points equal to the necrotic damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) slashing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) piercing damage.
Cave Crawlers
Cave crawlers are poisonous monsters that dwell in caves
throughout Gielinor. Their beige and green bodies are shaped
similar to a fat crocodile, but they have six legs. Their backs
have a handful of long yellow spines, their feet are tipped with
wide claws, and they have long snouts. They have no eyes,
instead flitting their extremely sensitive blue, snake-like
tongues to smell their surroundings. Cave crawlers can be
found in various caves including the ones beneath Lumbridge
Swamp, the mountains east of Rellekka in Kandarin, and
Pollnivneach in the Kharidian Desert.
Actions
Multiattack. The dagannoth makes three attacks: one
with its bite and two with its claws or three with its
spines.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (2d4 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing damage.
Spines. Ranged Weapon Attack: +5 to hit, range
50/100 ft., one target. Hit: 6 (1d6 + 3) piercing
damage.
STR DEX CON INT WIS CHA Amphibious. The dagannoth can breathe air and
water.
19 (+4) 18 (+4) 17 (+3) 2 (-4) 14 (+2) 5 (-3)
Spine Regrowth. The dagannoth has twenty-four
Damage Resistances bludgeoning, piercing, and spines on its back. Used spines regrow when the
slashing from nonmagical attacks dagannoth finishes a long rest.
Senses darkvision 60 ft., passive Perception 12 Adaptable Hide. The dagannoth can adapt her hide to
Languages — become impervious to certain types of attacks,
Challenge 5 (1,800 XP)
changing color as she does so. Using a bonus
action, she can choose a color listed below, gaining
Amphibious. The dagannoth can breathe air and immunity to the corresponding set of damage types
water. until the start of her next turn. She can't choose the
Spine Regrowth. The dagannoth has twenty-four same color two turns in a row.
spines on its back. Used spines regrow when the Orange: slashing
dagannoth finishes a long rest.
Brown: bludgeoning
Regeneration. The dagannoth regains 5 hit points at
Green: piercing
the start of its turn if it has at least 1 hit point.
Red: acid, cold, fire, and lightning
Actions Blue: necrotic, poison, and thunder
Multiattack. The dagannoth makes three attacks: one White: force, psychic, and radiant
with its bite and two with its claws or three with its
spines.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., Multiattack. The dagannoth makes three attacks: one
one target. Hit: 14 (4d4 + 4) piercing damage. with its bite and two with its claws or three with its
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., spines.
one target. Hit: 8 (1d8 + 4) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Spines. Ranged Weapon Attack: +7 to hit, range one target. Hit: 19 (4d6 + 5) piercing damage.
100/200 ft., one target. Hit: 8 (1d8 + 4) piercing
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
damage.
one target. Hit: 10 (1d10 + 5) slashing damage.
Spines. Ranged Weapon Attack: +7 to hit, range
100/200 ft., one target. Hit: 9 (1d10 + 4) piercing
damage.
Kurask
Large monstrosity, neutral evil
Wallasalki
Large monstrosity, unaligned Armor Class 17 (natural armor)
Hit Points 76 (8d10 + 32)
Armor Class 10 (natural armor) Speed 40 ft.
Hit Points 82 (11d10 + 22)
Speed 15 ft., swim 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 8 (-1) 13 (+1) 7 (-2)
STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 15 (+2) 3 (-4) 16 (+3) 4 (-3) Skills Athletics +7
Damage Immunities bludgeoning, piercing, and
Senses darkvision 60 ft., passive Perception 13 slashing from nonmagical attacks that aren't from
Languages — leaf-bladed weapons or broad ammunition
Challenge 3 (700 XP) Senses darkvision 60 ft., passive Perception 11
Languages Kurask
Hold Breath. The wallasalki can hold its breath for 15 Challenge 6 (1,800 XP)
minutes.
Amphibious. The kurask can breathe air and water.
Innate Spellcasting. The Wallasalki's innate
spellcasting ability is Wisdom (+5 to hit with spell
attacks, spell save DC 13). It can cast the following Actions
spells, requiring no components:
Multiattack. The kurask makes two attacks: one with
At will: ray of frost, shape water its horns and one with its fist.
3/Day: fog cloud, ice knife, thunderwave Horns. Melee Weapon Attack: +7 to hit, reach 5 ft.,
1/Day: control water, gust of wind, ice storm one target. Hit: 15 (2d10 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Actions one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) bludgeoning damage.
Tusks. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) piercing damage.
Kalphite Guardians
Kalphite guardians have the task of protecting the queen from
harm. They have green, teal, and purple chitin. They typically
remain within the hive at all times, close to the queen's
chamber. They are slightly bigger than the soldiers and are
stronger, more poisonous, and more heavily armored. They
can also spit corrosive acid at a distance.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one Move. The Kalphite Queen moves up to its speed
target. Hit: 9 (1d8 + 5) slashing damage. without provoking opportunity attacks.
Spines. Ranged Weapon Attack: +5 to hit (+8 in second Attack. The Kalphite Queen makes one claws or spines
form), range 100/200 ft., one target. Hit: 5 (1d8 + 1) attack.
piercing damage, or 8 (1d8 + 4) in second form. Command. The Kalphite Queen commands one of its
allied kalphites to strike. The queen choses one kalphite
within 60 feet that can see or hear her. That kalphite
can immediately use its reaction to move up to half its
speed and make a claw attack.
Kalphite Queen
The Kalphite Queen is the largest and most powerful of the
kalphites. She has green, teal, and orange chitin. Her primary
role is to produce eggs for the hive, and she remains within the
birthing chambers for her entire life. The queen has a massive
body and huge pincers that are extremely poisonous. She can
summon kalphites to defend her, shoot sharp spines from her
abdomen, and move with astonishing speed for her size. When
damaged enough, she will shed her outer layer of chitin,
sprouting a pair of wings and a huge stinger.
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Actions
Multiattack. The jadinko makes two attacks: one with
Moss Giant
its bite and one with its claws. Large plant, neutral evil
Actions
Multiattack. The moss giant makes two attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 15 (3d6 + 5) bludgeoning
damage.
Rock. Ranged Weapon Attack: +8 to hit, range
60/180 ft., one target. Hit: 23 (4d8 + 5)
bludgeoning damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 4) piercing damage.
Actions
Rotting Touch. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d8) necrotic damage.
Grifolapine Grifolaroo
Medium plant, unaligned Medium plant, unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 3 (-4) 11 (+0) 5 (-3) 17 (+3) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 7 (-2)
Damage Immunities poison; bludgeoning, piercing, Damage Immunities poison; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Condition Immunities blinded, deafened, frightened, Condition Immunities blinded, deafened, frightened,
poisoned poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10 passive Perception 11
Languages — Languages —
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)
Sunlight Sensitivity. While in sunlight, the grifolapine Sunlight Sensitivity. While in sunlight, the grifolaroo
has disadvantage on attack rolls, as well as on has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight. Wisdom (Perception) checks that rely on sight.
Spores. Any creature that starts its turn within 5 feet Spores. Any creature that starts its turn within 5 feet
of the grifolapine must succeed on a DC 14 of the grifolaroo must succeed on a DC 13
Constitution saving throw, taking 7 (3d4) poison Constitution saving throw, taking 7 (3d4) poison
damage on a failed save, or half as much on a damage on a failed save, or half as much on a
successful one. successful one.
Aggressive Charge. As a bonus action, the grifolaroo
Actions can move up to its speed straight toward a hostile
creature that it can see. If the grifolaroo then hits it
Multiattack. The grifolapine makes two attacks, one
with a gore attack on the same turn, the target takes
with its bite and one with its claws.
an extra 9 (2d8) piercing damage and it must
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., succeed on a DC 14 Strength saving throw or be
one target. Hit: 7 (2d4 + 2) piercing damage. pushed up to 10 feet away and knocked prone.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) slashing damage. Actions
Multiattack. The grifolaroo makes two attacks: one
Reactions with its gore and one with its fist.
Spines. If the grifolapine takes damage from a melee Gore. Melee Weapon Attack: +6 to hit, reach 5 ft.,
attack from a creature within 5 feet, it can lash out one target. Hit: 12 (2d8 + 3) piercing damage.
at its attacker using its spines, dealing 7 (3d4)
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft.,
piercing damage.
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Ganodermic Runt
Small plant, unaligned
Actions
Multiattack. The runt makes two bite attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 10 (3d4 + 3) piercing damage.
Actions
Multiattack. The beast makes two attacks, only one
of which can be with its slam.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (2d12 + 5) bludgeoning damage.
If the target is a creature, it must make a DC 16
Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 14 (2d8 + 5) piercing damage.
Vine. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 9 (1d8 + 5) bludgeoning damage.
Instead of dealing damage, the beast can grapple the
target (escape DC 16).
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 16 (+3) 2 (-4) 10 (+0) 3 (-4) 12 (+1) 11 (+0) 12 (+1) 2 (-4) 10 (+0) 3 (-4)
Undead Fortitude. If damage reduces the corpse STR DEX CON INT WIS CHA
torso to 0 hit points, it must make a Constitution
saving throw with a DC of 5 + the damage taken, 15 (+2) 14 (+2) 16 (+3) 3 (-4) 8 (-1) 5 (-3)
unless the damage is radiant or from a critical hit.
On a success, the corpse torso drops to 1 hit point Saving Throws Wis +1
instead. Skills Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Actions Senses darkvision 60 ft., passive Perception 8
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., Languages Understands the languages it knew in life
one target. Hit: 5 (1d6 + 2) bludgeoning damage. but can't speak
Challenge 1 (200 XP)
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage plus 4
(1d8) necrotic damage, and if the target is carrying
food, up to 1 pound of the food becomes rotten
and inedible.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
+ 2) piercing damage.
Damage Resistances acid, cold, fire, lightning, STR DEX CON INT WIS CHA
thunder; bludgeoning, piercing, and slashing from
nonmagical weapons 16 (+3) 14 (+2) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, Damage Resistances acid, cold, fire, lightning,
frightened, paralyzed, petrified, poisoned, thunder; bludgeoning, piercing, and slashing from
unconscious nonmagical attacks that aren't silvered
Senses darkvision 60 ft., passive Perception 11 Damage Immunities necrotic, poison
Languages the languages it knew in life Condition Immunities charmed, exhaustion,
Challenge 3 (700 XP) paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12
Turn Resistance. The ankou has advantage on saving Languages the languages it knew in life
throws against effects that turn undead. Challenge 5 (1,800 XP)
Armor Class 12 (15 with mage armor) Armor Class 15 (studded leather)
Hit Points 67 (9d8+27) Hit Points 67 (9d8+27)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 16 (+3) 17 (+3) 14 (+2) 15 (+2) 14 (+2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
Damage Resistances acid, cold, fire, lightning, Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from thunder; bludgeoning, piercing, and slashing from
nonmagical attacks that aren't silvered nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
paralyzed, petrified, poisoned paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life Languages the languages it knew in life
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)
Sunlight Sensitivity. While in sunlight, the spirit has Sunlight Sensitivity. While in sunlight, the spirit has
disadvantage on attack rolls, as well as on Wisdom disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on sight.
Spellcasting. The spirit is a 7th-level spellcaster. Its Sneak Attack. The spirit deals an extra 7 (2d6)
spellcasting ability is Intelligence (spell save DC 14, damage when it hits a target with a weapon attack
+6 to hit with spell attacks). The spirit has the and has advantage on the attack roll, or when the
following wizard spells prepared: target is within 5 feet of an ally of the spirit that isn't
incapacitated and the spirit doesn't have
Cantrips (at will): light, mage hand, ray of frost
disadvantage on the attack roll.
1st level (4 slots): mage armor, protection from evil
and good, shield, thunderwave
Actions
2nd level (3 slots): hold person, misty step
Multiattack. The spirit makes two attacks, only one
3rd level (3 slots): counterspell, lightning bolt of which can be its Life Drain.
4th level (1 slots): greater invisibility, ice storm Life Drain. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 16 (3d8 + 3) necrotic damage.
Actions The target must succeed on a DC 14 Constitution
saving throw or its hit point maximum is reduced by
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 an amount equal to the damage taken. This
ft., one creature. Hit: 16 (3d8 + 3) necrotic damage. reduction lasts until the target finishes a long rest.
The target must succeed on a DC 14 Constitution The target dies if this effect reduces its hit point
saving throw or its hit point maximum is reduced by maximum to 0.
an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest. Longbow. Ranged Weapon Attack: +6 to hit, range
The target dies if this effect reduces its hit point 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
maximum to 0. damage.
Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft.
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
+ 2) piercing damage. piercing damage.
Actions
Multiattack. Torag makes three attacks.
Torag's Hammers. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning
damage.
Armor Class 16 (Dharok's half plate) Armor Class 17 (Guthan's chain mail)
Hit Points 97 (13d8+39) Hit Points 119 (14d8+56)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 10 (+0) 13 (+1) 15 (+2) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 13 (+1) 15 (+2)
Sunlight Sensitivity. While in sunlight, Dharok has Sunlight Sensitivity. While in sunlight, Guthan has
disadvantage on attack rolls, as well as on Wisdom disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. (Perception) checks that rely on sight.
Relentless Endurance (1/Day). When Dharok is Infestation (1/Turn). Guthan's curse causes him to
reduced to 0 hit points but not killed outright, he steal the lifeforce of his enemies as he inflicts
can drop to 1 hit point instead. damage upon them. When Guthan deals damage
with his warspear, he can choose to regain hit
Wretched Strength. Dharok's curse causes him to
points equal to half the damage dealt.
grow in strength as he sustains damage in battle.
When Dharok deals damage with his greataxe, he
deals an extra 1d8 damage if below half his hit point Actions
maximum, or an extra 1d12 damage if below one
Multiattack. Guthan makes two attacks.
quarter his hit point maximum.
Guthan's Warspear. Melee Weapon Attack: +7 to hit,
Actions reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing
damage.
Multiattack. Dharok makes two attacks.
Dharok's Greataxe. Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing
damage.
Actions
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
piercing damage.
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