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DND 5e Plane Shift - Gielinor

D&D 5th Edition Module -Gielinor Setting

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Alex Fer Vinif
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100% found this document useful (1 vote)
1K views183 pages

DND 5e Plane Shift - Gielinor

D&D 5th Edition Module -Gielinor Setting

Uploaded by

Alex Fer Vinif
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Plane Shift: Gielinor

Contents

Introduction 1 Goblin ....................................................................................63


Gorajo ....................................................................................65
The World of Gielinor 2
Hobgoblin ........................................................................... 68
Gielinor .................................................................................. 3
Human ....................................................................................69
The Gods .............................................................................. 11
Ilujanka .................................................................................71
A Brief Gielinor History ............................................ 15
Ork ........................................................................................... 73
Tips for Players and GM's ......................................... 23
Siren ........................................................................................74
Class Options 25
TzHaar ....................................................................................75
Deities .................................................................................... 26 Ugthanatos ........................................................................ 78
Channel Divinity Options .........................................27 Vampyre ................................................................................. 80
Languages ........................................................................... 28 Werewolf ..............................................................................82
Artificer: Crystal Singer ............................................29
Magic Items of Gielinor 84
Barbarian: Fremennik Crusader .............................31
Weapons ................................................................................85
Druid: Circle of Guthix .............................................. 32
Armor ..................................................................................... 94
Monk: Way of Brutality .............................................. 40
Shields ...................................................................................96
Ranger: Mirage Nomad ............................................... 41
Staves & Wands .................................................................98
Sorcerer: Moon Clan ................................................... 42
Wondrous Items ............................................................102
Paladin: Oath of Balance .......................................... 43
A Gielinor Bestiary 107
Warlock: The Vampyre ..................................................44
Aberrations ......................................................................108
Wizard: Ancient Magicks ........................................... 45
Beasts ................................................................................... 110
Wizard: Runecrafting .................................................. 47
Celestials ...........................................................................113
Races of Gielinor 49
Demons ............................................................................... 117
Airut ........................................................................................50
Elementals ........................................................................126
Aviansie ................................................................................. 52
Giants .................................................................................. 132
Dorgeshuun .......................................................................54
Humanoids ....................................................................... 138
Dwarf ......................................................................................56
Monstrosities .................................................................147
Elf .............................................................................................58
Plants .................................................................................. 162
Fairy ........................................................................................ 61
Undead ................................................................................ 169
Gnome ....................................................................................62
Introduction
When I first started writing this document more than nine
months ago, I never imagined that it would turn out to take
this much time and be this long. Countless hours of
researching, thinking, and writing went into making this
behemoth, but I really did have a lot of fun doing it.
The purpose of Plane Shift: Gielinor is to provide a
comprehensive resource for creating games of 5th edition that
are set on Gielinor, the world from the video game RuneScape.
This document contains basic information about the setting,
including the world, its history, and its gods, and statistics for
numerous playable races, items, and monsters. Prior to
writing this document, there were a few small resources that
had been shared by a handful of GM's, but none of this scale,
at least to my knowledge. As a clarification, this document
does not detail an original tabletop roleplaying game system
based on RuneScape, but rather contains information useful
for playing a game of 5th edition, with all of its standard rules,
that takes place within the setting of Gielinor. It is neither a
campaign module. I believe enough information exists on the
RuneScape Wiki and other places that such a document
would be moot.
In order to create what I believe to be both more logical and
more interesting content, I have taken certain creative liberties
in designing much of what is in this document, so not
everything here is an exact copy of what is in RuneScape.
Some races, monsters, and items have features that are
significantly different or missing from the video game.
It is important to keep in mind that I am by no means an
expert when it comes to 5th edition content creation, nor am I
an expert on Gielinor's lore. Most of the statistics in this
document have seen little, if any, playtesting. As with any
homebrew, I encourage you to to examine what you find
carefully and feel free to adapt it to best suit your campaign,
players, and personal liking.
I have a couple of people to whom I owe a huge debt of
gratitude for my ability to complete this massive project.
Firstly, I'd like to thank all the people at Jagex who took part in
creating the wonderful world of Gielinor. Your creativity
inspired me to take great interest in RuneScape's world. I'd
like to thank the incredible editors of the RuneScape Wiki.
Without this amazing resource, none of this would have been
possible. I'd also like to thank my brother who first introduced
me to RuneScape when we were kids. Nolen, I miss you
dearly. My friend Unknown helped me out a few times with
refining and coming up with ideas, so I'm thankful for them as
well. Finally, I'd like to thank my wonderful significant other,
whom I love greatly, for supporting me all the way. You are
what makes life worth living.
I really appreciate the time and effort you've taken to read
this document and use its contents! I hope that with the help of
other GM's and players, I can receive feedback on its contents
and make lots of improvements and adjustments. If you want
to discuss this document, share your content, or discuss the
creations of other Gielinorian GM's and players, please join us
in the RuneScape DnD Discord server or the RuneScapeDnD
Subreddit!
If you have feedback, questions, or would like to discuss this
document with me directly, you can reach me on Reddit at
u/DragonZaid or on Discord at DragonZaid.

Introduction — DragonZaid
1
The World
of Gielinor

The World of Gielinor — DragonZaid


2
Not far to the northwest of Varrock lies the tiny village of
Gielinor Edgeville. It sits right at the border with the Wilderness to the
north. South of Edgeville is a small barbarian village called
Gielinor contains a very wide variety of environments and Gunnarsgrunn. These Fremennik people's ancestors travelled
establishments ranging from snowy islands to temperate from Kandarin many generations ago before settling here.
forests to scorching deserts. Any group of adventurers could They mostly remain peaceful with the people of Misthalin.
spend their whole lives within a single region or travel across South of Varrock is the town of Lumbridge, which sits along
the world to witness its many wonders. the River Lum. Lumbridge is ruled by Duke Horacio, who
resides a small castle on the west side of the town. Lumbridge
Kingdom of Misthalin contains a small market and a church of Saradomin. The town
The Kingdom of Misthalin is one of Gielinor's three primary is often plagued by pesky Goblins who steal from and
Human nations. It is ruled by King Roald Remanis III. sometimes even kill the people who live in and around it. To
Misthalin is a relatively peaceful place, where many people of the southwest is the Lumbridge Swamp, in which dangerous
all walks of life are able to lead decent lives. Like much of giant rats and giant frogs roam. Beneath the swamp is a cave
Gielinor, it is primarily inhabited by Humans, and the vast that contains cave crawlers, slimes, cave bugs, giant frogs, and
majority of its religious establishments worship Saradomin. the Grotesque, a massive creature so vile that it has warped its
Much of the land that surrounds Misthalin's cities and towns is surroundings into the desolate swamp that exists now. A
used to farm crops and raise livestock. hermit priest named Father Urhney lives in a secluded shack
The capital city of Misthalin is Varrock. In northern Varrock within the swamp.
lies the king's home, Varrock Palace, which also holds the To the west of Lumbridge lies the small village of Draynor. It
kingdom's largest library and acts as its military center. is primarily a farming village and is in rough shape. It has a
Varrock is a very diverse city, containing both well-off fairly large market for the village's size, a jail, and is home to
neighborhoods in the north of the city and ghettos in the south. The Skulls, a small group of violent mercenaries. North of the
While the Varrock guard maintain a strong presence village is the abandoned Draynor Manor. Many believe the
throughout most of the city, two rival gangs, the Black Arm manor is haunted, though the exact specifics of the rumors
gang and the Phoenix Gang, hold significant influence over the vary. In truth, it is secretly home to an ancient Vampyre, Count
southwest and middle south areas of Varrock respectively. Draynor, who emerges from the manor every so often to drink
Varrock is also home to its huge and bustling market the the blood of the village's inhabitants. His presence has also
Grand Exchange, a large temple of Saradomin, and the warped the environment around the manor and the village.
Varrock Museum. To the east of the city is a large Trees and plant life in the immediate vicinity of the manor
Saradominist temple, Paterdomus, which lies upon the River have died or even become undead, and the manor and village
Salve. The Salve was long ago blessed by Saradomin to are often covered in gray clouds and gloomy fog.
prevent the evil creatures of Morytania from crossing over it Just to the south of Draynor sits the Wizards' Tower, a tall
into Misthalin. tower home to many students and masters of magic from all
over Gielinor.

The World of Gielinor — DragonZaid


3
Kingdom of Asgarnia Kingdom of Kandarin
Asgarnia is a Human and primarily Saradominist kingdom Kandarin is the largest of the Human kingdoms and sits west
that lies to the west of Misthalin. It contains some farmland, of Asgarnia. Like the others, the majority of its Human
but most of the land between its establishments consists of inhabitants are worshippers of Saradomin. Some of its open
beautiful open fields and forests. Asgarnia is technically ruled land is used as farmland, though much of it is untamed
by King Vallance, but the king has grown too old and ill to lead wilderness consisting of lush forests, tall mountains, sparkling
directly. Sir Amik Varze takes care of the majority of his lakes, and beautiful waterfalls.
administrative duties in his stead. The capital city of Kandarin is Ardougne. The city is divided
Falador, also called the City of White Knights, is the capital into East Ardougne, ruled by King Lathas, and West Ardougne,
of Asgarnia. Many of its citizens and rulers are very devout ruled by his brother King Tyras. East Ardougne is a
Saradominists, and the colors and symbols of the god can be prosperous city with a massive market, a zoo, a Saradominist
found all throughout the city. The city also has a significant temple, a port, and a castle in which King Lathas lives. Both
Dwarf population. They manage the enormous Dwarven the poor and the wealthy live within its walls, and while the
mines beneath the city and produce much of Falador's massive city is successful, it is also home to numerous thieves. A large
volume of metalwork. At the center of the city is White Saradominist monastery lies just south of the city.
Knights' Castle, a large fortress surrounded by a moat. The Most of the people of West Ardougne live in total poverty.
city has a strong military presence, which includes the White After an Underground Pass leading under the impassable
Knights and Temple Knights, two organizations that protect it Galarpos Mountains was uncovered, King Tyras travelled
and the rest of the kingdom from various threats such as the through it to Tirannwn with some of his men, staying there for
Kinshra, or Black Knights. Also beneath Falador is a large the majority of the time during the past several years. Even as
network of tunnels dug by the Giant Mole and its kin. North of a great plague struck the city, placing it on lockdown, forcing
the city is Ice Mountain, a small snowy peak. its citizens into poverty, and killing many people, King Tyras
Port Sarim is a lively port town that lies to the southeast of stayed in the western lands, leaving his incapable assistants to
Falador. It is one of the largest port towns on Gielinor, handle West Ardougne as his people's hatred toward him
receiving ships from all over the world. South of the town is a slowly grew. In truth, the plague was fabricated as part of an
peninsula called Mudskipper Point, from which the Asgarnian elaborate scheme conceived by King Lathas and the leader of
Ice Dungeon can be accessed. the Iorwerth clan of Elves.
To the south of Falador is the tiny village of Rimmington. It Yanille is a small town south of Ardougne. A significant
is home to a few farmers and other working people as well as number of wizards live in Yanille due to the Wizards' Guild
Melzar the Mad, a wizard who went insane after his home which is established there.
island of Crandor was destroyed by the green dragon Elvarg. Port Khazard is a tiny port village which sits between
Northwest of Falador is Taverley, a small village of peaceful Ardougne and Yanille. Ships from Ardougne, Karamja, Port
Guthixian druids. A huge dungeon is accessible from just Sarim, and other places around Gielinor dock there. Nearby is
south of Taverley, which contains dragons, demons, giants, and the Khazard Fight Arena, a brutal fight pit controlled by a
a secret Kinshra base of operations. A stone's throw to the dastardly Zamorakian Mahjarrat named Khazard.
north of Taverley is Burthorpe. This village is occupied by an To the northwest of Yanille lies Tree Gnome Village, one of
Asgarnian military force due to increasingly frequent attacks two major Gnome establishments in Kandarin. It is
from the trolls to the north. It is ruled by Prince Anlaf, the son surrounded by a huge labyrinth of hedges the Gnomes grew to
of King Vallance. White Wolf Mountain lies west of Taverley keep enemies from reaching the otherwise vulnerable village.
and Burthorpe, acting as the border between Asgarnia and Tree Gnome Village is ruled by King Bolren.
Kandarin.

The World of Gielinor — DragonZaid


4
Seers' Village is a small village northeast of Ardougne. Many To the northwest of the Tree Gnome Stronghold is the small
of its inhabitants are seers, mages that have the ability to fishing colony of Piscatoris. The colony sits on the Lunar Sea
predict the future in some limited capacity. Just east of Seers' and is often attacked by sea trolls. To its south are lush plains
Village is Camelot Castle, which is ruled by King Arthur and as well as a small, lone mountain called Eagles' Peak.
inhabited by him, his knights of the round table, and a
powerful mage named Merlin, among a few other people. The Morytania
people of Camelot arrived on Gielinor through a portal a few
Morytania is an evil and unholy land that lies to the east of
decades ago from another realm called Britain.
Misthalin, across the River Salve. Much of its land is wet and
The village of Catherby lies east of Camelot. It contains a
boggy, and its sky is constantly covered in thick, gray clouds
port and a sizeable market, and acts as a hub for many
that block out the sun even at midday. The region is ruled by
fishermen from all over Gielinor. East of the village is White
Lord Lowerniel Vergidiyad Drakan, an ancient and immensely
Wolf Mountain, a tall, snowy mountain that sits on the border
powerful Vampyre whose cruelty knows no bounds. Most of
between Kandarin and Asgarnia.
the citizens of Morytania are subjected to harsh blood tithes,
The Fremennik Province is a region north of Seers' Village
in which they are taxed in blood taken away for the Vampyres'
which is largely left alone by the people of Kandarin. It is
consumption. Luckily for the people of Misthalin, the many evil
controlled by various groups of Fremennik people. Rellekka,
creatures of Morytania are prevented from crossing the River
one of its largest towns, sits on the coast of the Lunar Sea, Salve due to a powerful blessing placed on it by Saradomin
which stretches all along the northern coast of Kandarin. To its
long ago.
east is a set of mountains which holds a small Fremennik
Canifis is a small village located east of Paterdomus. The
camp, a dungeon full of bizarre monsters, and a massive
village's inhabitants are almost exclusively Werewolves, and
cavern containing the Dwarven city of Keldagrim. The Lunar
they are not welcoming to outsiders. The village is governed
Sea holds many islands. Waterbirth Island is overrun by
on behalf of Lord Drakan by the Vampyre Lord Malak. Canifis
dagannoth, wallasalkis, and other monsters. The adjascent
has only a few shops and businesses, including a general store,
Fremennik Isles of Jatizo and Neitiznot hold rival towns of
taxidermist, tavern, and inn.
Fremennik. Lunar Isle is home to the Moon Clan, a group of
Mort Myre Swamp is an enormous swamp region in
highly skilled Fremennik mages that were outcast by the other
western Morytania. Many dangers lurk the swamp, most
groups. Further north are icebergs which hold most of
notably its abundant ghasts. These undead creatures were
Gielinor's penguin population and their hidden base, from
formed from the souls of those who starved to death in the
which they direct all their secretive operations.
swamp. Due to their means of death, they will chase down
To the west of Seers' Village is the Tree Gnome Stronghold,
anyone who enters the swamp and attempt to eat any food they
the largest Gnome establishment on Gielinor. The stronghold
are carrying, turning it rotten. This in turn may cause the
surrounds the Grand Tree, an enormous and ancient tree
victim to starve, creating even more ghasts. All manner of
which holds many of the Gnomes' homes and businesses. Tree
other dangerous beasts inhabit the swamp as well, including
Gnome Stronghold is ruled by King Narnode Shareen. The
giant snakes and insects.
Gnomes of the stronghold raise animals including tortoises
The Haunted Woods is a large forest of dead trees east of
and terrorbirds, run many shops, restaurants, and bars, grow
Canifis. It is filled with dangerous leeches, feral Vampyres, and
crops, and play games, such as gnomeball. East of the
other creatures.
stronghold are the Baxtorian Falls, a beautiful and giant set of
waterfalls named after an old Elven king.

The World of Gielinor — DragonZaid


5
Port Phasmatys is a port town located in northeast Viggora's Folly is a fortress in northwest Morytania near
Morytania that is inhabited almost entirely by ghosts. Stories Canifis. It was constructed before the God Wars by Viggora, a
say that the town wasn't always this way. At some time in the Human general of Zaros' army in the Second Age. It is said
Fourth Age, the Vampyres of Morytania started demanding that the fortress was given its current name a few years after
blood tithes of the port's citizens. They helplessly turned to a its construction when it quickly began to fall apart as it sunk
mage named Necrovarus, who constructed a magical barrier into the boggy earth it was built on. Presently, the fortress is
around the town. The barrier succeeded in keeping the occupied by Zamorakian forces, including gargoyles, crawling
Vampyres out, but it also trapped all the town's people inside. hands, banshees, and abyssal demons. A crackling portal to
Completely cut off from the outside world, they eventually all the Abyss can be found at its highest floor.
died, an outcome planned by Necrovarus from the start.
Just south of Mort Myre Swamp is the tiny village of Karamja
Mort'ton. Most of Mort'ton's people are gravely ill, causing
Karamja is a large jungle island with a harsh and unforgiving
them to have green skin and remain in a semi-conscious,
environment. Much of the island has yet to be fully explored,
zombie-like state. These ill people are called the "afflicted". A
especially its southern regions. Dangerous creatures such as
man named Herbi Flax was able to create a serum that cured
jungle ogres, moss giants, giant spiders, snakes, and horned
the affliction, but wasn't able to perfect it, as it only worked
graahk lurk its deepest jungles.
temporarily. Unknown to the village's citizens, the affliction is
Musa Point, located on the island's northeast corner, is one
being caused by waste matter being dumped by the Vampyres
of Karamja's two major ports. A small number of people live
upstream of their water supply.
around this area of the jungle, which is somewhat safe
Burgh de Rott is another small village that lies to the south
compared to the rest of the island. Musa point contains a few
of Mort'ton. This village was established by refugees from
businesses such as a banana plantation, fishing companies,
Meiyerditch. Like most of Morytania's Human inhabitants, the
and a tavern.
people of Burgh de Rott live in complete poverty, barely able to
The Karamja Volcano is located west of Musa Point. The
forage enough food to live off of. Deaths by starvation are not
volcano is active and also houses a few underground caverns.
uncommon in the village. Luckily, the village isn't presently
One such cavern is filled with monsters such as lesser
known to the Vampyres, so its people aren't paying blood
demons, skeletons, and giant spiders. Another, much deeper
tithes.
cavern is the home of the TzHaar, a race of rock and lava
Sanguinesti is a region in southeast Morytania that is home
elementals. The TzHaar are intelligent and peaceful creatures
to most of its Vampyres. It is split into two cities: Meiyerditch
with a highly structured society, but they typically don't allow
and Darkmeyer. Darkmeyer is where most of the Vampyres
outsiders into their underground city.
live and is home to Castle Drakan the home of the Drakan
Brimhaven is a small town primarily inhabited by pirates,
family of Vampyres. Meiyerditch is a ghetto where thousands
sailors, and fishermen located in northwest Karamja, west of
of Humans are held captive. It is surrounded by high walls and
the volcano. The rowdy town has a small port and a few
sits against the Southern Sea. Its inhabitants live in deplorable
businesses, including an inn.
conditions. They are treated and bred like cattle and barely fed
Tai Bwo Wannai is a small village of Karamjan natives
for the sole purpose of providing blood for the Vampyres. It is
located in central Karamja. While the people of the village are
said that Meiyerditch is as large and as populous as the city of
mainly peaceful, they are constantly under threat of attack
Varrock. Vyrewatch keep a close eye on the people of
from the jungle's many dangers, including neighboring tribes
Meiyerditch at all times, so escape is nearly impossible. A
and various beasts. The village is also being faced with
small rebellion group called the Myreque have set up a hidden
broodoo victims, people who have fallen victim to an ancient
base of operations below ground on the east side of the city.
and murderous ritual, causing them to become undead and
their skin to change color.

The World of Gielinor — DragonZaid


6
Shilo Village is a large village deep in the heart of the Al Kharid is a city at the north end of the desert, southeast
Karamja Jungle, southeast of Tai Bwo Wannai. Like Tai Bwo of Lumbridge. The terrain around the city is rocky and not too
Wannai, it faces many threats, but it is mostly protected by hot. Most of Al Kharid's people worship Het, the god of health,
wooden walls that have been constructed all around it. It is the though small shrines to most of the other Menaphite gods can
southernmost establishment in Karamja, and is often visited be found throughout the city. The city is ruled by Emir Shah,
by explorers of the island. The coast to the east of the village is who is presently dying of an unknown illness. His son, Prince
the habitat of the jadinkos. Ali Mirza, is next in line to the throne. Al Kharid is densely
The Kharazi Jungle is a thick jungle at the southern end of populated and has a large market, a royal palace, and a temple
Karamja. It is almost completely uncharted territory. Large, dedicated to Het. To the northeast of the city are the Mage
aggressive wolves and birds live in this part of the jungle. Training Arena and the Duel Arena, a training ground for
warriors constructed in Het's name. East of the city is the
Kharidian Desert Citharede Abbey, a large Saradominist church that is home to
several priestesses, or Citharede Sisters.
The Kharidian Desert is an enormous desert region south of
Pollnivneach is a town south of Al Kharid sitting along the
Misthalin. It is massive, approximately as big as Misthalin and
River Elid, which runs south through the center of the desert.
Asgarnia combined. Most of the desert south of Al Kharid is
Many of its inhabitants are a part of one of two rival gangs, the
extremely hot, posing a serious threat to anyone within it. Most
Bandits and the Menaphites, who control the northern and
of the desert's citizens worship various gods of the Menaphite
southern parts of the city, respectively. An entrance to the
Pantheon, and temples dedicated to different gods are located
Smoke Dungeon can be found west of the town.
all throughout it.

The World of Gielinor — DragonZaid


7
A small group of people called Bedabin nomads travel On the west side of the Elid delta is Menaphos, the largest
throughout the northwestern area of the desert, west of city in the Kharidian Desert. It is ruled, along with Sophanem,
Pollnivneach, setting up a camp wherever they go. They are by a Pharaoh. The city is divided into a worker district,
peaceful, but due to their remote location few people imperial district, market district, and port district which all
encounter them. They are well known for one thing, however: work together to make it a prosperous city. Some districts,
Gielinor's most delectible type of pineapple, which is grown by however, prosper more than others due to this system. Due to
them in a secret location. Also in the northwest corner of the the plague in Sophanem, Menaphos is under lock down and
desert is a large hive of dangerous kalphites and the home of very few people are allowed in from the outside. Recently, the
the Kalphite Queen. Pharaoh has been corrupted by Amascut, the Menaphite
To the south of the nomads' wandering area is a bandit goddess of destruction, causing him to fall completely under
camp. Unlike the Bedabins, these people are dangerous. They her control. Amascut also created the plague of Sophanem.
hold strong beliefs that all the gods other than Zaros were
traitors to him and their followers should be killed. Anyone at Feldip Hills
the camp indicating any sign of worship of another god could
Feldip Hills is a hilly jungle region south of Kandarin. It has
be killed on sight.
only a few civilized establishments, most of which are
Uzer is a small set of ruins in the eastern desert, east of
controlled by Ogres. Aside from Ogres, a few dangerous beasts
Pollnivneach. It dates back to before the God Wars, and a
can be found in this region, including spined larupias, wolves,
single, damaged golem can be found there.
and snakes.
Nardah is a small town southeast of Pollnivneach first
Gu'Tanoth is a large Ogre town south of Yanille. It sits at the
formed by refugees of the God Wars who swore an oath of
top of an active volcano and is heavily guarded, so entry is
fealty to the Menaphite goddess Elidinis. The town is normally
rather difficult. The Ogres of Gu'Tanoth are typically peaceful,
able to draw water from the nearby River Elid, but an unusual
but intolerant of unwelcome guests. The town has a market
drought has cut off the flow, causing major problems for its and a few shops, but few other facilities useful to most people.
inhabitants. Unbeknown to the people of Nardah, their recent
Beneath the town are the Ogre Enclave, a dungeon which
rejection of Elidinis in favor of worshipping Saradomin caused
holds blue dragons and greater demons, and the skavid caves,
the spirits of the Elid to redirect the water as retribution for
dirt caves inhabited by creatures enslaved by the Ogres called
their betrayal.
skavids.
Sophanem is a large town at the southeast tip of the
Oo'glog is a town in southern Feldip Hills, sitting near the
Kharidian Desert which sits on the east side of the Elid delta.
Southern Sea, inhabited entirely by Ogresses. These Ogresses
It shares a government and border with Menaphos directly to
are tolerant of outsiders despite their intimidating appearance.
its west. The town has several pyramids and is known for its
The town contains several different spas which can provide
elaborate burial rituals. While it was once a bustling hub of
those who bathe in them with various benefits.
trade and commerce, the town has recently been struck with a
strange plague and has been placed in quarantine. Practically
no one is allowed in or out of the city.

The World of Gielinor — DragonZaid


8
Before the time of the Elven Civil War, most Elves lived in
Tirannwn the large and prosperous city of Prifddinas north of Isafdar.
Tirannwn is the westernmost region of Gielinor and home of The city was constructed in large part out of sparkling crystal
the Elves. The region is almost completely inaccessible to and was one of the earliest and most beautiful cities on
most people, so very few have seen or know very much about Gielinor. However, due to the tragedies of the war the entire
it. city and all the people within it were reverted into the form of a
Isafdar is a massive forest region which makes up the large crystal seed, a choice made by King Baxtorian and his
majority of Tirannwn. The forest is said to be one of the most council in order to preserve their people. The seed is hidden in
beautiful on Gielinor, but it can be easy to become lost in its a secret location that can only be accessed by assembling an
winding pathways. The Elves who live there have also set up elder member of each clan. A huge, empty crater was left
various well hidden traps throughout the forest to deter behind in the city's former location. Just south of the crater on
wanderers and outsiders, including pitfall and poisoned dart the north edge of Isafdar is a camp of Iorwerth Elves.
traps. Among other forest wildlife, Isafdar is home to
grenwalls, a small type of beast similar to a large hedgehog. In Islands
the southwest of Isafdar is the Tyras Camp, a small
Entrana is a small island of pacifist Saradominist monks in
encampment of Kandarin soldiers where King Tyras of West
the sea west of Falador. Ages ago, the island was blessed by
Ardougne currently resides. Saradomin such that no weapons or other items designed for
The Galarpos Mountains are a range of mountains on the combat could be taken there. Even with the gods gone, the
east side of Tirannwn. The mountains are believed to be blessing still holds.
impassable, cutting off Tirannwn from the rest of Gielinor. In Crandor is a small island south of Entrana. The island used
reality, there is a hidden pass called Arandar on the north side to be inhabited before it was completely destroyed by the
of the mountains that leads into northeast Isafdar. The green dragon Elvarg in the year 139 of the Fifth Age. Many of
mountains can also be bypassed through the Underground
its people fled to the mainland, but Elvarg followed them,
Pass in West Ardougne, though it is extremely dangerous.
killing almost all of them. Currently, she still rests in a cavern
Lletya is an Elven village just east of Isafdar hidden at the beneath the island.
foot of the Galarpos Mountains. The village was founded
Mos Le'Harmless is a large island of pirates in the Eastern
primarily by rebels of the Ithell and Cadarn clans during the
Sea east of the Kharidian Desert. It has a single rowdy town of
early days of the Elven Civil War between the Iorwerth clan
the same name on its southwest side. The island is covered in
and the other clans. As such, many of its inhabitants are
untamed jungle and inhabited by dangerous horrors which
farmers and craftsmen. The leader of these rebels and of the occupy its surface and caves.
village is a Cadarn clan Elf named Arianwyn.
Ape Atoll is a large island south of Karamja. It is inhabited
South of Isafdar is a large area of bubbling poisonous waste. by intelligent primates that have their own primitive society,
The toxic sludge that covers the area originates from including the town of Marim, named after the primate goddess
Arposandra, a hidden city of evil Gnomes that perform Marimbo. Marim has several buildings, shops, and a temple of
biological experiments and dump the waste produced into the Marimbo. A variety of species live there, including monkeys
southern forest.
and gorillas. They are ruled by a monkey called King
Awowogei. The primates are not welcoming toward visitors,
and will imprison or kill any humanoids they find on the island.

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To the northwest of the volcano is a large maze of streams of
Wilderness lava. Many dangerous creatures, including hill giants and
The Wilderness is a large, desolate region north of Misthalin. demons, roam the maze. Nearby the maze is the entrance to
Before the God Wars, it was called Forinthry. At the very end an underground cavern which is the home of the King Black
of the God Wars, Zamorak destroyed the entire region in a last Dragon, the father of all dragons and one of the most powerful
ditch effort, turning the once beautiful forests, plains, and hills of Gielinor. To the east of the maze is a large peninsula that
of Forinthry into the now barren and lifeless Wilderness. It juts into a lake of lava known as Red Dragon Isle. As its name
was this event that caused Guthix to awaken from his slumber suggests, a handful of red dragons live there.
establish his edicts, banishing the gods from Gielinor. In the In the north Wilderness, near the sea, there is a large
Wilderness, the ground is black and gray, and little plant life structure called the Mage Arena. Cast away mages that are
exists. Dead trees dot the landscape and dangerous monsters, followers of Saradomin, Zamorak, and Guthix battle here to
including demons, dragons, and undead, roam freely. Ruined strengthen their skills.
buildings and streams of lava can be found all over. A small In the north Wilderness to the east of the Mage Arena there
number of people live there, though they are typically only roams a unique creature called the Chaos Elemental. It is
bandits, outlaws, and other evil folk that have fled from the law similar to a typical elemental, but is a being of pure chaotic
of other regions of Gielinor. energy. It is very dangerous and aggressive, and will attack
In the center of the Wilderness is a large volcano, on top of anyone it sees.
which lies the blade of an enormous sword as large as a
building impaled into the ground. This sword, the Sword of Wushanko Isles
Edicts, was used by Guthix to establish his edicts at the end of
The Wushanko Isles, also called the Eastern Lands, are a
the Third Age and left as a reminder to anyone who might dare
large archipelago far to the east of Gielinor's mainland. The
to question his power.
isles consist of tens of islands, each classified into a different
In the southwest Wilderness there lies a small castle called
group and containing their own diverse peoples and cultures.
Dark Warriors' Fortress. The fortress is surrounded by a small
The westernmost group of islands and the one most well
trench and protected by a handful of cannons. It is inhabited
known by those from the mainland is called The Arc. Further
by members of the Kinshra.
east are The Skull, The Hook, The Scythe, The Bowl, The
North of Dark Warriors' Fortress is a large bandit camp. It is
Pincers, The Loop, and The Shield.
mostly inhabited by outlaws that have escaped other regions of
Gielinor in search of a safe refuge from the law. Hardened by
the conditions of the Wilderness, the bandits are vicious and
cruel and should not be underestimated.

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The Gods
A great number of gods exist within Gielinor and its universe.
They are very diverse in appearance, ideology, and power.

The Elder Gods


The Elder Gods are a group of six ancient gods responsible for
the creation of the universe. Little is known of these gods,
except that they created Gielinor and left behind a handful of
tools called Elder God Artifacts. The most infamous of these
artifacts is the Stone of Jas, which was largely responsible for
the God Wars and many of Gielinor's other major conflicts due
to its ability to provide immeasurable power and ascend
mortals to godhood. Another well known artifact is called the
Siphon, better known as the Staff of Armadyl.

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.

I am beyond good or evil, I am simply Guthix.

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Zaros Seren
Zaros, also called the Empty Lord, is a god associated with Seren is a goddess of crystal and light. She has a deep
darkness, fate, and control. Under his philosophies, loyalty and connection with Elves, viewing herself as a sort of maternal
order are of great value. Zaros came to Gielinor during the figure to them. Seren is a pacifist and distanced herself and
Second Age, where he established the largest empire the her people as much as possible from the God Wars of the
world has ever seen. During the time of his empire, he pushed Third Age. It was Seren that taught the Elves how to perform
for advances in industry, medicine, magic, and literacy. He crystal singing, a type of chanting that allows the Elves to
was, however, known to be very cruel, going to any lengths shape crystal into a variety of useful objects. It is said that
necessary to expand his empire. Additionally, he almost never Seren is present in all Elven crystal and that its toughness
took charge of matters directly, instead leaving his underlings comes from her unending devotion to her followers. Despite
to do much of the difficult work. He was eventually defeated by their strong friendship, Guthix asked Seren to leave Gielinor
the Mahjarrat Zamorak in a coup, fleeing in an extremely at the end of the God Wars. Unwilling to part with her Elves
weakened state. Due to his disappearance and the for whom she cared so deeply, Seren destroyed herself,
extermination of his followers during the God Wars, very few shattering into thousands of shards of crystal, so that a part of
people remain worshipers of Zaros in the 5th Age, though herself might still remain with them. Most Elves worship
some Mahjarrat and demons still worship him. Zaros' Seren, as well as a very small number of outliers of other
iconography consists of purple colors and a circular symbol backgrounds. Seren's iconography consists of cyan colors, the
with a cross on the inside and four small juts along the same color as her crystals, and a diamond shape.
outside.

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.

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Armadyl Tuska
Armadyl is a god associated with justice and law that was Tuska is a boar-like goddess that is said to have ascended from
ascended from an Aviansie. Because most of his followers a mindless beast. Her viciousness and lack of sympathy for her
were killed during the God Wars, he is not as widely foes are traits she shares with her followers, Airut. If enough
worshiped as some of Gielinor's other gods. Armadyl's Airut gather together, it is said that they can summon Tuska in
philosophies preach that all beings must be met with justice order to crush their enemies with ease. Long ago as Tuska
for their actions, and that all gods and mortals should be able wandered about the universe, she attacked the home plane of
to coexist peacefully. Armadyl and his followers favor the Airut. Mutually impressed by one another's strength, Tuska
negotiation and compromise over conflict, but aren't afraid to and the Airut joined forces, traveling together to conquer more
fight for what is right. Most of Armadyl's followers are worlds. Tuska is worshiped almost exclusively by Airut. Her
Aviansie, but he also has a small number of followers of other iconography includes a symbol shaped like her horned, boar-
races. His iconography includes a pair of wings symbol and like head and teal, purple, and gray colors.
pale blue, amber, silver, and gold colors.
Marimbo
Bandos Marimbo is a goddess ascended from an ordinary gorilla that
Bandos, also called the Big High War God by his followers, is has a close relationship with the primates of Gielinor.
a god of war. He is not only powerful but also cunning, a Marimbo is a carefree goddess that loves to relax and enjoy
master of both strength and strategy in war. He highly values life as she sees fit. Her followers are almost exclusively
honor and bravery and severely punishes weakness and monkeys and apes. Her iconography includes a forked symbol
cowardice among his people. Bandos is known for being and brown and yellow colors.
manipulative, bloodthirsty, and ruthless to both his enemies
and his followers. He has caused countless wars on various Brassica Prime
worlds through the ages both for his benefit and for his
Brassica Prime is a god that is a giant head of cabbage. His
entertainment. Bandos is primarily worshiped by creatures
power comes from deliciousness as well as highly
such as Goblins, Ogres, Orks, Hobgoblins, Trolls, Cyclopes,
concentrated nutrients, and has numerous cabbage followers
and other giants. A small number of humanoids also follow
all throughout Gielinor. In this regard, he is arguably among
Bandos. His iconography consists of a crossed hook symbol
the most popular gods of Gielinor. Brassica Prime is a cheerful
and brown and dark green colors.
god, but is also vain, believing himself to be the most powerful
of them all. Brassica Prime's followers are almost exclusively
V cabbages. His iconography includes a cabbage leaf symbol and
V is a god whose true name is unknown, even to his followers. green and gold colors.
Once a stunted and weak Fremennik seer, he grew stronger
upon discovering the Stone of Jas in a cave on Lunar Isle,
eventually ascending to godhood by unclear means. During A roasted cabbage is a delicious cabbage, and
this time, V became known as the Fremennik's greatest hero, deliciousness is power!
slaying many horrible monsters to aid his people. V is
worshiped almost exclusively by the Fremennik people. His
iconography includes a dragon-like creature in the shape of the
letter V and crimson and gold colors.

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The Menaphite Pantheon
The Menaphite Pantheon is a group of eight deities worshiped
primarily in the Kharidian Desert region. Many of these gods
and their followers warred with the Zarosian Empire during
the Second Age. Out of the eight, Tumeken and Elidinis were
the only ones considered to be powerful enough by Guthix to
be banished from Gielinor at the end of the Third Age.

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.

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Het
Het is a god of health, both physical and mental, and one of the A Brief Gielinor History
four minor Menaphite gods. Many of his followers are soldiers Gielinor's history is divided into ages, each being at least a few
and warriors, and his greatest concentration of worshipers are thousand years long. It is currently in the year 169 of the Fifth
in Al Kharid, where the nearby Duel Arena was constructed in Age.
his name long ago. His iconography includes a Human's head
symbol. Before the First Age
Crondis Gielinor was created along with many other worlds before the
Crondis is a crocodile-headed goddess of resourcefulness and start of the First Age by the Elder Gods Jas, Ful, Wen, and Bik.
modesty and one of the four minor Menaphite gods. Many of After creating the world, they left it alone and left the Elder
her worshipers are farmers, hunters, or sailors of the God Artefacts they used to create it, including the Stone of Jas
Kharidian Desert who value these traits and seek her and the Siphon, in various locations around Gielinor. Almost
blessings. Her iconography includes a crocodile's head symbol. no intelligent life occupied the world before the First Age, with
the exception of the Dragonkin, who lived in fairly advanced
Scabaras societies. The Dragonkin created the dragons during this time.
Scabaras is a beetle-headed god of isolation and wisdom and
one of the four minor Menaphite gods. His philosophies teach First Age
that a tranquil, mental state of enlightenment can be achieved
The First Age began with the discovery of Gielinor by Guthix.
by isolating oneself completely from all other living beings. After traveling the universe and visiting numerous worlds, he
Because of how his followers adopt this lifestyle, very little is was enthralled by Gielinor's beauty and wished for the world
known about his beliefs by the general population. to be enjoyed by mortals. Guthix created a portal to bring
Additionally, during the Fourth Age it was thought that he had various races to Gielinor, including Humans, Dwarves, Fairies,
caused a conflict between himself and Elidinis, leading to he and Gnomes. He invited Seren and her Elves to inhabit the
and his followers being banished from most Kharidian Desert world as well, and they began the construction of the crystal
settlements. Scabaras has a small number of followers
city of Prifddinas in Tirannwn. Gielinor's people spread
throughout the desert in various isolated locations, particularly
throughout the world and began to inhabit many of its regions
in its southeast region.
in small villages as their population steadily grew.
A few years after the start of the First Age, a man named
Harold became the first person to die on Gielinor. Guthix
granted the man immortality and tasked him with the
responsibility of reaping the souls of Gielinor's dead so that
they can travel to the Grim Underworld, Gielinor's afterlife.
Harold is now known as Death or the Grim Reaper.

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Some time later, the Mahjarrat betrayed the Kharidian
forces, instead choosing to help the Zarosians. With his
armies even more greatly outnumbered than at the start of the
war, Tumeken sacrificed himself in a last stand in order to
destroy most of Zaros' army, including many Mahjarrat. The
process is believed to have destroyed him and turned the once
lush Kharidian region into the scorching desert it is now.
In the mid-late Second Age, Saradomin arrived with the
Icyene. Saradomin, the Icyene, and some Humans established
the peaceful kingdom of Hallowvale in what is now Morytania.
In the late Second Age, Viggora, the only Human general of
Zaros' army, constructed a fortress in modern-day northwest
Morytania to prove the capabilities of Humans, who were
For a long time, Guthix occasionally checked up on Gielinor typically looked down upon by Zaros and his other followers.
and its inhabitants, often speaking with them directly. Many of However, due to the marshy land the fortress was constructed
them chose to worship him, though he always told them they on, it quickly began to sink into the ground and dilapidate.
should instead forget about him and enjoy a peaceful world This caused Viggora great humiliation and earned the fortress
free of the gods. After about 4,000 years, Guthix was its nickname of Viggora's Folly.
displeased with the increasing number of worshipers and Near the end of the Second Age, a Zarosian Mahjarrat
decided to enter a slumber deep beneath the earth in an general named Zamorak began to grow more and more upset
attempt to be forgotten. with the strict way Zaros was ruling. He gathered support and
began to carefully plan a revolt. His new group of rebels
Second Age included high ranking Zarosians such as Viggora, the
Tsutsaroth demon Thammaron, the Vampyre Lord Lowerniel
Some time after Guthix entered his slumber, other gods began
Drakan, and several Mahjarrat. Around this time, a
take notice of Gielinor, marking the start of the Second Age.
Saradominist explorer stumbled upon the Staff of Armadyl in
Tumeken arrived early in the age and established the rest of
its hidden temple. He took it, hoping to be able to give it to
the Menaphite pantheon. Armadyl arrived with his Aviansie
and found the Siphon, the Elder God Artefact which would Saradomin, but it was stolen from him by a simple thief. The
thief was later overheard at a pub bragging about his
become better known as the Staff of Armadyl. The staff was
acquisition by a Zarosian messenger that was a part of
later stored in an underground temple. Bandos arrived with
Zamorak's rebellion group. The messenger purchased the staff
his Goblins, Orks, Hobgoblins, Ogres, and other races of
from the thief and brought it to Zamorak. With an Elder God
followers. Other minor gods including Brassica Prime and
Artifact in his possession, Zamorak now stood a serious
Marimbo also travelled to Gielinor throughout the Second
chance of being able to defeat Zaros.
Age. All these gods and their followers began to have clashes
over territory and power. The rebellion began to slowly pick off many of Zaros' most
loyal officers who couldn't be converted to their cause.
During the early Second Age, Zaros discovered Gielinor and
Zamorak also managed to obtain the Stone of Jas by unknown
began building his empire. Because he was significantly more
means, which he used to increase his power significantly. He
powerful and cunning than the other, younger gods, he was
then confronted Zaros under the pretense of discussing war
able to take control of a massive portion of Gielinor with
relative ease. The capital of his empire was established at a plans. Taking him by surprise, Zamorak plunged the Staff of
Armadyl into Zaros' back while his allies in the rebellion kept
city called Senntisten, located in what is now eastern
Zaros' bodyguards at bay. The two dueled, eventually resulting
Misthalin. During the rise of his empire, Zaros amassed a
in Zaros being destroyed and Zamorak siphoning a portion of
following of Humans, demons, Vampyres, and other races. At
his power, causing him to ascend to godhood. In reality, Zaros
its height, the empire was the largest Gielinor has ever seen,
was not killed, but sacrificed his corporeal form in order to flee
spanning most of modern-day Misthalin, Asgarnia, and the
in a severely weakened state.
Wilderness and parts of western Morytania.
At the end of the age, Zamorak left Gielinor to recruit
Also during the early Second Age, the Elves began to
hordes of Avernic demons from the demon world Infernus,
expand eastward beyond Tirannwn, making use of the
and the Zarosian empire quickly began to collapse in his
Underground Pass to traverse the impassable Galarpos
absence. Upon his return, Zamorak discovered that
Mountains.
Saradomin had stolen the Stone of Jas from him. He quickly
Further into the Second Age, tensions rose between the
declared war on Saradomin, sparking the God Wars and
northern settlements of what is now the Kharidian desert and
beginning the Third Age of Gielinor approximately 2,000 years
the Zarosian empire. Fearing invasion, the Kharidians
after the start of the Second Age.
attacked the Zarosians with the aid of the Menaphite
Pantheon, leading to the Kharidian-Zarosian War. Although
the Menaphite gods were numerous, their forces were greatly
outnumbered by the Zarosians, so Icthlarin and Amascut set
out for additional help. Icthlarin managed to convince the
Mahjarrat, a race of combative humanoids that hold immense
magical power, to come to Gielinor and fight in the war.

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Third Age In the mid to late Third Age, Saradomin began to gain
momentum as he executed a campaign to conquer southwest
The Third Age of Gielinor was a period of about 4,000 years of
Forinthry and modern day Asgarnia and Misthalin. His armies
widespread chaos and war. Millions—if not billions—of people
were lead by the Icyene Commander Zilyana and six warrior
were killed, cities were destroyed, and races were extincted all
brothers, Ahrim, Dharok, Guthan, Karil, Torag, and Verac. The
in the name of the gods. Different gods and armies constantly
six brothers then began attempts to liberate Morytania from
formed and broke shaky alliances. At the start of the age, some
the Vampyres. They were approached by the Mahjarrat Sliske
races, such as Gnomes and Dwarves, hid from the tragedies of
and given superhuman powers, allowing them to strike deep
the wars by living underground. The Elves retreated from their
into Morytania with few casualties. However, Sliske later took
settlements east of the Galarpos Mountains and back into the
their powers away, resulting in their deaths. He then
safety of remote Tirannwn.
transformed them into powerful wights now known as the
During the early years of the Third Age, the remains of the
Barrows Brothers.
crumbling Zarosian empire were swiftly converted to
Also in the mid to late Third Age, one of the twelve Goblin
Zamorak's allegiance. Those who remained loyal to Zaros
tribes serving Bandos, the Dorgeshuun, were ordered to fight
were hunted down and slaughtered throughout the age.
to the death in a battle they could not possibly win. Rather
In the early Third Age, a battle between a Saradominist
than face certain death, they defied Bandos and fled to a
army and a Zarosian army, lead by the monstrous general Nex,
cavern near modern day Lumbridge Swamp. The furious god
broke out north of Trollheim in northwest Asgarnia. Believing
of war sealed the cavern closed, trapping them inside. The
that defeating Nex was impossible, the Saradominists lured
Dorgeshuun established a new life underground where they
her and her army into a nearby cave and magically sealed
flourished, eventually developing one of Gielinor's most
them within a prison, trapping them inside. To celebrate their
socially and technologically advanced societies.
victory, they constructed the large Temple of Lost Ancients on
Starting in approximately the year 3000 of the Third Age,
top of the prison.
Zamorak and his armies launched a large campaign to cleanse
Also near the start of the age, Lord Drakan began leading a
the Kharidian Desert of any Kharidian forces and
massive army of Vampyres into Hallowvale. The Icyene put up
establishments. Flourishing cities such as Uzer, in the
a good fight for a long time, leading to many casualties on both
northeast desert, and Ullek, in the southeast desert, were
sides. Eventually, Drakan was able to kidnap Ascertes,
completely destroyed.
husband of the Icyene Queen Efaritay, forcing the queen to
Despite the God Wars raging all around Gielinor for
surrender. Ascertes was then turned into a powerful Vampyre
thousands of years, the Zarosian capital of Senntisten
now known as Vanstrom Klause and Efaritay was imprisoned
managed to remain standing and in Zarosian hands until
in Castle Drakan. With Drakan in power, the beautiful
around the year 3700 of the Third Age. It was at this time that
Hallowvale region began to transform into Morytania. The
it was finally successfully besieged by Zamorakian and
Sanguinesti region was constructed, countless Icyene were
Saradominist forces working in unison. The city was not
killed and Humans imprisoned within Meiyerditch, thick
destroyed, but captured and converted by Zamorak.
clouds began to cover the sky at all times, and the Mort Myre
Swamp was formed.

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About 100 years after the capture of Senntisten, it was Near the very end of the Third Age, Zamorak somehow
attacked by Saradominist forces and destroyed. With this act, managed to find the Stone of Jas where Saradomin had
almost all traces of the once glorious Zarosian empire were hidden it at the end of the Second Age. During a large battle at
destroyed, a major goal of Saradomin during the Third Age. A the center of Forinthry fought over the Elder Artifact, Zamorak
new devoutly Saradominist city called Saranthium was became surrounded by Saradomin's, Bandos', and Armadyl's
constructed over its ruins. forces. In a last ditch effort to repel them, he harnessed the full
Throughout the late Third Age, the Feldip Hills region was power of the Stone of Jas to unleash a gargantuan wave of
conquered by Bandos and settled primarily by Ogres. The destruction all around him. This single act saw the greater
Ogre city of Gu'Tanoth was founded as well. part of Forinthry completely obliterated in an instant.
Throughout the Third Age, Zamorak grew increasingly Thousands of warriors from all sides were killed and the land
powerful at an alarming rate. Near the end of the age, his became the charred, black, and lifeless Wilderness it is known
power became the primary concern of Saradomin, Bandos, as now.
and Armadyl. They temporarily collaborated to forge a magical A force as destructive as this had never before been seen on
blade powerful enough to kill Zamorak called the godsword. Gielinor. Such was its power that the Anima Mundi, the very
As general Kree'arra of Armadyl's army and his flock were life force of Gielinor itself, literally cried out in agony. This
transporting it near Trollheim, they were ambushed by woke Guthix, by this time having slumbered for approximately
Zamorak's forces, lead by the demons, including K'ril 6,000 years, who returned to the surface to find his world
Tsutsaroth. The Aviansie quickly fled into the nearby Temple of bloodied and scarred from millennia of wars caused by the
Lost Ancients. Soon after, Zilyana and Bandos' general, gods. Guthix instantly amassed an army of followers and
Graardor, arrived with Saradomin's and Bandos' forces, charged into the Wilderness and the surrounding areas,
respectively, to offer Kree'arra aid. The four forces entered the defeating many members of the Saradominist, Zamorakian,
cave beneath the temple unknowing of its contents. After not Bandosian, and Armadylean armies with ease.
long, each of the four forces set up a defensive camp within the Guthix's forces reached the God Wars Dungeon and began
cave. Fighting broke out into a free-for-all between all sides as to fight to confiscate the godsword from the four other
each tried to claim the godsword for themselves. The cave is factions. However, a powerful mage named Aeternam
better known now as the God Wars Dungeon. managed to cast a spell on the entire dungeon, freezing it and
Amidst the fighting within the God Wars Dungeon, a group everyone inside. Guthix then moved his focus to the
of Saradominist priests were fooled by the Mahjarrat Sliske Wilderness, defeating most members of the other armies and
into freeing Nex from her prison below. Because of her stopping the fighting. He then established his edicts, which
immense power, the four forces within the dungeon were banished all the other gods from Gielinor permanently, leaving
forced to form a shaky alliance to fend her off. Together they the blade of an enormous sword impaled into the ground at
managed to lock her back inside the prison before resuming the center of the Wilderness as a reminder of his power.
fighting with one another.

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With the other gods gone, Guthix descended back beneath
the ground. He sat in a cave for a short while and, overcome by Fourth Age
grief, began to weep. His anguish was so great that the very
The Fourth Age saw a Gielinor free of the gods' intervention
rocks of the cave themselves began to weep alongside him.
for the first time ever. Many of the present day's kingdoms
Eventually, he relocated the Elder God Artifacts and returned
were founded during this age, which lasted approximately
to his slumber, hoping again that the people of Gielinor would
2000 years.
forget him and the other gods and finally live in peace.
With the gods gone and the wars quickly winding down, the
Gnomes emerged from their underground hiding places and
The noise of the conflict woke Guthix from His established the Tree Gnome Stronghold at the beginning of
deep slumber, and He rose and stood in the centre the Fourth Age.
of the battlefield so the splendour of His wrath For a few hundred years, the Saradominist city of
filled the world, and He called for the conflict to Saranthium flourished with fairly advanced societal structure,
cease! Silence fell, for the gods knew that none technology, and art. Some time during the early years of the
could challenge the power of the mighty Guthix; age, however, it was completely destroyed, most likely by
for His power is that of nature itself, to which all Zamorakians.
other things are subject, in the end. Guthix During the early Fourth Age, a small civil war broke out in
reclaimed that which had been stolen from Him, Feldip Hills between the Ogres and Goblins that inhabited the
and went back underground to His sleep and area. The former won, forcing the latter northward out of the
continued to draw the world's power into Himself. region.
But on His way into the depths of the earth He sat Also during the early Fourth Age, the Elven King Baxtorian
and rested in this cave; and, thinking of the battle- began a peaceful expedition to the east side of the Galarpos
scarred desert that now streched from one side of Moutains. He instated good relationships with the Gnomes
His world to the other, He wept. And so great was and Humans there and built a few establishments in modern-
His sorrow, and so great was His life-giving power, day central Kandarin. He had worse luck with the Ogres of the
that the rocks themselves began to weep with nearby Feldip Hills, eventually choosing to withdraw from that
Him. area completely.
From approximately the years 500 to 900 of the Fourth Age,
Humans began to settle in permanent establishments for the
first time, a significant change from their formerly nomadic
lifestyle. As their popoulation increased rapidly, their
settlements began to span almost all of Gielinor, including
present-day Kandarin, Misthalin, Asgarnia, Fremennik
Province, Kharidian Desert, Crandor, Entrana, and Karamja.

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Around the year 700 of the Fourth Age, a tribe of Humans
settled in what is now Misthalin, forming a village called
Avarrocka. In 730, a young warrior named Arrav helped to
defend the village with the help of a special magical shield and
some Imcando Dwarves from the Mahjarrat Zemouregal and
his undead army. Arrav pulverized the undead creatures, but
Zemouregal killed him before retreating and raised him into
an undead warrior. As the middle of the Fourth Age
progressed, Avarrocka conquered many of the neighboring
Human tribes, eventually growing to form the first, tiny Human
Kingdom of Misthalin, ruled by a monarch.
During the mid Fourth Age a massive dragon called Garak
attacked several Human settlements near the Wilderness,
killing many people. A heroine named Camorra eventually
slayed it, instantly becoming one of Gielinor's most famous
heroes.
During approximately the years 1100 to 1200 of the Fourth
Age, Lord Drakan attacked Misthalin with a huge Vampyric
army. The two countries' armies fought at Silvarea near the
River Salve and many lives are lost. The Misthalin army,
including seven priestly warriors, fought the Vampyres back
across the River Salve. It was at this point that the River Salve
gained its blessing which to this day prevents all evil creatures,
including Vampyres, from crossing it, protecting Misthalin
from further attacks.
Around the year 1669 of the Fourth Age, the Dwarven King
Alvis of Keldagrim died. Although Alvis had a son, his true
identity was not known, so there was no heir to replace the
king. The Dwarves decided to restructure their government to
allow it to be governed by a Consortium, a group of eight
mining companies. This new government lead the Dwarves
into an era of prosperity as their population and wealth grew.
Around the year 1777 of the Fourth Age, many people began
to migrate from Misthalin into Morytania. Although warned
about the region's Vampyric ruler and the Misthalin -
Morytanian War, they believed the stories to be myths. A few
towns in northern Morytania, including Canifis and Port
Phasmatys, were founded at this time. Unfortunately, most of
them were quickly subjected to Lord Drakan's blood tithes,
and those who refused to comply were slaughtered. The
people of Port Phasmatys turned to a mage named
Necrovarus for protection from the Vampyres. He constructed
a magical barrier around the town to keep the Vampyres out,
but it also kept the citizens locked inside. Eventually, they all
died due to being cut off from the outside world. The magical
barrier even prevented their souls from leaving the town, so
each person who died became a ghost unable to rest
peacefully.
In the late Fourth Age, the Gnomes became involved in a
war with local violent tribes of Goblins. At the Battle of
Atarisundri in modern-day Kandarin, a powerful Gnome
illusionist named Glouphrie fooled the Goblins into thinking
they had a huge battalion of war tortoises, causing the Goblins
to retreat in fear. The successful battle resulted in a peaceful
and prosperous golden age of the Gnomes. Some time later,
Glouphrie was exposed for trying to cover up his murder of a
very important spirit tree in the Gnome Stronghold. He was
banished from the kingdom and retreated to the Galarpos
Mountains, where he established the hidden city of
Arposandra.

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In the year 1930 of the Fourth Age, the Elven King In the year 7 of the Fifth Age, a group of peasants in
Baxtorian, who at the time was in modern-day Kandarin, was modern-day central Kandarin, lead by a man named
suddenly cut off from returning to Tirannwn. After sending Carnillean, banded together to drive out the aggressive
some scouts through the Underground Pass, he learned that Mahjarrat Hazeel from his stronghold. They succeeded, forcing
the Iorwerth Clan of Elves had started a rebellion and taken him to retreat in a weakened state. The city of Ardougne was
over Prifddinas. King Baxtorian launched a campaign, aided founded around the captured stronghold soon after.
by the Cadarn Elves that were with him, to retake Prifddinas, Some time during the early years of the Fifth Age, four
but was defeated by Lord Iorwerth's forces. To make matters orders of wizards, the Saradominist Blue Order, the
worse, his wife, Queen Glarial, went missing in 1935. It was Zamorakian Red Order, the Guthixian Green Order, and the
believed she was captured and likely killed by the Humans of Grey Order of other gods, were formed. The four orders
the present-day Kandarin area, who were unhappy with the constructed a Wizards' Tower in Southwest Misthalin where
Elves' rule. With the majority of his kingdom lost and his wife they worked together to advance the understanding of magic.
dead, Baxtorian entered a deep depression, eventually sealing In the year 9 of the Fifth Age, the four orders also constructed
himself away in a cavern beneath a waterfall in northern the Mage Training Arena near Al Kharid to serve as a place
modern-day Kandarin. where wizards could safely practice more dangerous forms of
In the year 1937 of the Fourth Age, the town of Lumbridge magic.
was founded in Southern Misthalin along the River Lum and In the year 19 of the Fifth Age, a powerful demon called
quickly flourished under the rule of its duke, Polonius. Also Delrith was summoned by a group of dark wizards and
around this time, Avarrocka was renamed to Varrock. attacked Varrock. He was quickly intercepted by a common
Near the end of the Fourth Age, the small Morytanian town miner named Wally. Wally managed to obtain the magical
of Mort'ton was struck by the strange disease that still afflicts sword Silverlight and used it to defeat and banish Delrith back
it presently. The disease caused all of the town's inhabitants to to the Infernal Dimensions.
enter a mindless, zombie-like state. A local herbalist named In the year 23 of the Fifth Age, Lord Drakan's Vampyric
Herbi Flax attempted to find a cure, but was ultimately forces managed to take full control of northern Morytania. It
unsuccessful. was at this time that the people of Canifis all became
Also near the end of the Fourth Age, the Dwarves finally Werewolves, but the means by which this happened are still
came out from their hiding due to the God Wars. They began unknown.
to make regular contact with various surface civilizations and In the year 42 of the Fifth Age, a powerful group of
established mining colonies in several locations, including Fremennik began a campaign to destroy any who used magic,
White Wolf Mountain and Ice Mountain. believing that only the gods were worthy to use it. They were
A Human organization of Saradominist warriors was relatively successful, slaughtering a significant portion of
formed in modern-day Asgarnia close to the end of the Fourth Gielinor's few remaining Imcando Dwarves as well as many
Age. Although the city did not yet exist, they would eventually other magic users of various races. By the year 62, however,
become known as the White Knights of Falador. their forces had significantly dwindled, and they settled in the
The Fourth Age concluded with a discovery that would small barbarian village in west Misthalin that would eventually
skyrocket Humans to being the most populous and powerful be named Gunnarsgrunn.
race on Gielinor. This discovery gave their race, which Some time during the early Fifth Age, the golden age of the
formerly had extremely limited magical capabilities, the ability Gnomes came to a close as the Gnome King Healthorg died.
to use magic almost limitlessly. The discovery spread The Gnomes hold an election between his son, Prince
extremely quickly throughout Gielinor, beginning the age of Argenthorg, and Bolrie, ruler of the Tree Gnome Village.
Humans. Unbenknown to Bolrie, his advisor turned out to actually be
Glouphrie in disguise, who was planning to gain power so as
Fifth Age to manipulate the kingdom, so Bolrie ashamedly conceded the
election. Bolrie eventually returned to Tree Gnome Village,
The Fifth Age of Gielinor is the current age. It has progressed
where he was pulled into the Khazard - Gnome War, an
for only 169 years as of the present day. Due to their increased
ongoing conflict between the Tree Gnome Village and the
ability to use magic to its fullest potential, different groups of
forces of the Mahjarrat Khazard.
Humans quickly gained control over a huge portion of the
In the year 70 of the Fifth Age, a horrific magical accident
world. Not only could they use magic to better defend their
occurred at the Wizards' Tower, resulting in its destruction and
increasing numbers of villages, towns, and kingdoms, but they
the death of all but two of the wizards present at the time. The
could also use it to improve their everyday lives.
Zamorakian mages were blamed for the incident, resulting in
During the early Fifth Age, the Kinshra, also known as the
widespread discrimination against Zamorakians within
Black Knights, was formed. They were a Zamorakian
Misthalin and Asgarnia, with many being exiled from towns or
organization that worked in harmony with the Saradominist
even slaughtered. The trusting relationship between the
White Knights to bring peace and order to the newly formed
Kinshra and the White Knights was also tainted by this event,
Kingdom of Asgarnia. The kingdom was founded as a
never to fully recover. One of the wizards that survived the
monarchy with King Raddallin as its first ruler and Falador as
accident, Perien the Blue, began the construction of a second
its capital.
Wizards' Tower and became its first archmage.

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During the years 95 to 98 of the Fifth Age, a group of During the time King Tyras was trapped in Tirannwn, King
Zamorakians conducted several attacks on various villages Lathas took temporary control of West Ardougne. A
around Ardougne in an event known as the Dreaded Years of mysterious plague also struck West Ardougne at this time and
Tragedy. Eventually, the city sent an army to destroy them, and it was placed under strict quarantine, forcing its citizens into
the resulting battle killed all but one person on either side. The poverty and resulting in the death of many people. Even still,
remaining Zamorakian and Ardougnian established a truce. King Tyras stayed in the western lands, leaving his incapable
Three years later, in 101, the same two men made significant assistants to handle West Ardougne as his people's hatred
changes to Ardougne. Together they founded the Kingdom of toward him slowly grew. In truth, the plague was fabricated as
Kandarin, established a monarchy to rule it, and created the part of an elaborate scheme conceived by King Lathas and the
Ardougne Market. The kingdom quickly began to flourish leader of the Iorwerth Clan.
under this new rule. In the year 139 of the Fifth Age, an unfortunate man
During the mid Fifth Age, the Kharidian Desert became explored the caves beneath the peaceful and thriving Isle of
engulfed in a politically motivated war between Al Kharid and Crandor. He accidentally found and woke the green dragon
Menaphos. Sometime later, a shaky peace treaty was Elvarg, which proceeded to kill him and lay waste to the island.
established, but their relationship since the war would never Many of the island's inhabitants fled to southern Asgarnia, but
fully recover. Elvarg followed them and killed almost everyone. Only three
In the year 132 of the Fifth Age, King Arthur and the knights Crandorians were known to have survived, the wizards
of the round table arrived in northeast Kandarin after Thalzar, Lozar, and Melzar. Each were given a part of the only
travelling through a portal from another realm called Britain. surviving map leading to Crandor so that Elvarg might never
King Ulthas Ardignas of Kandarin, impressed by their sense of be disturbed again.
good and morality, gifted them a large castle called Camelot in In the early 160's of the Fifth Age, a huge battle between the
northeast Kandarin near where they arrived. Dwarves of Keldagrim and a large, local colony of trolls broke
In the year 136 of the Fifth Age, King Ulthas died in a out. The fighting was so prolonged and so bloody that ordinary
hunting accident, leaving his two sons Lathas and Tyras to citizens of the city were drafted into the battle. The end of the
decide who should rule Kandarin next. The two were unable battle saw the Dwarven commander, Colonel Grimsson,
to come to an agreement, and instead split Ardougne into East defeating the leader of the trolls before seemingly going mad
Ardougne, ruled by King Lathas, and West Ardougne, ruled by and killing his own men.
King Tyras. Not long after, King Tyras ventured with a small
army through the Underground Pass into Tirannwn.
Unfortunately, a powerful Zamorakian mage named Iban took
control of the Underground Pass, and Lord Iorwerth of the
Elves blocked off the Arandar Pass, so the king and his men
became trapped in Tirannwn. They established the small
village of Port Tyras on the west side of Isafdar for the time
being, eventually getting into a stalemate with the Iorwerth
Clan.

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In the year 162 of the Fifth Age, King Vallance of Falador fell Game Mechanics
ill and could no longer directly rule over Asgarnia. Sir Amik
Video games and tabletop roleplaying games are
Varze, leader of the White Knights and steward to the king,
fundamentally very different media, and it can often be difficult
took over most of his duties. Also around this time, the
to translate content between them. When designing stories,
Kinshra attacked the Misthalinian village of Edgeville. This act
encounters, locations, and other content for their players, the
eventually lead to the Asgarnian Civil War in 163 followed by
GM should keep in mind that an exact replica of what is
the War of 164 between the Kinshra and Asgarnia. During the
present in RuneScape doesn't always result in the most
War of 164, the Kinshra raided several settlements in and
cohesive or entertaining campaign. Many stories within
around Asgarnia including Taverley and the Edgeville
RuneScape involve a significant amount of travel and
Monastery under the command of Lord Sulla. Their final
backtracking that can become tedious to do in a 5th edition
attack struck Falador with the aid of Zamorakian Dwarves and
campaign. Some stories have other issues such as plot holes,
several tribes of Goblins. The Asgarnians managed to repel
often due to the fact that RuneScape is a continuously
the attackers, but not without the loss of numerous lives. The
updating and evolving game, which should be avoided when
Kinshra organization survived, but Lord Sulla was killed and
possible.
their power significantly dwindled.
The GM might consider adjusting or entirely ignoring a wide
variety of game mechanics from RuneScape. For instance, in
Tips for Players & GM's the true lore of Gielinor, small stones imbued with elemental
magic called runes are required for the casting of most spells.
Campaigns set in worlds based on video games give rise to a
This mechanic, however, directly clashes with the spellcasting
number of potential problems, and it can be important to
mechanics laid out in 5th edition. Because of this, it is
recognize and address these problems effectively. When
suggested that runes (and by extension, the lore related to
playing a campaign set in a world such as Gielinor, keeping in
them) are ignored in favor of 5th edition spellcasting rules.
mind the handful of tips detailed here may help both the
Many other mechanics from RuneScape, such as its skill
players and the GM get the most out of their experience.
leveling system, should also be ignored in favor of the 5th
edition rules. It is entirely possible that a different and very
successful system could be created to better match these
mechanics, but that is not the purpose of this document.

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23
Player and Character Knowledge
With any campaign, not just one set on Gielinor, it is important
for the players to keep in mind the differences between their
own knowledge and their characters' knowledge. A player
might know information about a campaign, such as a
particular monster's weakness or the location of a hidden
item, but their character would not know this information
unless they had a specific reason to. If players abuse this, it
can be detrimental to a campaign. The GM should confront
the players in a friendly manner if they notice this type of
behavior and explain why it is problematic. If the players still
find it difficult not to take advantage of the information they
know, the GM should consider making changes to the
campaign's stories and statistics of monsters and other
content. This will force the players' knowledge to be more
aligned with their characters' knowledge.

Shaping the Story


The GM should feel at liberty to shape the stories of their
campaign to best fit their liking. The GM should try not to
restrict themself to following as exactly as possible the source
material from which they are shaping their campaign. Make
changes to the setting, monsters, items, and other content
liberally wherever it benefits the campaign. Tabletop
roleplaying games often rely much more heavily than video
games and other media on a world that is logical, cohesive,
and immersive, and it is recommended that the GM shapes
their campaign to value these concepts more highly than
accuracy to the source material. For example, in RuneScape,
many towns do not have facilities such as a tavern, inn, church,
general store, or market. In a more realistic world that better
suits a 5th edition campaign, these facilities might be much
easier to find in most places.
The players should be allowed the power to shape the story
of their campaign as a result of their actions. It is highly
recommended that the GM not force the players down a
particular path just because that is the course of action that is
taken in the source material. This stifles creativity and can
make the players feel like they have no reason to be in the
story at all. The GM should try to reward the players for
coming up with creative solutions to problems whenever
possible, even if it catches them off guard.

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.

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24
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Class
Options

Class Options — DragonZaid


25
This section details a handful of player character class options,
including a few original subclasses.
Practically any standard 5th edition class should be suitable
for the Gielinor setting, but the forbiddance of any class is at
the discretion of the GM. Members of any race could
potentially be any class. However, more brutish races such as
Orks and Airut may be more predisposed toward physically
combative classes like the Barbarian or Fighter, rather than
more articulate classes like the Wizard or Bard.
The Druids of Gielinor are usually Humans and followers of
Guthix, but could conceivably be of any race and worship other
gods or no god at all.
A Fremennik Human character should not be of any
spellcasting class unless they are part of the Moon Clan or an
outcast, because they strongly believe only the gods are worthy
of its use. Most Keldagrim Dwarves are incapable of magic
due to an ages old curse placed on them by Zamorak, so
spellcasting classes may not be a good fit for them either.

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

Class Options — DragonZaid


26
While this effect is active, you can use a bonus action to
Warlock Patrons change to a different deflection option. The effect ends early if
Subclass Suggested Patrons you are incapacitated or choose to end it using a bonus action.
The deflected damage increases to 2d6 when you reach 5th
Celestial A powerful Icyene, Saradomin level in the class that granted you this Channel Divinity, 3d6 at
Fiend A demon lord from Infernus or the Abyss 11th level, and 4d6 at 17th level.

Great Old A Dragonkin, Mahjarrat, or true Vampyre, Channel Divinity: Prayer of


One Elder Gods, Guthix, Seren, Zaros
Leeching
Undying A Mahjarrat or Dragonkin, Death, Icthlarin
Using an action, you can call upon your god to leech power
from your enemies, weakening them while empowering
Channel Divinity Options yourself. Each creature of your choice within 30 feet of you
must make a Wisdom saving throw. On a failure, a creature
Many Gielinorians practice the art of prayer in order to protect suffers disadvantage on either spell attack rolls, melee weapon
themselves, bolster their abilities, wreak havoc upon their foes, attack rolls, or ranged weapon attack rolls they make for the
or otherwise aid them in combat. Most understand that these next 1 minute (choose one for all affected creatures before
powers come as blessings sent directly from the gods, though saving throws are made). An affected creature can repeat the
others believe that it is actually the spirits of the dead who saving throw at the end of each of their turns, ending the effect
distribute them. It may even be a combination of both or
for them on a success. Additionally, you gain advantage on the
something more complex, but the true source of these powers
next attack roll of the same type you make within 1 minute.
remains a mystery.
The effect ends early if you are incapacitated or choose to end
The GM may allow a player to use any of the Channel it using a bonus action.
Divinity options listed here in place of one of their existing
Channel Divinity options. At the discretion of the GM, some
options may be restricted to followers of certain deities.
Channel Divinity: Prayer of
Protection
Channel Divinity: Prayer of Using a bonus action, you call out to your god for protection
Deflection from certain attacks. For one minute, when you take damage
of certain types (as detailed below), you have resistance to that
Using a bonus action, you call out to your god to deflect certain damage. Choose one of the following:
attacks back toward your enemies. For one minute, when you
take damage of certain types (as detailed below) from a Protection from magic. Acid, cold, fire, lightning, or
creature you can see within 60 feet, the creature takes 1d6 thunder damage from a spell.
damage of the same type. Choose one of the following: Protection from melee. Bludgeoning, piercing, or slashing
damage from a melee weapon attack.
Deflect magic. Acid, cold, fire, lightning, or thunder Protection from missiles. Bludgeoning, piercing, or
damage from a spell. slashing damage from a ranged weapon attack.
Deflect melee. Bludgeoning, piercing, or slashing damage
from a melee weapon attack. While this effect is active, you can use a bonus action to
Deflect missiles. Bludgeoning, piercing, or slashing change to a different protection option. The effect ends early if
damage from a ranged weapon attack. you are incapacitated or choose to end it using a bonus action.

Class Options — DragonZaid


27
Gielinor's Languages
Language Speakers Mutual Intelligibility
Aviansie Aviansie Aarakocra
Common Most humanoids —
Draconic Dragonkin, Dragons —
Dwarvish Dwarves —
Elvish Elves —
Gnomish Gnomes —
Goblin Goblins, Hobgoblins —
Gorajo Gorajo —
Icyene Icyene Celestial
Demons, Vampyres,
Infernal Abyssal
Zamorakians, Zarosians
Ork Orks, Hobgoblins —
Aquan, Auran, Ignan,
Primordial Elementals
Channel Divinity: Retribution Terran, TzHaar

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.

Channel Divinity: Soul Split


Using a bonus action, you call upon your deity to replenish
your life as you deteriorate that of others. For 1 minute,
whenever you deal damage to a creature with an attack or
spell, you regain 1d6 hit points. You can only regain these hit
points once per round. The effect ends early if you are
incapacitated or choose to end it using a bonus action. The
healing increases to 2d6 when you reach 5th level in the class
that granted you this Channel Divinity, 3d6 at 11th level, and
4d6 at 17th level.

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.

Class Options — DragonZaid


28
Artificer: Crystal Singer Crystal Singer Spells
Starting at 3rd level, you always have certain spells prepared
Before the First Age of Gielinor, the crystal goddess Seren after you reach particular levels in this class, as shown in the
taught the Elves of Tarddiad a method of shaping Elven Crystal Singer Spells table. These spells count as artificer
crystals into any form desired called crystal singing. The spells for you, but they don’t count against the number of
technique is performed by chanting at a variety of specific
artificer spells you prepare.
frequencies inaudible to some humanoids. The Elves used this
skill to great advantage, using crystal singing to craft tools, Crystal Singer Spells
armor, weapons, art, structures, and even entire cities. Among
Artificer Level Spell
Elves, skilled crystal singers most often belong to the
craftspeople and artists of the Ithell clan. 3rd distort value, floating disk
Though it comes most easily to Elves, artificers of all races
5th cloud of daggers, spiritual weapon
can utilize crystal singing to augment their abilities. Crystal
equipment they make has remarkable properties and can be 9th minute meteors, tiny hut
further augmented with their infusions. Their spells often take
13th grasping vine, polymorph
on a crystalline appearance, especially those that conjure up
objects or structures. 17th bigby's hand, conjure volley

Tool Proficiency Crystal Tools


When you adopt this specialization at 3rd level, you gain
At 3rd level, you've learned how to craft tools with incredible
proficiency with mason's tools. If you already have this
precision more quickly than other artificers using your crystal
proficiency, you gain proficiency with one other type of
singing. When you use your The Right Tools for the Job
artisan's tools of your choice.
feature, instead of spending 1 hour to make the tools, you can
create them out of crystal using an action. You are always
considered proficient with tools made in this way. Once you
use this feature, you can't use it again until you finish a long
rest.

Class Options — DragonZaid


29
Wherever a seed calls for an Intelligence modifier or
Crystal Seeds proficiency bonus, your statistic is always used, rather than
Also at 3rd level, you've learned how to craft crystal seeds that another user's.
can be transformed into sophisticated pieces of equipment.
Whenever you finish a long rest, you can create an acorn-sized Masterwork Seeds
seed of concentrated crystal, provided you have mason's tools
At 15th level, your mastery of crystal singing techniques has
in hand. Choose one of the following options when you create
allowed you to gain further benefits from the equipment you
the seed: Crystal Weapon Seed, Crystal Armor Seed, or
craft.
Crystal Shield Seed. Using an action, you can sing into the
Crystal Weapon Seed. Crystal weapons you craft move
seed, transmuting it into its true form. You are proficient with
through the air so swiftly that you can make one additional
any seed you create while it is in its true form. The seed's true
attack with one of them when you take the attack action.
form has the same statistics as the item it was modeled after,
Crystal Shield Seed. An activated crystal shield you craft
but its weight is reduced by half. You can grant the seed one of
can be operated during your turn as a free action, causing it to
your infusions as if it were a mundane item, following the
transform into a compact shape, quickly freeing your hand. It
usual restrictions, either upon creating the seed or at the end
can be reactivated with another free action, returning the
of another long rest after activating it. Any infusion placed on a
shield to your hand.
seed is dormant until the seed is activated. Once activated, the
crystal cannot be reverted into its seed form. Crystal Armor Seed. Crystal armor you craft grants the
wearer incredible grace and agility. The armor never imposes
Whether or not it had been activated, your crystal seed
disadvantage on stealth checks, and grants a bonus to
disappears if you craft a new seed or if you die. At 9th level, you
Dexterity saving throws and Dexterity (Acrobatics) checks
can craft and maintain up to two crystal seeds at once, and at
equal to your Intelligence modifier.
15th level, you can craft and maintain up to three.
Crystal Weapon Seed. Upon crafting the seed, you choose
any mundane simple or martial weapon to be its true form.
You can add your Intelligence modifier, instead of Strength or
Dexterity, to attack and damage rolls made with the weapon.
Crystal Shield Seed. The seed's true form is a mundane
shield. You can don the shield as part of the action you take to
transform the seed. When you or another creature you can see
within 5 feet are hit with an attack while you are wielding the
shield, you can add your proficiency bonus to the AC against
that attack as a reaction.
Crystal Armor Seed. Upon crafting the seed, you choose
any mundane light or medium armor to be its true form. You
can don the armor as part of the action you take to transform
the seed. If the armor type you choose has a Strength
requirement, the crystal armor lacks this requirement. While
you are wearing the armor, you gain a bonus to initiative rolls
equal to your Intelligence modifier (minimum of 1). When you
reach 5th level, you can also choose any heavy armor as the
seed's true form.

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.

Class Options — DragonZaid


30
to make it is wasted. Any spell slot that would be consumed
Barbarian: Path of the by a spell triggering this reaction is also lost.

Fremennik Crusader Destroy Magic


At 14th level, you can destroy magical effects through sheer
With the discovery of Humans' true potential to use magic at strength alone. When you would make a weapon attack, you
the end of the Fourth Age, many of the Fremennik people took can forgo the attack to strike at a creature, object, or magical
up the belief that such use of magic was a priviledge of the effect within your weapon's reach. The target doesn't take any
gods not to be trifled with by mortals, launching a crusade damage, but any spell of 3rd level or lower on the target ends.
against the mainlands of Kandarin, Asgarnia, and Misthalin. For each spell of 4th level or higher on the target, make a
While the crusade dealt little permanent damage to the major Strength check. The DC equals 10 + the spell's level. On a
settlements of these areas, many lives were taken by the successful check, the spell ends.
ferocity of these Fremennik.
You can also use this feature to temporarily disable any
Barbarians who participated in this conquest followed the magical effects of a magic item. In this case, the DC for the
Path of the Fremennik Crusader. These warriors specialized Strength check depends on the rarity of the item, as shown in
in making combat with spellcasters and laying siege to Human the Magic Item DC's table. On a successful check, the item
settlements defended by them. While the Fremennik have loses any of its magical properties until the end of your next
since made relative peace with other Humans and their use of turn.
magic, the Path of the Fremennik Crusader is still practiced by
You can use this feature a number of times equal to your
barbarians looking to get the upper hand against magic users.
proficiency bonus. When you finish a long rest, you regain all
expended uses.
Tough Skinned
At 3rd level, you've trained your body to withstand injury from Magic Item DC's
some of the most common types of damaging magic. While
raging, you have resistance to acid, cold, fire, lightning, poison,
Item Rarity Strength Check DC
and thunder damage. Common 10

Sense Magic Uncommon 13


Also at 3rd level, you have honed your senses to detect the Rare 16
presence of magic, manifesting as a foul stench in the air or a
tingling sensation on your skin. As an action, you can focus Very Rare 19
your senses to hone in on nearby magic. Until the end of your Legendary 22
next turn, you sense the location of any visible creature or
object that bears magic within 30 feet of you. Artifact 25
You can use this feature a number of times equal to 1 + your
Wisdom modifier. When you finish a long rest, you regain all
expended uses.

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

Class Options — DragonZaid


31
Druid: Circle of Guthix
Druids of the Circle of Guthix are followers of the god of the
same name. In accordance with Guthixian philosophies, they
seek to preserve the beauty of nature and achieve balance in
all things: body and mind, chaos and order, darkness and light,
and good and evil. Members of the Circle of Guthix also
practice the art of herblore, or potion making, and have a
strong connection to the spirit plane, from which they can
summon a variety of otherworldly beings to aid them.

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.

Class Options — DragonZaid


32
Spirit Weapons
Also at 6th level, damage dealt by your familiars is considered
magical for the purpose of overcoming immunity and Spirit Meerkats
resistance to nonmagical attacks and damage. Medium swarm of tiny celestials, neutral
Herblore Prodigy
Armor Class 8 + PB
At 10th level, when you use your alchemist's supplies or
herbalism kit to brew a potion, you only need half the normal
Hit Points 17 + 5 times your PB
Speed 30 ft., burrow 5 ft.
amount of materials and can make it twice as quickly as
normal.
STR DEX CON INT WIS CHA
Inner Balance
Also at 10th level, you can use an action to allow a creature 9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (0) 3 (-4)
you touch to achieve true balance of body and mind. For the
next 10 minutes, whenever that creature makes an ability Condition Immunities charmed, frightened, grappled,
check or saving throw in which they are not proficient, they paralyzed, petrified, prone, restrained, stunned
can add half their proficiency bonus to the roll. Once you use Senses passive Perception 10
this feature, you cant use it again until you finish a short or Languages Understands the languages you speak
long rest. Challenge —

Titanic Familiars Keen Hearing and Smell. The meerkats have


At 14th level, you are so in tune with the spirit plane that you advantage on Wisdom (Perception) checks that rely
can summon and command some of its most powerful beings. on hearing or smell.
When you infuse a summoning pouch, you can also choose the
following familiars: geyser titan, pack yak, steel titan, and Swarm. The swarm can occupy another creature's
unicorn stallion. space and vice versa, and the swarm can move
through any opening large enough for a Tiny
Familiars meerkat. The meerkats can't regain hit points or gain
Statistics for each of the familiars are provided in this section. temporary hit points.
The stat blocks use your proficiency bonus (PB) in several Sense Treasure. While they are standing on dirt, sand,
places. stone, or other natural terrain, the meerkats can
sense the presence of any nonnatural objects
underground within 10 feet.

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.

Class Options — DragonZaid


33
Spirit Spider Spirit Terrorbird
Medium celestial, neutral Medium celestial, neutral

Armor Class 11 + PB Armor Class 10 + PB


Hit Points 11 + 5 times your PB Hit Points 11 + 5 times your PB
Speed 40 ft., climb 40 ft. Speed 40 ft.

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)

Skills Perception +3, Stealth +7 Skills Perception +3


Senses blindsight 10 ft., darkvision 60 ft., passive Senses passive Perception 13
Perception 13 Languages Understands the languages you speak
Languages Understands the languages you speak Challenge —
Challenge —
Beast of Burden. The terrorbird is considered to be a
Spider Climb. The spider can climb difficult surfaces, Large creature for the purpose of determining its
including upside down on ceilings, without needing carrying capacity.
to make an ability check.
Web Sense. While in contact with a web, the spider Actions
knows the exact location of any other creature in
Bite. Melee Weapon Attack: +2 + PB to hit, reach 5
contact with the same web.
ft., one target. Hit: 7 (2d4 + 2) piercing damage.
Web Walker. The spider ignores movement
restrictions caused by webbing. Tireless Run (1/Day). The terrorbird places an
enchantment on a creature it touches, increasing its
speed by 10 feet for one hour. During this time, the
Actions creature's speed cannot be reduced unless its speed
Bite. Melee Weapon Attack: +1 + PB to hit, reach 5 becomes 0 or the creature is completely unable to
ft., one creature. Hit: 4 (1d6 + 1) piercing damage move.
plus 7 (2d6) poison damage. The target must make
a DC 11 Constitution saving throw, taking the
poison damage on a failed save, or half as much
damage on a successful one. If the poison damage
reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining
hit points, and is paralyzed while poisoned in this
way.
Magical Web (1/Day). The spider magically creates a
spiderweb as in the web spell in a cube of length
equal to 5 times your PB feet. Creatures in the web
make saving throws against your spell save DC. The
web disappears after 1 hour, if the spider dies, or if
you dismiss the spider.

Class Options — DragonZaid


34
Spirit Wolf Bunyip
Medium celestial, neutral Medium celestial, neutral

Armor Class 11 + PB Armor Class 10 + PB


Hit Points 11 + 5 times your PB Hit Points 26 + 5 times your PB
Speed 40 ft. Speed 30 ft., swim 30 ft.

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)

Skills Perception +3, Stealth +4 Skills Perception +2


Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 12
Languages Understands the languages you speak Languages Understands the languages you speak
Challenge — Challenge —

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.

Class Options — DragonZaid


35
Fruit Bat Spirit Kyatt
Medium celestial, neutral Large celestial, neutral

Armor Class 10 + PB Armor Class 9 + PB


Hit Points 18 + 5 times your PB Hit Points 22 + 5 times your PB
Speed 10 ft., fly 60 ft. Speed 40 ft.

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)

Senses blindsight 60 ft., passive Perception 11 Skills Perception +3, Stealth +6


Languages Understands the languages you speak Senses passive Perception 13
Challenge — Languages Understands the languages you speak
Challenge —
Echolocation. The bat can't use its blindsight while
deafened. Keen Smell. The kyatt has advantage on Wisdom
(Perception) checks that rely on smell.
Flyby. The bat doesn't provoke opportunity attacks
when it flies out of an enemy's reach. Pounce. If the kyatt moves at least 20 feet straight
toward a creature and then hits it with a claw attack
Keen Hearing. The bat has advantage on Wisdom
on the same turn, that target must succeed on a DC
(Perception) checks that rely on hearing.
14 Strength saving throw or be knocked prone. If
Fruitfall (1/Day). The bat conjures nourishment from the target is prone, the kyatt can make one bite
the spirit plane, causing various fruits weighing a attack against it as a bonus action.
number of pounds equal to 10 times your
Ambush (3/Day). The kyatt can use a bonus action to
proficiency bonus to appear on the ground or in
teleport to a creature it can see within 30 feet,
containers within 10 feet. The fruit spoils if uneaten
landing in an unoccupied space within 5 feet of it. It
after 24 hours.
must then immediately make an attack against that
creature as part of the same bonus action.
Actions
Bite. Melee Weapon Attack: +2 + PB to hit, reach 5 Actions
ft., one creature. Hit: 8 (2d4 + 3) piercing damage.
Bite. Melee Weapon Attack: +3 + PB to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +3 + PB to hit, reach 5
ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Class Options — DragonZaid


36
Steel Minotaur War Tortoise
Large celestial, neutral Large celestial, neutral

Armor Class 13 + PB Armor Class 14 + PB


Hit Points 25 + 5 times your PB Hit Points 28 + 5 times your PB
Speed 40 ft. Speed 15 ft.

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)

Senses darkvision 60 ft., passive Perception 11 Skills Athletics +6, Perception +5


Languages The languages you speak Senses passive Perception 15
Challenge — Languages Understands the languages you speak
Challenge —
Charge. If the minotaur moves at least 10 feet
straight toward a target and then hits it with a gore Beast of Burden. The tortoise is considered to be a
attack on the same turn, the target takes an extra 9 Huge creature for the purpose of determining its
(2d8) piercing damage. If the target is a creature, it carrying capacity.
must succeed on a DC 14 Strength saving throw or
be pushed up to 10 feet away or knocked prone. Sure-Footed. The tortoise has advantage on Strength
and Dexterity saving throws that would knock it
Labyrinthine Recall. The minotaur can perfectly recall prone.
any path it has traveled.
Testudo (1/Day). The tortoise magically enhances
the defenses of a number of creatures of its choice
Actions within 30 feet equal to your proficiency bonus,
granting them a +2 bonus to AC for 1 minute.
Greataxe. Melee Weapon Attack: +3 + PB to hit,
reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing
damage. Actions
Gore. Melee Weapon Attack: +3 + PB to hit, reach 5 Bite. Melee Weapon Attack: +3 + PB to hit, reach 5
ft., one target. Hit: 13 (2d8 + 4) piercing damage. ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Steel Bull Rush (3/Day). The minotaur rushes at a Withdraw. The tortoise withdraws into its shell.
creature, moving up to its speed and immediately While in its shell, it gains +5 to its AC. It can emerge
making a greataxe attack against it. If the attack hits, using a bonus action.
the target must succeed on a Constitution saving
throw against your spell save DC or be incapacitated
until the start of the minotaur's next turn.

Class Options — DragonZaid


37
Geyser Titan Pack Yak
Large celestial, neutral Large celestial, neutral

Armor Class 12 + PB Armor Class 9 + PB


Hit Points 35 + 5 times your PB Hit Points 40 + 5 times your PB
Speed 30 ft., swim 90 ft. Speed 40 ft.

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)

Damage Resistances acid Senses passive Perception 11


Damage Immunities poison Languages Understands the languages you speak
Condition Immunities exhaustion, grappled, Challenge —
paralyzed, petrified, poisoned, prone, restrained
Senses passive Perception 10 Beast of Burden. The yak is considered to be a Huge
Languages Aquan, the languages you speak creature for the purpose of determining its carrying
Challenge — capacity.

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.

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38
Steel Titan Unicorn Stallion
Large celestial, neutral Large celestial, neutral

Armor Class 14 + PB Armor Class 11 + PB


Hit Points 35 + 5 times your PB Hit Points 32 + 5 times your PB
Speed 30 ft. Speed 60 ft.

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)

Damage Immunities fire, poison Senses passive Perception 12


Condition Immunities exhaustion, paralyzed, Languages Understands the languages you speak
petrified, poisoned Challenge —
Senses passive Perception 10
Languages Primordial, the languages you speak Charge. If the unicorn moves at least 20 feet straight
Challenge — toward a creature and then hits it with a horn attack
on the same turn, the target takes an extra 9 (2d8)
Fire Absorption. Whenever the titan is subjected to piercing damage. If the target is a creature, it must
fire damage, it takes no damage and instead regains succeed on a DC 13 Strength saving throw or be
a number of hit points equal to the fire damage knocked prone.
dealt.
Healing Aura (2/Day). As a bonus action, the unicorn
can emit a mending light around itself, shedding
Actions bright light in a 20-foot radius and dim light for
another 20 feet. For 1 minute, each creature of the
Multiattack. The titan makes two melee attacks.
unicorn's choice regains 1d6 hit points when the
Slam. Melee Weapon Attack: +4 + PB to hit, reach 5 creature enters the area of bright light for the first
ft., one target. Hit: 15 (2d8 + 6) bludgeoning time on a turn or starts its turn there. Creatures
damage. inside the same area have advantage on saving
throws against being poisoned and have resistance
Steel of Legends (2/Day). The titan conjures a barrage to poison damage.
of steel that hurtles toward a creature it can see
within 30 feet. The target must make a Dexterity
saving throw against your spell save DC. On a failed Actions
save, it takes 22 (5d8) bludgeoning damage and is Hooves. Melee Weapon Attack: +2 + PB to hit, reach
restrained as the steel bends itself around the 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning
creature. The creature can use an action to make a damage.
DC 15 Athletics or Acrobatics check (target's
choice) to free itself from the steel. On a successful Horn. Melee Weapon Attack: +2 + PB to hit, reach 5
save, the target takes half as much damage and isn't ft., one target. Hit: 8 (1d8 + 4) piercing damage.
restrained.

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39
Monk: Way of Brutality
Monks of the Way of Brutality follow a tradition that values the
complete domination of one's enemies. Favoring sheer
strength over the nimbleness of other monks, they are masters
of physical combat. Many monks of this tradition are followers
of chaotic gods that value individual prowess such as Bandos,
Zamorak, and Tuska.

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.

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40
Whenever a creature that can see the mirage targets you
Ranger: Mirage Nomad with an attack or spell, it must make an Intelligence
(Investigation) check against your spell save DC. On a
Mirage Nomads take after the ways of those who dwell in and failure, the creature must target the mirage instead of you.
wander the Kharidian Desert. By magically heating and If the attack or spell cannot reach the mirage, the creature
manipulating the air around them, they can form illusions far must either move so that it can, choose another target
more potent than those of other rangers. The Mirage Nomad other than you, or forfeit it. If the mirage takes any damage
fends off those who would combat the forces of nature, using or fails a saving throw, it becomes blurry and obviously
their illusions to gain the upper hand via trickery and even magical, no longer able to fool any creatures in this way.
direct harm. You can use a bonus action to move the mirage up to 20
feet and have it make an attack. The mirage makes either a
Mirage Magic melee or ranged spell attack with a reach of 5 feet or a
At 3rd level, you learn the minor illusion cantrip, which counts range of 60 feet, respectively, using your spell attack bonus.
as a ranger cantrip for you. You also learn additional spells On a hit, the target takes psychic damage equal to 1d4 +
when you reach certain levels in this class, as shown on the your Wisdom modifier.
Mirage Spells table. Each of these spells counts as a ranger
spell for you, but it doesn't count against the number of ranger Desert Survival
spells you know. Also at 3rd level, your mastery of desert magic and dwelling
has made it easier for you to survive in all sorts of
Mirage Spells environments. You are naturally adapted to hot climates,
Ranger Level Spells ignoring the effects of Extreme Heat (see page 110 of the
GM's Guide). In all other climates, you require only half the
3rd silent image
normal amount of food and water to sustain yourself.
5th mirror image
9th major image
Sand Stride
At 7th level, you can use a bonus action to teleport, magically
13th hallucinatory terrain swapping places with your mirage if it is within 30 feet.
Additionally, moving through nonmagical difficult terrain
17th mislead
costs you no extra movement.

Create Mirage Discern Illusions


Also at 3rd level, you can control mirages to create illusory At 11th level, your mastery of illusions has made you more
copies of yourself. Using an action or when you make an impervious to those created by others. You have advantage on
attack, you can create a mirage in an unoccupied space within saving throws against spells in the school of illusion and ability
10 feet. The mirage mimics your attacks in an attempt to checks you make to discern illusions.
confuse your adversaries. The mirage shares your AC and
saving throw bonuses and is immune to all conditions. The 15th level feature
mirage disappears after 1 minute or if you create another At 15th level, your control of mirages has become more potent.
mirage. You can use this feature a number of times equal to You gain the following features:
your proficiency bonus. You regain any expended charges after
you finish a long rest. The range at which you can create your mirages increases
to 30 feet.
Your mirages can withstand up to 10 damage before
becoming blurry and obviously magical.
You can have up to 2 mirages active at once. When you use
a bonus action to control a mirage, you can move and
attack with up to 2 mirages at once.
When you make an attack or cast a spell, you can originate
that effect from the mirage's space, provided that both you
and the mirage can see the target.

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41
Telepathy
Sorcerer: Moon Clan Also at 1st level, you have the ability to communicate with
Unlike the other Fremennik tribes, those born to the Moon others using your mind. You can telepathically speak to any
Clan posses particularly potent innate magic. This clan creature you can see within 30 feet of you, though they gain no
isolated themselves from the rest of the Fremennik after the ability to telepathically speak in return.
God Wars of the Third Age, developing their magical skills into
some of the greatest on Gielinor. Trained sorcerers of this Levitation
origin are masters of telepathy, telekinesis, and Lunar Magic, a At 6th level, you've mastered the Moon Clan's ability to
branch of magical study that focuses primarily on non-hostile continuously levitate. You gain a flying speed equal to your
effects. The most learned of these mages are also capable of walking speed and can hover. This levitation is limited; if you
visiting the Dream World, a bizarre realm that exists within fly more than 15 feet above the ground, cross a gap wider than
one's own mind. 15 feet, or end your turn while more than 5 feet in the air, you
fall if nothing else is holding you aloft.
Lunar Magic
You learn additional spells when you reach certain levels in Dream Mentoring
this class, as shown on the Lunar Spells table. Each of these At 14th level, you are able to gain useful knowledge and skills
spells counts as a sorcerer spell for you, but it doesn't count from your visits to the Dream World. When you finish a short
against the number of sorcerer spells you know. or long rest, you can choose one skill or tool and one saving
throw. You gain proficiency in the chosen options until you use
Lunar Spells this feature again to choose a different one. If you already had
Sorcerer Level Spells proficiency in any of your choices, you double your proficiency
bonus for that choice instead.
1st faerie fire, unseen servant
3rd lesser restoration, moonbeam
Rend Through Nightmare
At 18th level, you can trap other creatures in dangerous
5th create food and water, sending pockets of the Dream World. Using an action, choose a
creature you can see within 30 feet. The creature must make a
7th divination, fabricate
Wisdom saving throw. On a failure, the creature falls
9th dream, telepathic bond unconscious for 1 minute, its mind entering the Dream World.
While in this state, the creature cannot be roused by anything
Telekinesis in the real world around it. The creature is bombarded by the
At 1st level, you can telekinetically manipulate small objects hostile environments and twisted abominations of the Dream
around you. As an action, choose an object you can see within World, taking 4d8 psychic damage at the start of each of its
30 feet that weighs no more than 10 pounds and isn't being turns. It can repeat the saving throw at the end of each of its
worn or carried by a creature. You move the object up to 30 turns, ending the effect early on a success. Upon exiting the
feet, and can allow it to hover in place. You lose control of the Dream World, the creature temporarily gains 2 levels of
object if it is ever more than 30 feet away from you or if you exhaustion until the end of its next turn. If the creature
choose to manipulate a different object. The object can be succeeds on the initial saving throw, it suffers the exhaustion
moved against your will if something exerts more than 10 and no further effects. Once you use this feature, you can't use
pounds of force on it. it again until you finish a short or long rest.

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42
Aura of Equilibrium
Paladin: Oath of Balance At 7th level, you emanate an aura that negates extremes. Any
The Oath of Balance is most often taken by paladins that critical hit against you or a friendly creature within 10 feet of
worship Guthix and practice his teachings. These paladins you becomes a normal hit.
may be members of the Void Knights, a group of Guthixians At 18th level, the range of this aura increases to 30 feet.
which defend Gielinor from otherworldly threats, or part of the
Crux Eqal, a secretive order of Guthixian druids and Inner Balance
worshippers. Paladins of this oath have a stronger connection Starting at 15th level, you have attained a potent balance of
to nature than most others, and seek to preserve a careful body and mind. You can add half your proficiency bonus,
balance of all things good, evil, orderly, and chaotic in the rounded down, to any ability check you make that doesn't
world. already include your proficiency bonus.

Tenets of Balance Champion of Balance


The tenets of the oath of balance closely follow the teachings At 20th level, you become an avatar of balance, which gives you
of Guthix. the following benefits.
Achieve Balance. You must be balanced in all things. Good
Any of your ability scores that are less than 12 become 12.
and evil, light and darkness, war and peace, order and chaos,
When a creature you can see within 30 feet takes damage,
body and mind.
you can use your reaction to magically intercept a portion
Preserve Nature. Nature is paramount to the wellbeing of
of it. You and the creature each take half the original
all creatures. It must be protected.
amount of damage, and you have resistance to the damage
Quell the Extreme. Extremism of any kind must be brought
that you take in this way.
to a balance. Too much of anything, even something good, can When a creature you can see within 30 feet makes a roll,
be harmful. you can replace the number rolled on each die used for that
The Greater Good. You must strive to achieve the greater roll with a number equal to half the maximum of that die
good for all, even if it means that some must suffer. (no action required). The chosen roll must be an attack roll,
a damage or healing roll for an attack
Oath Spells or spell, an ability check, or a saving
You gain oath spells at the paladin levels listed. throw. You can only use this feature
once per turn, and any modifiers
Oath of Balance Spells to the roll are still applied. For
Paladin Level Spells example, if a wizard casts
3rd animal friendship, speak with animals chromatic orb at 1st level, you
can replace the 3d8 damage
5th calm emotions, spike growth roll with a total of 12, or you
can replace the number
9th plant growth, protection from energy
rolled for the attack roll
13th freedom of movement, grasping vine with 10. You can use this
feature 3 times, regaining
17th tree stride, wrath of nature
all expended uses when
you finish a short or long
Channel Divinity rest.
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Zone of Equalization. As a bonus action, you can use your
Channel Divinity to create a magical zone of balance. The zone
is a 20-foot-radius sphere centered on a point you can see
within 30 feet. Whenever a creature in the zone makes an
ability check, attack roll, or saving throw, any advantage or
disadvantage on that roll is negated. The zone lasts for 1
minute.
Charm Animals and Plants. As an action, you can use your
Channel Divinity to present your holy symbol and invoke the
name of your deity. Each beast or plant creature that can see
you within 30 feet of you must make a Wisdom saving throw. If
the creature fails its saving throw, it is charmed by you for 1
minute or until it takes damage. While it is charmed by you, it
is friendly to you and other creatures you designate.

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43
Misty Escape
Warlock: The Vampyre At 6th level, you've learned to alter your form to attempt to
Your patron is an ancient being from Vampyrium, one of the escape death. When you are reduced to 0 hit points and not
oldest worlds created by the Elder Gods. This immortal killed outright, you can transform into a cloud of mist instead
creature possesses immense physical and magical power far of falling unconscious. While in mist form, you can't take any
beyond that of even the most powerful turned Vampyres, such actions, speak, or manipulate objects. You are weightless, have
as vyrewatch and vyrelords. It may be motivated by a variety of a flying speed of 40 feet, can hover, and can enter a hostile
goals depending on its peronality and allegiance, perhaps even creature's space and stop there. In addition, if air can pass
hiding its true intentions behind a web of lies and misdirection through a space, you can do so without squeezing, and you
in an attempt to secure its current status. Your patron may can't pass through water. You have advantage on Strength,
desire for its subjects to bring destruction or misfortune upon Dexterity, and Constitution saving throws, and you are
followers of Zaros, Zamorak, or Saradomin—three adversaries immune to all nonmagical damage. You transform back into
of vampyric rulers at different times through the ages—it may your normal form at the end of your next turn or if you take any
wish for you to advance complex schemes to advance its own damage, becoming unconscious and stable. Once you use this
status or power, possibly extending well beyond your lifetime, feature, you can’t use it again until you finish a long rest.
or it may simply be toying with you, its food. Beings of this sort
include true Vampyres such as Lowerniel Drakan, his siblings Vampyric Precognition
Ranis and Vanescula, high ranking members of other royal At 10th level, you've inherited the ability to telepathically read
houses of Vampyrium, and other particularly powerful your opponents' actions in order to mitigate them, just as your
vampyric creatures. Vyre patron can. When you are hit with an attack or fail a
saving throw imposed by a creature you can see, you can use
Expanded Spell List your reaction to add your proficiency bonus to your AC or
The Vampyre lets you choose from an expanded list of spells saving throw, potentially changing the result of the roll. If your
when you learn a warlock spell. The following spells are added proficiency bonus was already included in such a saving throw,
to the warlock spell list for you. you double it instead.

Vampyre Spells Form of the Vyre


At 14th level, you can take on the form of a Vampyre for a short
Spell Level Spells
time using a bonus action. The transformation lasts for 1
1st disguise self, inflict wounds minute and ends early if you become unconscious or choose to
end it using a bonus action. Once you use this feature, you
2nd pass without trace, suggestion
can’t use it again until you finish a long rest. While
3rd animate dead, bestow curse transformed, you take on the appearance of a Vampyre, with
pale skin, bat-like wings, and sharp teeth, and you gain the
4th death ward, polymorph
following features:
5th contagion, dominate person
You have a flying speed of 50 feet.
You grow large claws and sharp teeth that you can use to
Beguiler make unarmed strikes. When you hit with them, the strike
At 1st level, when you cast an enchantment spell and all
deals 1d8 + your Strength modifier slashing or piercing
targets of the spell succeed on their saving throws, you can
damage, respectively, instead of the bludgeoning damage
regain the spell slot used to cast it. Once you use this feature,
normal for an unarmed strike. Additionally, you can instead
you can't use it again until you finish a long rest. use your Charisma modifier in place of your Strength
modifier for the attack and damage rolls.
Life Drain Your Life Drain feature heals you for an additional 2d8 hit
Also at 1st level, you can use your magic to siphon the life of
points when you use it with a bite attack.
others. When you damage a creature with a melee attack or
You gain darkvision out to a range of 60 feet. If you already
necrotic damage, you can gain 1d8 hit points. You can use this
have darkvision, your darkvision range increases by 60 feet.
feature twice, regaining all uses after you finish a long rest.
You can take the dash or disengage action as a bonus
The number of hit points you regain from this feature action on each of your turns.
increases to 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th
level.

Class Options — DragonZaid


44
Shadow Blitz. When you cast a spell of 1st level or higher
Wizard: Ancient Magicks that inflicts the blinded condition, creates magical
darkness, or creates an illusion, you can cause shadows to
The Second Age saw a vast region of Gielinor conquered by linger in a nearby creature's vision. Choose a creature
Zaros and his armies. Among the most significant of his within an area affected by the spell, that is targeted by the
military forces were his mages. These wizards wielded the spell, or that is within 30 feet of you. The next time that
power of the Ancient Magicks, a combat-oriented study of creature makes an attack roll, it must roll a d6 and subtract
magic consisting of the ancient elements of blood, ice, shadow, the number rolled from the attack roll.
and smoke. When Zaros was defeated and his followers Smoke Blitz. When you cast a spell of 1st level or higher
hunted down and exterminated, the knowledge to wield these that deals poison damage, inflicts the poisoned condition,
elements was nearly lost. However, a few ancient texts and or creates an area that is heavily obscured by something
immortal beings have managed to survive to pass down their other than darkness (such as fog cloud), you can buffet a
knowledge to capable wizards willing to learn from them and creature with toxic smoke to inflict lingering damage.
harness the Ancient Magicks once again. Choose a creature within an area affected by the spell, that
is targeted by the spell, or that is within 30 feet of you. The
Ancient Power creature takes 1d6 poison damage at the start of its next
At 2nd level, you've begun to learn the secrets of the ancient turn.
magicks. You have a pool of points, Ancient Power,
representing your ability to manipulate the four elements of You regain any expended Ancient Power after you finish a
ancient magicks. You have a number of Ancient Power equal long rest.
to your Intelligence modifier. You can expend 1 Ancient Power
to use one of the following abilities: Alter Element
At 6th level, you've learned to channel spells into the ancient
Blood Blitz. When you deal necrotic damage with a spell of elements. When you cast a spell that deals acid, cold, fire,
1st level or higher, you regain hit points equal to twice the lightning, poison, or thunder damage, you can change its
spell's level. damage type to cold, necrotic, or poison. You can use this
Ice Blitz. When you deal cold damage with a spell of 1st feature a number of times equal to your Intelligence modifier,
level or higher, you can chill a target with magical ice. and regain all uses when you finish a short or long rest.
Choose one creature targeted by the spell that failed its
saving throw or that was hit with a spell attack. The Improved Techniques
creature's speed is reduced by 10 feet until the start of your Also at 6th level, you've improved upon the basic ancient
next turn. If the spell already reduces the target's speed, the magicks techniques through study and practice. You gain the
speed reduction is increased by 10 feet. following features:

Class Options — DragonZaid


45
When you use Blood Blitz, you can also impede outside
influences to your victim's lifeforce. Choose one creature
targeted by the spell that failed its saving throw or was hit
with a spell attack. The creature can't regain any hit points
until the start of your next turn.
When you use Ice Blitz, instead of slowing a creature, you
can cause it to be restrained by ice until the start of your
next turn.
When you use Shadow Blitz, the creature also suffers a -2
penalty to their AC until the start of your next turn as
shadows hinder its ability to see incoming attacks.
The poison damage you deal with Smoke Blitz ignores
resistance. When you use Smoke Blitz, the targeted
creature becomes poisoned until the start of your next turn.
If it was already poisoned, the poison damage it takes at the
start of its next turn increases to 2d6.

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:

When you use Blood Blitz, you can spend 1 additional


Ancient Power to increase the number of hit points you
regain to four times the spell's level.
When you use Ice Blitz, you can spend 1 additional Ancient
Power to encase the target in a solid block of ice. Instead of
being restrained, the target is petrified. The ice thaws and
the target returns to normal at the end of your next turn.
When you use Shadow Blitz, you can spend 1 additional
Ancient Power to cause shadows to linger on the target for
a longer time. The target's AC is reduced and it suffers the
penalty to the first attack roll it makes on each of its turns
for 1 minute. At the end of each of its turns, the target
makes a Wisdom saving throw, ending the effect on a
success.
When you use Smoke Blitz, you can spend 1 additional
Ancient Power to buffet the target with smoke for a longer
time. The target takes the poison damage at the start of
each of its turns and is poisoned for the next 1 minute. At
the end of each of its turns, the target makes a Constitution
saving throw, ending the effect on a success.

Class Options — DragonZaid


46
Earth Rune. You manifest heavy and cumbersome stones
Wizard: Runecrafting which cling to one of your victims. One target of the spell is
laden with stones which reduce their speed by 10 feet. The
While many spellcasters rely on runes, small stones imbued stones disappear after 1 minute or if any creature uses an
with pure magical energy of a particular force, wizards of the action to remove them.
arcane tradition of runecrafting use them to even greater Fire Rune. You weave harmful flames into the spell. One
effect. They devote their studies to learning how to create
target of the spell takes an additional 1d4 fire damage when
special, empowered runes out of the ambient magical energy
you cast the spell and another 1d4 fire damage at the start of
in all things. These runes can then be used to supplement
its next turn.
their spells with a variety of additional effects. The most expert
Mind Rune. You add an enchantment to the spell that
of runecrafters can coax extra power out of their runes and
sharpens the wit. Either you or one target of the spell has
even combine the effects of multiple runes simultaneously.
advantage on the next Charisma, Intelligence, or Wisdom
saving throw they make within the next 1 minute.
Runecrafting Body Rune. You augment the spell with protective magic.
At 2nd level, you have unlocked the secrets of crafting special Either you or one target of the spell gains 1d6 temporary hit
empowered runes which can be used to augment and points.
empower your spells. When you finish a long rest, you gain a
number of runecrafting points equal to your wizard level which Advanced Runes
can be spent to create any combination of available runes of
At 6th level, you can also craft advanced runes at a cost of 2
your choice. You can instantly craft any number of runes at the
runecrafting points each, which produce the following effects:
end of your long rest or use an action at any time to craft one
Cosmic Rune. You weave an additional enchantment into
rune. The next time you finish a long rest, any leftover
the spell which temporarily enhances the target's equipment.
runecrafting points you have are lost, and any remaining runes
Choose a weapon, armor set, or shield that either yourself or
disappear.
one target of the spell is wielding to receive the enchantment.
When you cast a wizard spell on your turn, you can consume
The enchantment lasts 1 minute and grants a +1 bonus to the
one rune to gain its effect for that casting. If the rune's effect
AC of a chosen shield or armor set or a +1 bonus to attack and
targets an unwilling creature, that creature must have been hit
damage rolls made with a chosen weapon.
with an attack or failed a saving throw to be affected. Unless
Chaos Rune. You strengthen the spell with chaotic magic.
specified otherwise, the rune's effect takes place just after the
One target of the spell that took damage from it takes an
spell's instantaneous effects.
additional 1d6 damage of one of the spell's damage types. If
you instead choose to deal damage of a random type, the extra
Basic Runes damage increases to 2d6.
At 2nd level, you can craft basic runes at a cost of 1 Astral Rune. You enhance the spell with a magical
runecrafting point each, which produce the following effects: vengeance effect. Choose either yourself or one target of the
Air Rune. You add a gust of air to the spell. One target of the spell to receive the effect. The next time the chosen creature
spell is pushed 5 feet in a direction of your choice. This takes damage from an attack, the attacker receives half of the
movement does not provoke opportunity attacks. same damage.
Water Rune. Your spell splashes a target with ice-cold
water. One target of the spell becomes drenched in water. The
water extinguishes any uncovered flames on objects they are
wearing or carrying and they have disadvantage on the next
weapon attack they make before the start of your next turn.

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47
Nature Rune. You add restorative nature magic to the spell.
Either you or one target of the spell regains 2d6 hit points and
their maximum hit points increases by the same amount for 1
hour.
Law Rune. You augment the spell with a short-range
teleportation. Either you or one target of the spell teleports up
to 15 feet to an unoccupied space that you can see.

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.

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Races of
Gielinor

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Airut
Airut are strange, boar-like humanoid creatures that
somewhat resemble the minotaur. Their bizarre mouths, many
horns, skin colors, and bulkier physique, however, distinguish
them. They are cruel, chaotic creatures that take great
pleasure in combat. They are proud warriors who love not only
to brawl and battle with one another, but to completely
pulverize their enemies in combat.

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.

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Hybrid Nature. You have two creature types: humanoid and
Airut Traits monstrosity. You can be affected by a game effect if it works on
Ability Score Increase. Your Strength score increases by either of your creature types.
2, and your Constitution score increases by 1. Languages. You can speak, read, and write Common and
Age. Airut reach maturity at the same age as Humans, and one other language of your choice.
live about 80 years on average.
Alignment. Most Airut are chaotic in nature and are
typically evil. Year 1239, The Week of Lightglow
Size. Airut are similar in size to minotaurs, but are It's been a week or so since the arrival of the beast,
considerably shorter and more bulky. They average about 6 and there are hundreds of them now. Some Naragi
feet tall when standing upright, and weigh between 400 and in the camp are calling them "Airut" - since they
500 pounds. Your size is Medium. wear masks, like the warrior Airut from our
Speed. Your base walking speed is 30 feet. histories. The Airut have been attacking the camp,
Horns. Your horns are natural melee weapons, which you killing our people, and we've been fleeing when we
can use to make unarmed strikes. If you hit with them, you can. It does not help. The first Airut was a
deal piercing damage equal to 1d6 + your Strength modifier, harbinger: now they are flooding into our world.
instead of the bludgeoning damage normal for an unarmed
strike. Some of us have been tasked with scout duty,
All Fours. You can drop down on your hands and feet, trying to anticipate their attacks. I am one of them,
running quadrupedally, in order to move more quickly. Your and I was among those who made the latest
movement speed increases by 10 feet while both of your hands discovery. Through the Airut's portal, a new breed
are free. of their race appeared, dressed in furred robes,
Relentless Strikes. You can occasionally attack with
carrying a staff. They looked something like priests,
and their leader - her face without a mask -
blazing speed, using your hands, feet, head, and horns⁠—
gathered the Airut about her. She raised her staff
whatever is available—to pulverize your foe. When you deal
and shouted, in a language that our light-weaver
damage with your horns on your turn, you can use a bonus
twisted and reformed as: "Tuska will eat of them,
action to follow up with a flurry of relentless strikes, causing
and they will be of Tuska! They will fill the belly of a
the target to take an extra 3d4 bludgeoning damage. After you
god! This is the gift of Tuska!" The leader then led
use this trait, you can't use it again until you finish a short or
the Airut in a chant of "Tus-ka, Tus-ka, Tus-ka",
long rest.
waving her arms to encourage them to shout
Hulking. You have proficiency in the Athletics and louder and louder.
Intimidation skills.

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Aviansie
Aviansie are a race of avian humanoid creatures that were
originally from a world of floating islands called Abbinah. They
bear a strong connection to Armadyl, god of justice, who was
once an ordinary Aviansie as well. They are a majestic and
dexterous people, capable of maintaining free flight nearly
constantly. They generally share Armadyl's belief in upholding
law, justice, and the greater good.

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.

From Chaos to Order


The Aviansie lived on Abbinah in a tribal society for many
centuries. They constantly struggled to survive on this world.
Deadly storms ravaged the skies, water was scarce, food
needed to be competed for with other creatures and one
another, and the floating islands frequently collided with one
another, causing massive destruction. Armadyl sought to
improve the chaotic lives of his people, so during the Second
Age, he united the species and brought almost the entirety of
their people to Gielinor, promising that this new world would
allow them to live and thrive in peace. While uncomfortable in
their new environment at first, the Aviansie adjusted quickly to
life on Gielinor, making new friends and allies with some
groups of Humans.

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.

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Aviansie Names
Aviansie use a single gendered given name typically between Kree'arra - the war's gone on too long.
one and three syllables. Their names often utilize apostrophes.
I can't recall how many months have passed since
Male Names: Gere'dyl, Hasma'dae, Kree'arra, Kree'gal, we got trapped here. In those first weeks, we only
Obi'sooth, Skree, Taka'ara, Tepras
had K'ril to worry about. We held his forces back
Female Names: Gee'ka, Geerin, Ka'larma, Kilisa, Len'ulen,
with little trouble, but we struggled to break from
him. You requested aid from our allies, and they
Ra'ath, Taw'paak
neglected to come; you told them of the
Godsword and they rushed to help us. We should
Aviansie Traits have anticipated their greed. Graardor joined forces
Ability Score Increase. Your Dexterity score increases by 2, with K'ril, and Zilyana staged her own attack. I
and your Wisdom score increases by 1. feared for our own survival.
Age. Aviansie mature at around the same rate as Humans,
and can live as long as 80 years.
Yet, Armadyl be praised, we survived. We repelled
their attacks. You made peace with Zilyana. A wise
Alignment. The teachings of Armadyl are deeply ingrained
decision; we couldn't battle on three fronts at
in Aviansie culture, giving most of them a strong sense of
once. Soon after, your decisions became much
justice and a lawful bent. They are most often good, striving to
more questionable, but it wasn't my place to
achieve the greater good for everyone.
criticise, so I did not speak.
Size. Aviansie have light and slender builds. They weigh
around 80 pounds and are between 5 and just over 6 feet tall. Look where it's got me: both wings broken, my
Your size is Medium. body and arm trapped beneath a rockfall. The
Speed. Your base walking speed is 35 feet. stones hide me from my enemies, but not the view
Flying. You have a flying speed equal to your walking speed. of the battle. There are no words to describe
You can't use this speed if you're wearing medium or heavy watching your flock die...
armor.
Aviansie Weapon Training. You have proficiency with the
javelin, hand crossbow, shortbow, and longbow.
Talons. You can use your talons as natural weapons to make
unarmed strikes. If you hit with them, you deal piercing
damage equal to 1d4 + your Strength modifier, instead of the
bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and
Aviansie.

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Dorgeshuun
The Dorgeshuun, often referred to as Cave Goblins, are a race The Dorgeshuun adapted wide, bulbous eyes to allow them
and tribe of subterranean Goblins that inhabit networks of to see in the darkness of the underground. They also have
tunnels beneath the surface. The name Dorgeshuun in the longer arms than normal Goblins and are adapted to climbing
ancient Goblin language means "Goblins of the Strong and scaling the vast cave walls of their underground home.
Spears." They share ancestry with typical Goblins, but their While slightly less sturdy than their surface-dwelling
tribe became separated from the rest long ago. Ordered by the counterparts, they are much more intelligent.
war god Bandos to kill an enemy they could not possibly
defeat, the Dorgeshuun tribe faced certain death. They then City of Innovation
decided to defy these orders, hiding underground and starting
Some time after beginning their new life beneath the surface,
a new life for themselves.
the Dorgeshuun established their capital city of Dorgesh-Kaan,
which is home to almost every member of their race. For an
Appearance underground establishment, the city is incredibly large,
Dorgeshuun appear similar to ordinary Goblins, but with a few rivaling many moderately-sized surface cities. The city's design
differences that developed as a result of living exclusively is very intricate, and its maze-like layout and strange
underground. They are of the same approximate height, have architecture could confuse those unfamiliar with it. Its citizens
hunched backs, pointed ears, and large noses. However, due to live as councilmembers, miners, artisans, cooks, hunters,
never being exposed to sunlight, they have much paler gray- teachers, merchants, and inventors. Dorgesh-Kaan is lit by a
green skin as opposed to the much more vivid green skin of complex system of magical light orbs, an ingenious design
surface Goblins. They are also a little less bulky and their which utilizes a combination of magic and technology in order
limbs are slightly longer, aiding them in climbing and to illuminate the city with soft light. The Dorgeshuun have
navigating underground caverns. The most distinguishing even harnessed geothermal energy from below the city to
feature of the Dorgeshuun, however, is their eyes. They have begin to develop primitive forms of steam powered machinery.
incredibly large, bulbous eyes in comparison to the size of
their heads, an important adaptation for effective vision while Dorgeshuun Names
living underground.
Dorgeshuun typically use a single gendered name with two
syllables.
Isolated Advancement
Over the course of several thousand years, the isolated Male Names: Barlak, Dartog, Fandom, Gamdin, Kazgar,
Dorgeshuun deviated greatly from their ancestors. Whereas Oldak, Turgok, Undak.
ordinary Goblins stagnated in advancement, the Dorgeshuun Female Names: Andil, Caldi, Elzik, Gundik, Inglin, Kenti,
thrived culturally, biologically, and technologically. They Torzek, Zanik.
established the city of Dorgesh-Kaan, a thriving underground
capital in which nearly the entirety of the race lives. They are
ruled by the Dorgeshuun Council, an elected group of seven
Dorgeshuun that have been largely successful since their
establishment. The Dorgeshuun are non-religious in nature,
preferring to base their decisions on logic and reason rather
than religion. Most maintain no religious devotion to any
deities, some even going so far as to teach their children that
the gods are a myth.

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Oldak Coil. This device has a rectangular base with a thin,
Dorgeshuun Traits vertical rod tipped with a round metal ball. The base of the
Ability Score Increase. Your Intelligence score increases device contains a set of tiny and complex switches and
by 2, and your Dexterity score increases by 1. dials. You can activate and deactivate the device using an
Age. Dorgeshuun reach adulthood at age 8 and live up to 60 action. While active, the device will deliver a small shock to
years. any creature within 5 feet of it when it enters the area for
Alignment. Dorgeshuun typically maintain peace with any the first time on a turn or starts its turn there, dealing 1d4
other race they happen to come by while living underground. lightning damage. You can safely activate and deactivate the
The structured society in which they live gives them a slightly device provided you don't start or end your turn within its
lawful bent. Most Dorgeshuun are good and are more often range while it's active.
lawful than neutral or chaotic. Wide-Eyed. Your eyes are better adapted to dim
Size. Dorgeshuun possess a similar short and thin stature underground caves than bright sunlight. When you make a
to other Goblins. They are between three and four feet tall and Wisdom (Perception) skill check relying on sight while you
weigh between 40 and 80 lbs. Your size is Small. and whatever you are trying to perceive are in dim light or
Speed. Your base walking speed is 25 feet. darkness, you can add your proficiency bonus to the roll. If you
Darkvision. Dorgeshuun have large, powerful eyes adapted are proficient in Perception, you double your proficiency
to seeing in the dim underground. You can see in dim light bonus for the roll instead.
within 60 feet of you as if it were bright light, and in Darkness Nimble Escape. You can take the Disengage or Hide action
as if it were dim light. You can’t discern color in Darkness, only as a bonus action on each of your turns.
shades of gray. Languages. You can speak, read, and write Common and
Natural Tinkerer. You have proficiency with Tinker's Tools. Goblin.
Using those tools, you can spend 1 hour and 10 gp worth of
materials to construct a device (AC 5, 1 hp). The device ceases
to function after 24 hours (unless you spend 1 hour repairing it
to keep the device functioning), or when you use your action to
dismantle it; at that time, you can reclaim the materials used
to create it. You can have up to two such devices active at a
time. When you create a device, choose one of the following
options:

Portable Light Orb. This device is a smaller, more


compact version of the light orbs used to illuminate the city
of Dorgesh-Kaan. It has the appearance of an ordinary
sphere of cloudy glass and is small enough to be held in
your hand. When operated using an action, the light orb
casts bright light in a 30-foot radius, and dim light for an
additional 30 feet. The orb can be deactivated at any time
(no action required) so long as you are holding it. The light
can't be extinguished by a lack of oxygen, such as from
being submerged in water.
Dorgeshuun Alarm. This device appears similar to an
ordinary hourglass. It can be activated using an action and,
after a delay, emits a very loud metal rattling noise for 1
minute or until deactivated using an action. The delay can
be set to 1 minute or 1 hour when activated.

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Dwarf
Dwarves are a race of short humanoids that have mostly Saradomin protected the Imcando Dwarves from this
remained hidden underground until recent centuries in curse, but the Guthixian Keldagrim Dwarves were on their
Gielinorian history. They are particularly fond of ale and enjoy own. After much panic, their wizard elders were able to find a
using any chance they get to drink together and socialize. As solution, but it came at a great cost. The Dwarves could be
one of the most technologically advanced races, they are alleviated of the curse completely, but they would have to
highly skilled craftsmen known across the world for their completely forfeit their ability to use magic.
unmatched smithing and tinkering capabilities. Though some
follow the ideologies of Guthix, most modern Dwarves are not
particularly religious, preferring to dedicate themselves The dark god Zamorak has corrupted the magic
entirely to increasing their profits and wellbeing. that Guthix placed in our blood, such that all
Dwarves will slowly transform into twisted
Appearance abominations. Saradomin has protected his
Imcando Dwarves from the curse, but our god is
Dwarves stand significantly shorter than most humanoids, but sleeping and cannot help us. The city is already
have very stocky, wide builds. They have large heads, hands, falling as chaos Dwarves run amok in the streets.
and feet, and long, muscular arms—a stark contrast to their
short legs. They are fair-skinned with brown eyes and hair of Our greatest wizards have found a remedy, but at a
shades ranging between brown, blond, black, and copper. terrible cost: all Keldagrim Dwarves will
Almost all male Dwarves grow out beards or other styles of permanently lose their ability to work magic. The
facial hair, taking great pride in them and often decorating curse will remain dormant in our blood, but -
them with braids, hoops, or other ornaments. starved of magical power - it will not take effect.
The sudden end of Dwarven magic will throw our
city into chaos almost as dire as that which
Zamorak hopes to cause. Without magical farms,
we will starve; without magical lights, we will be
blind. No band of petty councilors can preserve
this city through its darkest days - only a king. We
will therefore use the last of our authority to install
Captain Gozdaron as absolute ruler, and pray that
he will quickly win the inevitable civil war and bring
order to the city.
Recorded by Archmage Azdaran, Head of the
Council of the Elder Magi of Keldagrim. May the
sleeping God forgive us when he wakes.

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

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Dwarf Traits Keldagrim Dwarf
During the God Wars, a large group of Dwarves hid beneath
Ability Score Increase. Your Constitution score increases
the surface of Gielinor in order to avoid the bloodshed that
by 2.
ensued throughout the Third Age. These Dwarves established
Age. Dwarves reach adulthood at the same rate as humans. the underground city of Keldagrim, and have only recently
On average, they live about 200 years. revealed themselves to the rest of the world.
Alignment. Most dwarves are lawful, believing firmly in the Ability Score Increase. Your Strength score increases by 1.
benefits of a well-ordered society. They tend toward good as
Tinker. You have proficiency with artisan tools (tinker's
well, with a strong sense of fair play and a belief that everyone
tools). Using those tools, you can spend 1 hour and 10 gp
deserves to share in the benefits of a just order.
worth of materials to construct a Tiny Dwarven device (AC 5, 1
Size. Dwarves stand about 4 feet tall and average around hp). The device ceases to function after 24 hours (unless you
150 pounds. Your size is Medium. spend 1 hour repairing it to keep the device functioning), or
Speed. Your base walking speed is 25 feet. Your speed is not when you use your action to dismantle it; at that time, you can
reduced by wearing heavy armor. reclaim the materials used to create it. You can have up to two
Darkvision. Accustomed to life underground, you have such devices active at a time. When you create a device,
superior vision in dark and dim conditions. You can see in dim choose one of the following options:
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 Fire Starter. The device produces a miniature flame,
darkness, only shades of gray. which you can use to light a candle, torch, or campfire.
Dwarven Resilience. You have advantage on saving throws Using the device requires your action.
against poison, and you have resistance against poison Lock Melter. The device can be used to break a single
damage. ordinary, nonmagical lock. You can attach the device to a
Dwarven Combat Training. You have proficiency with the lock and activate it using an action. The device then takes 1
battleaxe, handaxe, light hammer, and warhammer. minute to break the lock, making loud mechanical noises
Tool Proficiency. You gain proficiency with the artisan's while activated. Once the lock is broken, you must spend 1
tools of your choice: smith's tools, brewer's supplies, tinker's hour repairing the device before it can be used again.
tools, or mason's tools. Dwarven Sparkler. The device creates a small, harmless
shower of bright sparks. Once activated, the device remains
Stonecunning. Whenever you make an Intelligence
active for 1 minute or until deactivated using an action.
(History) check related to the origin of stonework, you are
Using the device requires your action.
considered proficient in the History skill and add double your
proficiency bonus to the check, instead of your normal
proficiency bonus.
Note: According to the lore of Gielinor, Keldagrim
Languages. You can speak, read, and write Common and Dwarves are unable to cast magic without
Dwarvish. Dwarvish is full of hard consonants and guttural succumbing to Zamorak's curse. However, players
sounds, and those characteristics spill over into whatever should have the option to avoid such a limitation if
other language a Dwarf might speak. they wanted to create a magic-using Keldagrim
Subrace. Two main subraces of Dwarves are present on Dwarf character. Perhaps the character was blessed
Gielinor: Imcando Dwarves and Keldagrim Dwarves. The two by a powerful priest of Saradomin, lifting the curse,
share a very similar appearance, but the Imcando Dwarves or perhaps the character has made a deal with
can be recognized by their slightly shorter and stockier build Zamorak himself to negate the effects of curse.
and larger, wide noses. Choose one of these subraces.

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.

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Elf
Elves are a tall, graceful, and diverse people that mainly live in
Tirannwn, the westernmost region of Gielinor. They are a race
with one of Gielinor's longest lifespans. Making little use of
Human magic and technology, Elven society utilizes tools,
weaponry, and magic based on the use of crystals. Elves have a
deep connection with the crystal goddess Seren. Because of
their rarity outside of the westernmost areas of Gielinor, many
people regard the Elves as merely a myth.

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.

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The Elves remained mostly isolated from the bloodshed of After failed attempts to suppress the Iorwerth Clan and
the God Wars, with the exception of a small minority who liberate Prifddinas, King Baxtorian organized efforts to rescue
chose to leave Tirannwn in order to fight. When the wars the Elven Council of Elders. The council then performed a
ended and the gods were being banished from Gielinor, Seren powerful ritual beneath the city, reverting the entirety of
knew she couldn't simply leave her Elves behind, for they Prifddinas into the form of a crystal seed. Anyone within the
would almost certainly all grow ill and die once separated city at this time was also preserved within the crystal.
from her. Instead, she shattered herself into many shards of While the majority of the forces of the civil war were
crystal containing her very being. The process would destroy preserved within the crystal seed of Prifddinas, the Iorwerth
her, but the pieces of crystal would fulfill the bond, preventing Clan was still able to maintain power over much of Tirannwn
the Elves from dying. The Elves mourned the loss of their due to a significant amount of Elves having been outside the
beloved goddess, but for the first time in generations, they city at the time of the ritual. The other clans attempted to
were free of their dependence on Seren. retake Tirannwn, but were hunted down by the Iorwerth.
Those that remain now hide in the forest of Isafdar and the
small village of Lletya, while the Iorwerth control the chasm
I cannot help but wonder if it is this strange new left behind by Prifddinas and its surroundings.
arrival. A woman, of sorts, not Elven but
something...different. Her skin sparkles in the sun
and it is as though she is made from brilliant After a few weeks Adwr returned, the only one of
crystal. She is remarkable. the five scouts that made it back. A council was
called to listen to his news. He told us of the chaos
She calls herself Seren and she wishes to be our he had seen; Elves killing Elves in the streets of
friend. She has fallen in love with our world and Prifddinas and the seizing of the Tower of Voices
with our people and she has offered us gifts of by Iorwerth Clan, their forces denying access to all
knowledge and magic. There are talks that she is those not of their bloodline. Hearing all this
more than she seems. Are the rumours true, has a sparked a debate that continued for days.
god come to raise us up?
Many plans were put forward of how we should
She has brought us together in a way I never deal with the problems back home. Ideas ranging
thought possible. So many of the families gather from the assassination of Lord Iorwerth to just
now at her side and she follows through with her leaving the western Elves to kill each-other were
promise. She has taught us how to tend the fields, suggested. It was at this suggestion that the
how to grow our food rather than hunt it. Only Baxtorian quoted the Cerddi, telling all those
house Cywir holds back from her teachings, those present that "Only together as the eight clans can
traditionalists despise change. we hope to survive in this hostile new world", he
then pledged Clan Cadarn to stop the madness that
We invited her to the harvest celebration. She
had befallen Prifddinas and so started the Baxtorian
seemed to delight in our quaint customs and she
performed miracles, causing flowers to bloom out campaign.
of season and causing the crystals around her to
sing along with us. It was wonderful. She is
wonderful. She has pledged to stay with us and Elven Clans
Ceidwadd has begun spreading word of her
divinity. We are a blessed people. Elven society is divided into nine clans, families from their
home world of Tarddiad. The clans are distinguished by
bloodline, and each specializes in a particular craft or set of
skills. Before the Elven Civil War, the clans ruled over Elven
The Lost City society equally.
With Seren gone, the Elves were without guidance for the first
time. The current ruler of the Elves, King Baxtorian Cadarn,
Cywir Clan
The Cywir Clan was the only one to remain on Tarddiad when
and the Cadarn Clan attempted to retain order within Elven
Seren brought the rest to Gielinor. They chose to do this due
society as well as expand their presence eastward. They lead
the construction of a route through the Galarpos Mountains to to the great value that they placed in history and tradition.
the east of Tirannwn and created establishments in what is
now the Kingdom of Kandarin. Amlodd Clan
The Amlodd Clan holds a strong connection with nature and
While the King and much of the Cadarn clan were away,
the spirit plane. They specialize in conjuration and
issues arose in Prifddinas. The Iorwerth Clan abandoned
transmutation magic.
Seren, turning instead to a being known as the Dark Lord.
They took control of the city, sparking the Elven Civil War
between the Iorwerth and the other seven clans of Tirannwn.
Cadarn Clan
The Cadarn Clan have military roots, holding the
The Iorwerth were powerful warriors, crushing their
responsibility of protecting the other clans. They specialize in
opponents with relative ease. The lives of many Elves on both
archery and evocation magic.
sides were lost in the war.

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Female Names: Adyna, Auron, Bronwyn, Eilwynn, Eirlys,
Crwys Clan Eluned, Gwir, Haluned, Heriau, Ilfeen, Iona, Lunet, Mawrth,
Like the Amlodd Clan, Elves of the Crwys Clan hold a strong
Merethiel, Mhistyll, Myfi, Oronwen, Rhiannon, Tiwlip
connection with nature. They are skilled botanists and farmers
in charge of growing food, herbs, and trees for the other clans.
Elf Traits
Hefin Clan Ability Score Increase. Your Dexterity score increases by 2,
The Hefin Clan are a pious clan with an especially strong your Wisdom score increases by 1, and one other ability score
connection to Seren. They are some of the most dexterous of of your choice increases by 1.
the Elves, and many members of the clan serve as monks, Age. Elves mature at a much slower rate than Humans, and
priests, and clerics. are still considered children until they are about a century old.
Elves can live to be about 500 years old.
Iorwerth Clan Alignment. Before the Iorwerth Clan rose to power, Elves
The Iorwerth Clan is comprised of warriors, assassins, and lived in a cooperative society where each clan worked together
slayers of beasts. They initiated the Elven Civil War and still for the benefit of all. At the same time, Elves believe that it is
rule over most of Tirannwn at present day. important for people to have the freedom to live as they
choose. Most Elves are neutral or good, and they range
Ithell Clan between the gentler aspects of law and chaos. Certain Elves,
The Elves of the Ithell Clan are talented craftsmen who pursue however, such as some members of the Iorwerth Clan, may be
a variety of trades, including woodworking, pottery, jewelry, more inclined toward evil.
and construction. They are also the most skilled at crystal Size. Elves have a similar build to Humans, but are slightly
singing. taller and more slender. They are between just under and well
over 6 feet tall. Your size is Medium.
Meilyr Clan Speed. Your base walking speed is 30 feet.
The Meilyr Clan are herbalists known for their
Darkvision. Accustomed to twilit forests and the night sky,
experimentation with herbs and other ingredients to create
you have superior vision in dark and dim conditions. You can
useful potions. They are also knowledgeable explorers and
see in dim light within 60 feet of you as if it were bright light,
delvers of dungeons.
and in darkness as if it were dim light. You can't discern color
in darkness, only shades of gray.
Trahaearn Clan
Elven Versatility. You gain proficiency in any combination
The Trahaearn Clan are hard working Elves that specialize in
of two skills or artisan's tools of your choice.
mining and metalwork. They are responsible for harvesting
useful ores and creating the majority of the metal objects Crystal Singing. Once you reach 3rd level, you can cast the
required by the other clans. magic weapon spell as a 2nd-level spell once with this trait,
and regain the ability to do so when you finish a long rest.
Wisdom is your spellcasting ability for this spell. When you
Elf Names cast this spell using this trait, the targeted weapon takes on a
Elves have gendered names between one and four syllables. crystalline appearance for the spell's duration.
Languages. You can speak, read, and write Common and
Male Names: Alfon, Arianwyn, Briallen, Cynog, Daffyd, Elvish.
Dilwyn, Erethdor, Essyllt, Gethin, Gruffydd, Helwyr, Idris,
Islwyn, Morvran, Nissyen, Oluien, Rhodri, Sior, Teclyn,
Trevelian, Wythien

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Fairy
Fairies are a race of small, winged, humanoid-fey creatures
from Zanaris, Gielinor's moon. They take great delight in all
Fairy Traits
things to do with magic and mischief. They mostly stay Ability Score Increase. Your Dexterity score increases by
completely hidden from the inhabitants of Gielinor, but have a 2, and your Charisma score increases by 1.
strong connection with its balance of nature. Age. Fairies age at a similar rate to humans in their early
lives, but cease aging almost entirely once they reach early
Appearance adulthood, living lives of prolonged youth. They can live for as
long as about two centuries.
While they bear a strong resemblance to humans, Fairies are
not too dissimilar from bugs, with fast beating wings, Alignment. Fairies love freedom, living in a loosely
antennae, and large eyes. They have one to two pairs of wings structured society that embraces gentle aspects of chaos. They
resembling those of a butterfly, which are typically white with value the freedom and wellbeing of others, and are more often
good than not.
brightly shaded tips of various colors. Their small and slender
bodies allow them to fly almost constantly, though they have Size. Fairies are considerably small creatures, even
trouble maintaining height. compared to the smallest humanoids. They average about 3
feet tall and weigh between 20 and 30 pounds. Your size is
Small.
Zanaris
Speed. Your base walking speed is 25 feet.
Fairies live primarily on Zanaris, Gielinor's only moon. Zanaris Flight. You have a flying speed equal to your walking speed.
is a strange world completely alien to Gielinor. The Fairies You can't use this speed if you're wearing medium or heavy
have developed a society there, ruled over by a Fairy Queen, armor.
where they live amongst the trees and glowing mushrooms.
Fey Ancestry. You have advantage on saving throws against
The moon is inhabited by many unusual creatures in addition
being charmed, and magic can't put you to sleep.
to Fairies. Dangerous aberrations referred to as otherworldly
Zanarian Talent. You have proficiency in your choice of one
beings stalk the remote areas of Zanaris. It is also home to
of the following skills: Deception, Nature, Persuasion, and
friendly alien creatures which the fairies call the Gatekeepers,
Stealth.
which hold the responsibility of guarding the entrances of the
Fairy Magic. You know the druidcraft cantrip. Once you
Fairies’ establishments and protecting them from harm. A
reach 3rd level, you can cast the misty step spell once with this
variety of strange plants and plant creatures live on Zanaris as
trait, and regain the ability to do so when you finish a long rest.
well. Mutated zygomites lurk the wilds of Zanaris, burying
You are briefly surrounded by a colorful swarm of fluttering
themselves mostly beneath the ground and disguising
butterflies, rather than silvery mist, when you cast this spell
themselves as ordinary mushrooms as they wait for
with this trait. Charisma is your spellcasting ability for these
unsuspecting victims to come near before ambushing them.
spells.
Other aggressive plant creatures known as Tanglefootii that
Hybrid Nature. You have two creature types: humanoid and
bear a resemblance to tree roots dwell in caves beneath the
fey. You can be affected by a game effect if it works on either of
ground, emerging occasionally to attack the Fairies.
your creature types.
Languages. You can speak, read, and write Common and
One With Nature one other language of your choice.
Zanaris and the Fairies were created by the elder god Bik in an
effort to create a perfect world. In present day, the majority of
fairies are followers of Guthix, as he and them share a strong
connection to nature. The most powerful Fairies hold the
responsibility of maintaining Gielinor’s weather, the growth of
its crops, and the passing of its seasons, traveling to Gielinor
in order to do so. These efforts are overseen by a Fairy known
as the Co-ordinator. The Fairies travel between Gielinor and
Zanaris utilizing fairy rings, a system of concentric rings of
magical mushrooms placed throughout Gielinor and Zanaris.
Only the Fairies know how to operate the rings, and they do
their work on Gielinor in secret, utilizing their natural stealth
and small size to remain unseen.

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.

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Gnome
Gnomes are a race of small humanoids that can be found Male Names: Aluft, Blurberry, Bolkoy, Caranock, Daero,
sparsely throughout many regions of Gielinor. The majority of Dalbur, Elkoy, Ferrnook, Gloughrie, Hazelmere, Heckel,
them, however, make their residence in remote establishments Klemfoodle, Lumdo, Montai, Narnode, Spanfipple, Timble,
in the Kingdom of Kandarin. Gnomes have a strong Wurbel, Zooknock
connection with nature, usually choosing to make their homes Female Names: Ani, Anita, Azalea, Cheri, Dalila, Damwin,
in treetops or thick forests. Many of them are followers of Fara, Femi, Golrana, Laidee, Meegle, Mieliki, Prissy, Sarble,
Guthix. The Gnomes are also one of the most intelligent races Terri
of Gielinor, having created technology rivalled only by the Surnames: Arblenap, Avlafrim, Blinkin, Butternut, Cianta,
Dwarves and the Dorgeshuun. Funch, Gianne, Glyph, Gnonock, Imblewyn, Manglethorp,
Oakheart, Onglewip, Scilla, Shareen, Skernip, Squecks, Tapio,
Appearance Winkin

Gnomes are very short in stature and have slender figures,


making them one of the lightest races of humanoids on
Gnome Traits
Gielinor. They have big, wide heads and large noses, eyes, and Ability Score Increase. Your Intelligence score increases
pointed ears. Most Gnomes are fair-skinned, but some have by 2, and your Dexterity score increases by 1.
slightly darker, tanned skin. They have hair in various shades Age. Gnomes mature at the same rate as humans, and most
of brown, copper, and black, and brown or pale blue eyes. are expected to settle into adult life around the age of 40. They
can live to 350 years on average, but it's not too uncommon for
Resurfacing them to reach 500 years of age.
Alignment. Gnomes are generally good. Those who tend
During the Second Age, the Gnomes constructed large cities
towards law are sages, engineers, researchers, investigators,
with sophisticated technology that has since been lost to time.
or inventors. Those who tend towards chaos are often
When the God Wars began, they hid below ground in order to
minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes
avoid the bloodshed and heavy casualties many other species
are light-hearted, and even the tricksters amongst them favor
suffered. Once the wars were over, around the start of the
harmless pranks over vicious schemes.
Fourth Age, they returned to the surface and created new
Size. Gnomes are between 3 and 4 feet tall and weigh
establishments in Kandarin. A great, magical tree called the
around 40 pounds. Your size is Small.
Grand Tree was planted in northern Kandarin, and the Tree
Gnome Stronghold was constructed in and around it. The Speed. Your base walking speed is 25 feet.
Gnomes also founded Tree Gnome Village, surrounding it by a Darkvision. You have superior vision in dark and dim
complex maze of tall hedges and foliage in order to prevent conditions. You can see in dim light within 60 feet of you as if
outsiders entering. it were bright light, and in darkness as if it were dim light. You
At present day, Gnomes have a developed society where can't discern color in darkness, only shades of gray.
many live as craftsmen, farmers, tinkerers, wizards, rangers, Gnome Cunning. You have advantage on all Intelligence,
chefs, teachers, and workers. They have a powerful military Wisdom, and Charisma saves against magic.
that is capable of overwhelming most armies due in part to Natural Illusionist. You know the minor illusion cantrip.
their sheer numbers, and train terrorbirds and giant tortoises Intelligence is your spellcasting ability for it.
to be mounts in combat as well as for civilian use. Most Speak with Small Beasts. Through sound and gestures,
Gnomes lead cheerful lives, finding fulfillment in friends, you may communicate simple ideas with Small or smaller
family, nature, religion, and life's simple pleasures. beasts.
Languages. You can read, speak, and write Common and
Gnome Names Gnomish.
Gnomes use one to two gendered given names and a single
surname.

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Goblin
Goblins are short, green-skinned humanoids that take great Goblin Names: Bentnose, Clothears, Goutbones, Grimspike,
enjoyment in fighting, stealing, and mischief. They are some of Grubfoot, Lumpnose, Mosschin, Mossfists, Mudknuckles,
the most devoutly Bandosian creatures of Gielinor. Goblins Redeyes, Slimetoes, Smellytoes, Snailfeet, Snothead, Steelwill,
can be found all throughout Gielinor, living in small groups or Strongbones, Wartface, Wormbrain
moderately sized villages between towns in the kingdoms of
Misthalin, Asgarnia, and Kandarin among other places.
In beginning all gods have big war. Each god find
army to fight for him. Big High War God not have
Note: For the Dorgeshuun race, also known as army. Big High War God go to short-beardy-people
Cave Goblins, see Dorgeshuun. and ask, Will you fight in my army? But beardy-
short-people say, No, we fight for god of shiny
light.
Appearance Then Big High War God go to demons and ask, Will
Goblins are smaller than most humanoids, usually standing you fight in my army? But demons say, No, we fight
with a hunched posture. They have green skin, yellowish eyes,
for God of Dark Fire.
and long, outward-pointing ears. Their lower jaws have Then Big High War God go to tall people with keen
underbites with a few long teeth that poke upward, resting blades and ask, Will you fight in my army? But tall
outside the mouth. The least strong of Bandos' followers,
people with keen blades say, No, some of us fight
Goblins' bodies are generally thin and lanky with long limbs. for god of shiny light and some of us fight for God
of Dark Fire, but none of us fight for you!
Blind Servitude
Big high war god very sad. He travel east and west,
Goblins were originally a gentle, more intelligent race living on
north and south, across land looking for army to
a fertile world filled with beautiful plant life called Yu'biusk,
fight for him.
where they survived primarily as hunter-gatherers. In the First
Age, the war god Bandos discovered Yu'biusk and the Goblins. Then Goblins say, We fight for you! At that time
Despite their weak physique, Bandos knew he could convince Goblins very weak, very small, soft skin. Not like
the Goblins to be expendable and extremely loyal footsoldiers. Goblins today! But Big High War God say, I will
The Goblins quickly came to revere Bandos, calling him "The make you my army. So Big High War God train
Big High War God", a nickname still frequently used at present Goblins so they very strong. He give them good
day. Bandos trained the Goblins to be stronger, quicker, and armour so they not be harmed. He make them
deadlier, arming them with powerful weapons, appointing strong in spirit so they not afraid of battle. He give
leaders to guide them, and organizing them into twelve tribes. them commanders so they know which way to go.
During the Second Age, Bandos brought the Goblins to He divide Goblins into twelve tribes and send them
Gielinor. During the God Wars, the Goblins were deployed in into battle!
massive numbers, suffering heavy casualties. Blinded by their
faith in Bandos, however, the Goblins cared little for their
fallen brethren.

The Chosen Commander


After the gods were banished from Gielinor and the wars
ended, the Goblins' loyalty to Bandos remained strong.
However, without Bandos' leadership, the race fell into
disarray. The many tribes of Goblins warred with one another
for years. During one battle, now known as the Battle of the
Plain of Mud, all twelve of the tribes fought one another,
resulting in heavy bloodshed and massive losses. During the
night after the battle, Bandos proclaimed a message to the
leaders of each tribe, telling them that one day he would send
a "Chosen Commander" to Gielinor. What exactly the purpose
of the Chosen Commander will be is still debated. At present
day, some Goblins believe that the Chosen Commander will
guide the Goblins to conquer all of Gielinor, and others think it
will bring peace to the race.

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.
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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!

So leaders of tribes stop battle. And on plain of


mud all tribes build temple to Big High War God
and offer sacrifices.

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Gorajo
Gorajo are a race of humanoid creatures that were
accidentally brought to Gielinor from the spirit plane. They live
Everything for the Tribe
in tight-knit tribes with strict roles that work in close unison in Gorajo work together in tight unison with their tribe. The
order to succeed. Gorajo vary in appearance and ability individual has no place among the Gorajo. Everything they do
depending on their role. They have a strong belief in is for the benefit of the tribe, and it is not the Gorajo way to
reincarnation, believing that when they die, their souls are feel wanderlust or the need to be alone. Those are said to be
reincarnated into the body of another Gorajo or other creature the thoughts of Ramokee, or exiled Gorajo.
from their plane.
Arrival
Appearance In the Fourth Age of Gielinor, a powerful Mahjarrat named
Gorajo share a similar size and shape to most humanoids, but Bilrach excavated and created the mysterious dungeons of
have several animalistic features. They are slightly shorter Daemonheim in hopes of using the power he believed to be
than humans, with varying skin tones ranging between pale below the ground to aid Zamorak. To help with this process,
hues of blue, orange, and beige. They have jagged, tribal he experimented with portal magic, intending to use them to
patterns of darkened skin all over their bodies. They have facilitate the excavation as well as keep others away from his
blank, white eyes, and long, lizard-like tails. One to two pairs of operation. During his experimentation, Bilrach accidentally
goat-like horns sprout from their heads and curve in various opened a portal to the spirit plane, bringing the Gorajo to
directions. Their hands have three fingers each, which are Gielinor. He initially tried to get them to join in his cause, but
tipped with claws. they protested to his use of necromancy and summoning of
demons. Many Gorajo were killed in the ensuing fight, but
some escaped into the rest of Gielinor.

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Levitation. You have a flying speed equal to your walking
Ramokee speed and can hover. To use this speed, you can’t be wearing
If a Gorajo commits a serious enough crime or mistake medium or heavy armor. If you end your turn while more than
against their tribe, it is exiled to live alone without their clan. A 5 feet above the ground, you fall until you reach this height.
Gorajo that has been exiled in this way is dubbed a Ramokee. Magicweaver. You know the resistance cantrip. When you
Ramokee live in their own tribes and do not specialize like the reach 3rd level, you can cast cure wounds as a 1st-level spell
Gorajo do. Because they tend to struggle to survive without the with this trait. When you reach 5th level, you can also cast
help of their tribe, they often resort to stealing from the Gorajo lesser restoration with this trait. Once you cast cure wounds
to make ends meet. A Ramokee's exile continues through to or lesser restoration with this trait, you can't cast that spell
any of its descendants as well; any child of a Ramokee is also with it again until you finish a long rest. Wisdom is your
considered a Ramokee. spellcasting ability for these spells.

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.

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Ability Score Increase. Your Constitution score increases
by 2.
Bloodrager
Bloodragers act as warriors that usually utilize their brute
Powerful Build. You count as one size larger when
strength and melee weaponry to hunt prey and defend their
determining your carrying capacity and the weight you can
tribe. They are the strongest of the Gorajo, with muscular
push, drag, or lift.
bodies and large, thick horns that curl outward from the sides
Steady Moving. As a Worldbearer, you are accustomed to of their heads.
constantly working and moving at an unyielding pace. Your
Ability Score Increase. Your Strength score increases by 2.
speed cannot be reduced by magic unless it reduces your
Natural Athlete. You have proficiency in the Athletics skill.
speed to zero, prevents you from moving entirely, or causes
Goring Rush. Immediately after you use the Dash action on
you to become exhausted.
your turn and move at least 20 feet, you can make one melee
Reduced Burden. You have the ability to magically shrink
attack with your horns as a bonus action.
objects to a smaller size in order to make it easier to carry
Bloodrage. The sight of your enemies’ blood bolsters your
them. You can touch an object no larger than Medium for 1
adrenaline, helping you to occasionally shrug off later wounds.
minute, causing it to shrink. The object’s size is halved in all
When you hit a creature with a melee attack and reduce it to 0
dimensions, and its weight is reduced to one-eighth of normal.
hit points, you can use your reaction to gain temporary hit
This reduction decreases its size by one category–from
points equal to 1d10 + your Constitution modifier. After you
Medium to Small, for example. You can use this feature three
use this trait, you can’t use it again until you finish a short or
times. You regain all expended uses of it when you finish a
long rest.
long rest. You can spend 1 minute touching an object that has
been shrunk in this way to revert it back to its original size
without expending a use of this feature.

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.

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Hobgoblin
Hobgoblins are a race of stocky, green-skinned Humanoids
said to be descended from the Ork and Goblin races, having
Hobgoblin Traits
some of the greatest characteristics of each. They are among Ability Score Increase. Your Strength, Dexterity,
the most devout followers of Bandos, having passed down his Constitution, and Intelligence scores each increase by 1.
teachings for many generations and taking them as law. Age. Hobgoblins mature at the same rate to Humans and
have lifespans similar in length to theirs.
Appearance Alignment. Hobgoblins’ devout following of Bandosian
Hobgoblins bear visual traits similar to their Goblin and Ork ideologies makes them more often lean lawful than chaotic.
ancestors. They have dark green skin which is lighter around They are most often evil.
their faces, chests, stomachs, and parts of their arms. They are Size. Hobgoblins have a slightly shorter and stockier build
slightly shorter than Humans on average, but have a than humans, averaging about 5 feet tall and weighing
significantly stockier build. Their arms are muscular and very between 150 and 200 pounds. Your size is Medium.
long, and they have large heads, hands, and feet. Their Speed. Your base walking speed is 30 feet.
grimacing grins consist of large pointed teeth and a pair of Darkvision. You can see in dim light within 60 feet of you as
wide tusks that jut from the backs of their lower jaws. They if it were bright light, and in darkness as if it were dim light.
have yellowish eyes, huge, curved noses, and long ears that You can't discern color in darkness, only shades of gray.
angle outwards from the sides of their heads. Bandosian Training. You gain proficiency with two martial
weapons of your choice and with light armor.
Guerrilla Fighter. You gain a bonus to initiative rolls, and
on your first turn during combat, you gain the same bonus to
the first attack roll you make against a creature that has not
yet acted. This bonus is equal to your Intelligence modifier
(minimum of 1).
Languages. You can speak, read, and write Common,
Goblin, and Ork. The Common language is typically not taught
amongst Hobgoblins very well, causing them to often speak
and write with broken grammar while using it.

With a gesture, the robed figure collapsed the


portal. Before the sides could shutter closed, the
Hobgoblin slave passed through the portal and
tumbled into the other realm. A wave of energy
from the portal rolled him along an insufferably hot
Dual Ancestry stone floor, stopping at the foot of a giant red
According to legend, Bandos sought to create a new type of structure. Lying on his back, the slave could feel his
warrior for his wars and games some time after the Goblins back cooking with the heat. The portal disappeared
and Orks were brought to Gielinor in the Second Age. Rather into nothingness.
than being a simple half-breed race, Hobgoblins were created
"You have done well." The whisper repeated in the
through generations of selective breeding between these two
Hobgoblin geomancer's ears as he used the red
races. Bandos was pleased with the eventual result, having
structure to pull himself awkwardly from the floor.
created a race that combined some of the best traits of their
Stumbling back on weak legs, he stared about him.
ancestors. Hobgoblins made for excellent soldiers with more
There was no mistaking where he was: Kal'Ger's
well-rounded combat skills, inheriting some of the brutish
throne room, empty of demons. To his back was
strength and fortitude of the Orks and some of the dexterity
the archdemon's throne; to his right a forge; great
and cunning of the Goblins. They turned out to be a slightly
weapons arrayed on the walls.
more intelligent race than either the Orks or Goblins, and
could act more strategically and cohesively in combat, being In front of him was a spinning ball of demonic
especially skilled in guerilla combat techniques. energy, crackling as electricity surged about it. The
Hobgoblin could feel his strength returning to him,
Hobgoblin Names simply by standing within its glow.
Hobgoblins typically have brutish sounding names that are "Now, complement your power." Gra'magor, the
ungendered. Hobgoblin, strode purposefully towards it.
Names: Bogal, Gra'magor, Granob, Gundak, Hobnob,
Hor'makog, Lorgon, Magtol, Reldak, Urgun'tal, Vukto'gal

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Human
Humans are an adaptable race that in recent Gielinorian
history have risen to great power and numbers. They can be
Human Names and Ethnicities
found all throughout the world in establishments ranging from Humans belong to a variety of different cultures and live in
remote villages to the largest of cities. many different locations throughout Gielinor. While most
religious Humans are followers of Saradomin, many others
History of Struggle dedicate themselves to Guthix, Zamorak or other gods. On
Gielinor, five basic Human ethnic groups are widely
In the early ages of Gielinor, Humans lived as a nomadic
recognized. These groups and the typical names of their
people. They spread across the world, but mostly established
members can be used as inspiration no matter where a
only small towns and villages. Many Humans took part in the
Human character comes from. Although this list contains the
God Wars, most siding with Saradomin, but some with
most prominent Human ethnic groups, there are countless
Zamorak as well. During the bloodshed of the wars, the race,
smaller groups and subgroups of ethnicities in addition to
like many others, was nearly wiped out entirely. Those that
those listed here.
survived were scarred by the war, becoming more violent and
aggressive than their ancestors. This lead to the Humans
returning to a nomadic life, this time competing violently with
Mainland Kingdoms
Humans from the mainland kingdoms of Misthalin, Asgarnia,
themselves and other races for territory and resources. This
and Kandarin make up a very large portion of the Humans on
behavior continued until the end of the Fourth Age.
Gielinor. Most are of an average size, are fair-skinned or lightly
tanned, and have dark hair and eyes. However, these traits are
Rise to Power hardly universal. As they occupy such a large portion of the
At the dawn of the Fifth Age, the Fremennik people world, they are very diverse with a wide variety of skin and hair
accidentally discovered the Humans' potential to more easily colors and appearances.
harness the powers of magic. Some Fremennik strongly
opposed the use of this magic, believing that it was a power
meant only for the gods and that they would be struck down by
said gods if they were to utilize it. Others believed the power
should be used to defend themselves from other races that
were constantly seeking to conquer their land. Eventually, this
discovery was spread throughout the world, allowing Humans
to much more easily defend their settlements from attackers.
Before long, the race had become the most populous and
dominant species of Gielinor, establishing large kingdoms
throughout the world.

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Male Mainland Kingdom Names: Aubury, Baraek, Caden, come from The Arc, the westernmost region of the Wushanko
Charles, Edmond, Flynn, Horacio, Jerico, Lawrence, Milton, Isles.
Orlando, Richard, Straven, Thias, Wilfred
Female Mainland Kingdom Names: Alrena, Anna, Elena, Male Wushankan Names: Ahoeitu, Alder, George, Hubbub,
Elsie, Gertrude, Iffie, Katrine, Launa, Marion, Martina, Max, Sarkhan, Ted, Xiang
Thessalia Female Wushankan Names: Evie, Halia, Jade, Lidyllad, Ling,
Mainland Kingdom Surnames: Ardignas, Azro, Brigson, Olivia, Rosie
Carnillean, Clerksin, Doar, Enroy, Giste, Galen, Hurma, Jones,
Leacke, Remanis, Rovin, Scorsby, Smith, Torpe Human Traits
Ability Score Increase. Your ability scores each increase by
Kharidian 1.
Found primarily in the scorching Kharidian Desert and
Age. Humans reach adulthood in their late teens and live
surrounding areas, Kharidians are slender, tawny-skinned folk
less than a century.
with brown hair and eyes. They live in small villages, such as
Alignment. Humans tend toward no particular alignment.
Nardah, and large cities, such as Al Kharid, all across the
The best and the worst are found among them.
desert region.
Size. Humans vary widely in height and build, from barely 5
Male Kharidian Names: Ali, Batal, Ellis, Fadli, Faruq, Hassan, feet to well over 6 feet tall. Regardless of your position in that
Ima, Jadid, Karim, Khamud, Malik, Psamtik, Qaseem, Rhotep, range, your size is Medium.
Sedu, Tarik, Usi, Waseem, Zeke Speed. Your base walking speed is 30 feet.
Female Kharidian Names: Acenath, Bes, Charnak, Dafi, Languages. You can speak, read, and write Common and
Dalal, Eshe, Habibah, Jeed, Meena, Munsim, Nefertari, Pia, one other language of your choice.
Ranael, Shiratti, Tafani, Wafa, Zahra
Variant Human
Fremennik If your campaign uses the optional feat rules, your GM might
The Fremennik people are fair-skinned Humans with brown
allow these variant traits, all of which replace the Human's
eyes and hair ranging from brown to dark blond. They are
Ability Score Increase trait.
slightly bulkier and more muscular than most other Humans,
Ability Score Increase. Two different ability scores of your
and make their residence in the Fremennik Province north of
choice increase by 1.
Kandarin, isolated from much of the technology and magic of
most other Human establishments. Many live in the town of Skills. You gain proficiency in one skill of your choice.
Rellekka, while some others live on various islands in the sea Feat. You gain one feat of your choice.
to the northwest. One such island, Lunar Isle, is home to the
Moon Clan, a group of Fremennik who fully embraced the rise
of Human magical ability.

Male Fremennik Names: Baldor, Barkur, Daltin, Denkar,


Doklak, Jarkur, Jikvald, Larkal, Lartor, Raktor, Rillah, Sigvald,
Taldor, Thorkir, Tonlor
Female Fremennik Names: Ballah, Barton, Darkal, Doklah,
Jardar, Jiktor, Larlak, Lartin, Rakdur, Raldur, Sigtin, Tallim,
Thordur, Tontin

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.

Male Karamjan Names: Duradel, Fanellama, Jagbakoba,


Kangai, Luthas, Murcaily, Obli, Rionasta, Safta, Saniboch,
Sharimika, Tamayu, Timfraku, Tinsay, Yanni
Female Karamjan Names: Buffeta, Jiminua, Kuradal, Layleen

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

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Ilujanka
The Ilujanka are a race of reptilian humanoids originally from
a peaceful, marshy world known as Iaia. After showing their
talent at riding dragons during the Zarosian empire, they also
became known as the Dragon Riders.

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.

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Ilujanka Names
Due to the small, secluded, and cooperative society they come Long ago, we lived on a world with no stars in the
from, Illujanka use only a single name. Their names are
sky. It was a simple, beautiful world, and we had no
typically three to four syllables and are gender neutral.
reason to war each other. There were no enemies,
threats or lies, and we were at peace with all
creatures, including the great gurhs—huge
Typical Ilujanka names: Ablenkian, Apropos, Balustan,
creatures that roamed the marshes. We helped
Carthalo, Hannibus, Morvannon, Sharrigan, Vindicta.
them to find food and—in turn—they allowed us to
ride them, to plough our fields. We looked after
Ilujanka Traits their eggs, which was hard on many of us; while we
Ability Score Increase. Your Constitution score increases longed to have children, our bodies had become
by 2, and your Wisdom score increases by 1. infertile. No child has been born for decades, and
Age. Ilujanka reach maturity at around age 25, and can live soon the youngest of our people would be past
up to 300 years. childbearing age.
Alignment. The Ilujanka's strong belief in the Olun'Dai gives One night, when all three moons were clear in
them a lawful bent. They see themselves as equals to all other the sky, a shadowy figure appeared on the outskirts
species regardless of intelligence or even sentience, and are of our settlement. When we approached him he
typically neutral. would disappear; when we called to him he would
not answer. After a time we grew accustomed to
Size. Ilujanka are slightly smaller than humans in size, with
his watching. We returned to tending the gurhs,
colorful frills that make them appear a little larger than they
riding them as we ploughed our fields.
are when expanded. They average about 5 feet tall and weigh
Eventually, the shadowy man approached us. He
between 100 and 140 pounds. Your size is Medium.
spoke as if several voices were speaking at the
Speed. Your base walking speed is 30 ft. same time: "I have an offer for your people: I can
Beast Handler. While you can see a friendly creature you cure your infertility. You must stop playing nanny
conjured, beast, or dragon within 30 feet, if you or the creature to these beasts and have children of your own.
miss with an attack roll or fail an ability check or saving throw, Come away from this world and receive my gift."
you can add your proficiency bonus to the roll. If the roll
already included your proficiency bonus, your proficiency
bonus is doubled for the roll. You can use this feature once for
a roll you make and once for a roll another creature makes,
and you can't use it again until you finish a short or long rest.
Coevolved Heritage. You have proficiency in the Animal
Handling and Survival skills.
Ilujankan Technique. You have proficiency with the lance,
pike, and spear.
Mind Bond. Ilujanka have the unique ability to form a bond
with the minds of animals. You can spend 10 minutes bonding
with a willing beast or dragon within 5 feet. You learn its
emotional state and the surface thoughts of the creature—what
is most on its mind in that moment. You are also able to learn
its memories from the past 24 hours, and you can choose for it
to learn the same information about you. What useful
information you are able to determine from the creature's
memories is at the discretion of the GM. You might be able to
learn general information about the nearby terrain, the
location of a grove of edible plants, or what types of predators
lurk the area. Once you use this trait, you can't use it again
until you finish a short or long rest.
Languages. You can speak, read, and write Common and
Draconic.

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Ork
Orks are a race of bulky, green-skinned humanoids that, like
the Goblins, originated from a world called Yu'biusk. During
Ork Names
the God Wars, they fought as some of Bandos' fiercest Orks use simple, blunt names that are ungendered, typically
warriors. Like many of his other followers, however, they with only a single syllable.
lacked in intelligence what they possessed in strength.
Names: Bork, Dak, Gar, Gok, Gon, Horg, Kog, Lorg, Nob, Tal,
Appearance Tog, Urg, Vuk, Zek
Orks have bulky, more muscular builds compared to most
humanoids, and they usually stand with a slightly hunched
Ork Traits
posture. They have green skin, red eyes, and a single pair of Ability Score Increase. Your Strength score increases by 2,
large tusks protruding from their lower jaws. They have small and your Constitution score increases by 1.
legs compared to the rest of their bodies with long, muscular Age. Orks reach maturity slightly more quickly than
arms and outward pointing ears. Humans. They can live up to around 70 years, but most do not
die of natural causes.
Alignment. Most Orks closely follow Bandosian ideologies,
and enjoy dominating their foes or anyone who gets in their
way. They are typically evil and can range between slightly
chaotic and slightly lawful tendencies.
Size. Orks are slightly shorter than Humans, but
considerably bulkier. They average about 5 feet tall and weigh
between 200 and 260 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. 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.
Built for War Menacing. You have proficiency in the Intimidation skill.
Bandos discovered Yu'biusk and the Orks, among other Relentless Endurance. When you are reduced to 0 hit
species, some time around the First Age. Like the Goblins, the points but not killed outright, you can drop to 1 hit point
Orks quickly took to worshiping Bandos, referring to him as instead. You can't use this feature again until you finish a long
the "Big High War God". During their time on Yu'biusk, the rest.
Orks were subjected to many wars and games of combat in Savage Attacks. When you score a critical hit with a melee
order to please their god as well as to be trained in the art of weapon attack, you can roll one of the weapon's damage dice
war. The Orks proved themselves to be a valuable asset to the one additional time and add it to the extra damage of the
war god, despite their lack of cunning, due to their strength critical hit.
and brutality. During the Second Age, they were brought by Languages. You can speak, read, and write Common and
Bandos to Gielinor, where they eventually became a Ork. The Common language is typically not taught amongst
considerable portion of his armies during the God Wars. They Orks very well. This combined with their relatively low
fought as some of his fiercest warriors, specializing in melee intelligence causes them to often speak and write with broken
combat, though many took up ranged weaponry or magic with grammar while using it.
considerable skill. By the time the wars were over and the gods
were banished from Gielinor, many of the Orks had already
been slaughtered in the bloodshed. The majority of those that
remained were slowly wiped out or went into hiding away from
large settlements.

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Siren
Sirens are a peaceful race of aquatic humanoids native to the
eastern lands of the Wushanko Isles. Also known as
Siren Traits
seasingers, they share a deep connection with the ocean, and Ability Score Increase. Your Charisma score increases by
are known for their beautiful singing voices. 2, and your Wisdom score increases by 1.
Age. Sirens mature at a rate similar to Humans and live just
Appearance over a century.
Sirens have very slender figures compared to most Alignment. Most Sirens are good, living peaceful and
humanoids, and are of average height. They have eyes and skin harmonious lives with those around them. They and typically
tones ranging from sea green to light blue. They have vertical don't sway strongly toward either law or chaos.
fins on the tops of their heads, and hair-like tentacles hanging Size. Sirens are of a similar size to Humans, but are usually
from their heads that typically fall just past the shoulder. significantly more slender. They are between 5 and 6 feet tall
and weigh between 70 and 120 pounds.
Seasingers Speed. Your base walking speed is 30 feet, and you have a
swimming speed of 30 feet.
Sirens originate from Siren's Shell, an island in an area of the Amphibious. You can breathe air and water.
Wushanko Isles known as The Skull. Many others make their Darkvision. You can see in dim light within 60 feet of you as
living in the coastal areas of The Arc, the westernmost region if it were bright light, and in darkness as if it were dim light.
of Wushanko. Sirens have the innate ability to intertwine their
You can't discern color in darkness, only shades of gray.
singing voices with magic in a process known as seasinging,
Convincing. You have proficiency in your choice of one of
allowing them to speak with aquatic creatures and control
the following skills: Deception and Persuasion.
water and the wind. While most Sirens are very peaceful, the
Emissary of the Sea. Aquatic beasts have an extraordinary
most powerful and devious of them are said to be able to
affinity with your people. You can communicate simple ideas
control colossal sea monsters and even the sea itself to do
with beasts that can breathe water. They can understand the
their bidding, to the detriment of unsuspecting sailors.
meaning of your words, though you have no special ability to
understand them in return.
Siren Names Seasinger. You can perform a special type of singing
Sirens have gendered names between one and three syllables. interwoven with magic to cast charms and control air and
water. You can cast charm person as a 1st-level spell with this
Male Names: Alder, Hari, Seaworth trait. When you reach 3rd level, you can also cast gust of wind
Female Names: Boni, Keri, Name, Quin, Jemi, Kaula, Hakase, with this trait, and when you reach 5th level, you can also cast
Umi, Remora wall of water with it. Once you cast a spell with this trait, you
can't cast it again until you finish a long rest. Charisma is your
spellcasting ability for these spells.
Languages. You can speak, read, and write Common and
one other language of your choice.

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TzHaar
TzHaar are a race of golem-like creatures that inhabit magma- and TzHaar-Hur. At birth, a TzHaar's caste is chosen based on
lit caves deep beneath the Karamja volvano. The word their physical and mental traits, and they strictly follow this for
"TzHaar" means "sacred fire". The TzHaar society is unlike the rest of their life. TzHaar of the same caste may look
most others, and only vaguely resembles any that exists on the remarkably similar to the eye of an outsider, but they can tell
surface. each other apart by subtle differences in the shapes of their
rocky bodies and patterns of magma that cover them.
Gentle Monsters When a TzHaar reaches an age at which they can no longer
perform the jobs their caste dictates, they are relieved of their
Despite their fearsome and powerful appearance, the TzHaar
duties and are permitted to enter a life of retirement. Even as
are a peaceful race and have existed beneath the surface for
elders though, the TzHaar are powerful, and will often occupy
thousands of years. Even presently, the finer aspects of their
their time by mining or having friendly battles with one
society remain a point of great mystery among scholars.
another for entertainment.
Biologically, the TzHaar are a great marvel. They appear like
burning rocks and are made of solid obsidian and magma.
Although they might appear strong and brutish, they are
Honor
actually gentle and kind. They possess four powerful arms, The TzHaar value honor and chivalry above all else.
each of which has four fingers. TzHaar are physically very Throughout their history, no TzHaar has ever committed a
strong, and they rarely suffer from disease. They feed on large crime, although crime is the subject of some of their fictional
mammals and rodents that tunnel beneath the surface. tales and plays. Because most humanoids have no such values
TzHaar live very long lives, although the exact length is in the eyes of the TzHaar, they are cautious in dealing with
unknown. The TzHaar have the unique ability of memory them and keep most of their establishments blocked off from
transfer; a TzHaar will retain all of the knowledge and outsiders.
memories of its ancestors had before it. This makes TzHaar a Amongst the fighting castes, combat is incredibly popular.
very wise race. The TzHaar partake in gladiator-style combat, and fight
ancient creatures that live deep underground. To excel in
From Lava, To Lava friendly combat is a major goal of most fighting TzHaar.
Ultimately, however, to perform the duties of one's caste well is
TzHaar are born from eggs which are incubated in pools of
the primary goal of the TzHaar.
molten lava. Even stranger than their birth is their death.
When a TzHaar dies, their body hardens and loses all mobility.
Even as their body fails, their mind remains eternally locked
TzHaar Names
within their corpse, which is often displayed in a statue-like TzHaar are genderless. They have a unique naming system
state or broken down into the TzHaar's holy currency known consisting of multiple hyphenated names. The first part of
as tokkul. Despite this horrible fate, the TzHaar seem to accept their name is always "TzHaar", indicating their race. The
this, and believe that when they die their souls will eventually second is the name of their caste and the third is the
be brought to the heart of the volcano and given new life. individual's given name. TzHaar given names are typically very
short with one syllable.. For example, a TzHaar-Hur might be
Castes called TzHaar-Hur-Lek. TzHaar will typically refer to creatures
of other species by their given name preceded by "JalYt". This
One of the most prominent parts of TzHaar society is its caste
prefix translates literally to "cold foreigner".
system, which dictates what a TzHaar will do in life. These
castes are the TzHaar-Ket, TzHaar-Xil, TzHaar-Mej,
Given Names: Ak, Brekt, Ix, Jal, Kah, Lek, Lor, Roh, Tel, Zuh.

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Subrace. Each TzHaar is born into a caste based on their
Appearance shape, size, and ability. Each of the TzHaar castes is
TzHaar vary greatly in appearance depending on their caste. considered equal in power and respectability, but differs in its
All of them, however, have bulky bodies made of jagged, black role in society. By dividing themselves, the TzHaar are able to
obsidian and glowing orange magma. The magma forms effectively manage their people and retain a power balance.
swirling or jagged patterns on the surface of their bodies. They Choose one of these subraces.
wear very little clothing or armor, if any. TzHaar typically wear
just a few ornamental metal objects such as decorative TzHaar-Ket
bracelets and chains. The TzHaar-Ket are the guardians and police force of the
TzHaar. If ever a TzHaar city were threatened, TzHaar-Ket
TzHaar Traits would be the first to defend it. With their tall and wide stature,
TzHaar-Ket are fearsome soldiers that follow a code not unlike
Ability Score Increase. Your Constitution score and the concept of chivalry.
Wisdom score both increase by 1.
Age. TzHaar don't age in the same way most humanoids do.
Their true natural lifespan is not known for certain, but many
have been known to live for centuries.
Alignment. TzHaar value honor and chivalry above all else.
Throughout their history, no TzHaar has ever committed a
crime. As such, TzHaar are incredibly lawful. They typically
range between neutral and good.
Size. TzHaar vary widely in height, weight, and appearance
based on their subrace. Your size is Medium.
Speed. TzHaar are big and incredibly heavy creatures that
aren't as swift as most humanoids. Your base walking speed is
25 feet.
Natural Armor. Your rocky body provides you with natural
protection, but you cannot wear regular armor except for a
shield. Your AC is equal to 12 + your Constitution modifier, and
a shield's benefits apply as normal. You can't use your body to
ignite or burn creatures or objects.
Volcano Body. You have resistance to fire damage.
TzHaar-Ket have very bulky legs and primary arms. Their
Hybrid Nature. You have two creature types: humanoid and
heads sit in the center of their large, round torsos. They are
elemental. You can be affected by a game effect if it works on
the bulkiest of the TzHaar. They are between 7 feet and just
either of your creature types.
under 8 feet tall and weigh between 1,000 and 1,500 pounds.
Many Arms. TzHaar have four arms. One pair acts as the
Ability Score Increase. Your Strength score increases by 1.
primary arms, behaving normally, and the other pair are
secondary arms. Your secondary arms are much smaller than Earthly Grip. You can use both of your secondary arms
together to grapple a single creature.
your primary arms and not as strong or mechanically skilled.
You can grasp things with your secondary arms with a reach of Burly. You gain proficiency in Athletics.
5 feet, and they each can lift a number of pounds equal to
three times your Strength score. You can use them to do the TzHaar-Xil
following simple tasks: lift, drop, hold, push, or pull an object;
open or close a door or a container; or make an unarmed
strike. The GM might allow other simple tasks to be added to
this list of options. Your secondary arms can't wield weapons
or shields or do anything that requires manual precision, such
as using magic items, performing the somatic components of a
spell, or grappling or shoving creatures.
Languages. You can speak, read, and write Common and
TzHaar. The TzHaar language is mutually intelligible with
Ignan, Primordial, and Terran. TzHaar speak with a unique
accent that can occasionally make it difficult to understand
them. They lack the system of internal muscles and organs
used by most humanoids to create speech, and rely on
twisting, contorting, and grinding the rocky interiors of their
bodies to replicate the sounds as best they can. The TzHaar
accent can best be described as normal sounding speech of a
very deep pitch, overlaid with scratching and crumbling earthy
noises.

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The TzHaar-Xil are the hunting caste, being agile, yet adept Fire Mage. You know the dancing lights cantrip. When you
in combat. They are primarily in charge of gathering food by reach 3rd level, you can cast flaming sphere at 2nd-level once
hunting prey that live underground. Like the TzHaar-Ket, they with this trait, and regain the ability to do so when you finish a
take great pride in their skills in combat. long rest. Wisdom is your spellcasting ability for these spells.
TzHaar-Xil have hunched torsos with long limbs. They have Whenever you cast a spell using this trait, the spells' effects
small heads at the end of their long necks, which slope appear as spheres of bubbling lava rather than their normal
forward and downward from the top of their torsos. Their long appearance.
arms make them particularly skilled with thrown weapons.
Their long legs and tails also make them more light-footed TzHaar-Hur
than the other castes. They are between 7 feet and just under The TzHaar-Hur are the craftsman class of the TzHaar. If
8 feet tall and weigh between 700 and 1,000 pounds. pressed to combat, a TzHaar-Hur will often prefer to use only
Ability Score Increase. Your Strength score increases by 1. their fists. Despite their lack of innate combat ability, TzHaar-
Skilled Hunter. You have proficiency with the javelin and Hur are incredibly important to the TzHaar and are capable of
handaxe. You aren't imposed disadvantage when you make a forging weaponry from obsidian found in the volcanoes where
thrown weapon attack at long range. You can also draw a they dwell. In addition, TzHaar-Hur are excellent miners,
thrown weapon as part of your attack action, either before or architects, and sculptors.
after attacking, without using your free object interaction so
long as at least one of your secondary arms is free.
Strong and Swift. TzHaar-Xil are swift on their feet despite
their massive weight. Your base walking speed increases to 30
feet, and you gain proficiency in the Acrobatics and Stealth
skills.

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.

TzHaar-Hur are the smallest of the TzHaar, standing much


shorter than the other castes. They have no legs, instead using
a rotating ball of magma at the bottom of their torsos to push
themselves across the ground. Their small heads poke out
from between their shoulders. They have smaller primary
arms which, like the TzHaar-Mej, are only slightly larger than
their secondary arms. They average barely 4 feet tall and
weigh between 400 and 600 lbs.
Ability Score Increase. Your Intelligence score increases
by 1.
Skilled Artisan. You gain proficiency with one type of
artisan's tools of your choice, and your proficiency bonus is
doubled for any ability check you make using it. You can
operate tools using your secondary arms.
Scholar. You gain proficiency in two of the following skills of
TzHaar-Mej are slightly taller and less bulky than the other
your choice: Arcana, History, Investigation, and Religion.
TzHaar. They have thin, cone-shaped torsos, and small feet and
Volcanic Touch. Using an action, you can touch a weapon
hands. Their thin primary arms are only slightly larger than
or up to 5 pieces of ammunition, causing them to heat up and
their secondary arms. Atop their torsos sit their pointed heads,
glow with pale orange light. For the next 1 minute, attacks
which are flanked by two wide, arched spikes. Between these
made with the weapon or ammunition deal an extra 1d4 fire
spikes, directly above their heads, lies a large floating ball of
damage. The weapon or ammunition must be made of or
magma. They are between 7 and 8 feet tall and weigh between
tipped with metal, stone, or another inflammable material.
500 and 700 lbs.
Once you use this trait, you can't use it again until you finish a
Ability Score Increase. Your Wisdom score increases by an
short or long rest.
additional 1, for a total bonus of 2.
Comes in Handy. You can use either of your secondary
arms to satisfy the somatic components of spells you cast,
provided at least one of them is free.

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Ugthanatos
The Ugthanatos are a strange race, the creation of a powerful creatures, naming them the Ugthanki. The Ugthanki praised
being in need of an army of desert-dwelling warriors. Also Akthanakos and did his bidding, but Akthanakos was not yet
known as Camel Warriors, these creatures have a similar satisfied. Using his magic, he then created a new creature
anatomy to the centaur, though they do not share a direct from the Ugthanki; one that was wiser, more intelligent, and of
relation. They roam the remote areas of the Kharidian Desert, a different form that would make for much more powerful and
where they gather in small groups, grazing on and cultivating capable warriors. Thus, the Ugthanatos were born, named
desert plantlife. A few live in larger desert establishments, but after their predecessors and their creator. The Ugthanatos also
a creature as odd as an Ugthanatos would be a rare sight even followed the will of Akthanakos, praising him and even going
to someone native to the desert. so far as to call him "the camel god".

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.

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Ugthanatos Traits
Behold, the ritual was successful and my mighty Ability Score Increase. Your Constitution score increases
Ugthanatos are now here. They are everything I had by 2, and your Wisdom score increases by 1.
hoped they would be. They have all the beauty and
Age. Ugthanatos reach maturity at the same age as humans,
grace of their Ugthanki origins. Their faces possess
and live just over a century on average.
that noble camel profile. Their backs adorned with
Alignment. Ugthanatos rarely sway strongly toward good or
magnificent humps. Their voices a delightful nasal
evil. Their willingness to follow their creator's will
ogulation. Then they have the powerful warrior
skills denied to the Ugthanki because of their demonstrates their natural lawful tendencies.
depressing lack of manipulating limbs. Perfection. Size. Ugthanatos are similar in size to the centaur, but
It was a genius idea to take spiritual creatures and slightly more lean. The average Ugthanatos is between six and
swap them with creatures from our plane, even if I nine feet tall. They have been known to weigh between 800
do say so myself. Getting the Ugthanki to tell each and 1200 pounds. Your size is Medium.
other stories of these marvellous beasts caused Speed. Your base walking speed is 40 feet.
them to slowly manifest in the spiritual realm. It's a Kick. Your feet are natural melee weapons you can use to
novel way of recreating an army, though perhaps make unarmed strikes in the form of forceful kicks. If you hit
not without its flaws. I really should find a way to with a kick, the target takes bludgeoning damage equal to 1d4
mask the smell. They're very personable creatures + your Strength modifier, instead of the bludgeoning damage
and seem quite happy to call me 'the camel god', normal for an unarmed strike.
which is very touching I must say. They do make Equine Build. You count as one size larger when
marvellous cups of tea and are surprisingly witty. determining your carrying capacity and the weight you can
Why only the other day Syrus was telling me a push or drag. In addition, any climb that requires hands and
hilarious joke about an insect worker and a feet is especially difficult for you because of your hooves.
penguin. Apparently they really don't like penguins, When you make such a climb, each foot of movement costs
not quite sure where that one has come from. you 4 extra feet, instead of the normal 1 extra foot.
These Ugthanatos are intelligent, noble and deadly Control Mirages. You can control ambient heat in the air
warriors. Let's see Enakhra deal with these. around you in order to create illusions. You can cast silent
image with this trait. When you reach 3rd level, you can also
cast mirror image with it. Once you cast a spell with this trait,
you can't cast it again until you finish a long rest. Wisdom is
your spellcasting ability for these spells.
Ugthanatos Names Desert Dweller. You were born to travel the scorching
Ugthanatos use a single given name and use mostly gendered Kharidian Desert and can do so with relative ease. You are
names, typically of two or three syllables. naturally adapted to hot climates.
Hybrid Nature. You have two creature types: humanoid and
Male Names: Ali, Darius, Hassan, Karim, Syrus, Urluk, monstrosity. You can be affected by a game effect if it works on
Ximen. either of your creature types.
Female Names: Ali, Dorri, Hana, Hestia, Maryam, Melody, Languages. You can speak, read, and write Common and
Zenja. Ugthanki.

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Vampyre
Vampyres are cruel, bat-like creatures who originated from a
plane called Vampyrium. Most are created through a magical
Blood Tithes
vampyrization process, granting them innate abilities and an Vampyre society within Morytania enforces a strict blood tithe,
altered appearance. They are the ruling race of Morytania, led a type of taxation in which residents must occasionally pay not
by the ruthless Lord Lowerniel Vergidiyad Drakan. in currency, but in blood. The blood is collected by tithers and
distributed amongst the Vampyres. In place of giving their own
Many Forms blood to fulfill a tithe, some citizens of Morytania opt to have
others to give blood in their place, sometimes by means of
Vampyres have a highly structured society consisting of
force.
several classes, each corresponding to a different
socioeconomic status. The many forms of the Vampyres,
including true-born Vampyres and several forms of turned
Sanguinesti
Vampyres, determine each individual's social class. Each type Almost all Vampyres hail from the evil lands of Morytania, and
of the turned, or human-born, Vampyres are created through a of those, most live within the Sanguinesti region. The dark
Vampyrization process involving the use of powerful blood clouds that loom over all of Morytania are concentrated most
magic known as haemalchemy. thickly over Sanguinesti, preventing any trace of natural
Feral Vampyres are a devolved type of Vampyre that typically sunlight from reaching the ground. Sanguinesti is comprised
roam within the haunted forest of Morytania. These Vampyres of two adjacent cities, Darkmeyer and Meiyerditch, the former
are perhaps better described as beasts than as Vampyres, and being where the Vampyres make their residence. Meiyerditch
are treated as such by Vampyre society. is a massive ghetto, rivaling the size of large cities, in which
The lowest class of Vampyres are the Vampyre Juveniles, hoards of Humans are imprisoned by the Vampyres to be bred
short and fiendish creatures that can move with impressive and raised like cattle in order to satisfy their unending thirst
speed. The next highest class is the Vampyre Juvinates, more for blood. These Humans live in squalor and are barely given
cunning Vampyres that are more humanoid-looking than the enough food and drink to survive, all while being forced by the
other human-borns. Vampyres to endure frequent blood tithing. Many of these
The remaining classes of turned Vampyres are known as Humans are also put to work in mines below Meiyerditch, few
Vyres, possessing large bat-like wings and a powerful of which having been known to return. Locked in by high walls
precognitive ability to foresee other creatures' intentions, and constantly patrolled by Vyres, the citizens of Meiyerditch
making them nearly impossible to defeat by conventional have little hope of escape. Some non-Vampyric citizens of
means. The Vyrewatch, Vampyres who patrol the Sanguinesti Sanguinesti are able to live marginally safer and more
region, as well as the higher-ranking Vyrelords and Vyreladies, comfortable lives by working as servants or personal blood
fit within this tier of social status. tithes for high ranking Vampyres.
Finally, the highest tier of the social hierarchy is the true-
born Vampyres. True-borns are not created through Vampyre Names
Vampyrization, but are born in a similar fashion to most Vampyres typically use one to two gendered given names and a
humanoids. They make up the very top of the ruling class of single last name.
the Vampyres, including Lord Drakan himself. Very few true-
born Vampyres are known to exist on Gielinor, and they Male Names: Albertus, Alexei, Dessous, Grigan, Malachi,
possess extremely potent innate powers that have allowed Mischa, Sanguinus, Solomon, Tenebra, Vanstrom.
them to keep the entirety of Morytania under their strict rule. Female Names: Genevieve, Misdrievus, Mornid, Nadezhda,
Valentina, Vanescula.
Last Names: Bloodmortis, Draemus, Gorthaur, Kaninus,
Kaust, Klause, Lamescus, Malak, Mortshade, Noctantine,
Plaguemanst, Remanis, Vakan, Varnis.

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Vampyre Traits Vampyre Juvinate
Vampyre Juvinates look much more similar to Humans. They
Ability Score Increase. Your Charisma score increases by have pale, gray skin and slim figures. Vampyre Juvinates are
1. slightly more high-ranking Vampyres than the Juveniles, but
Age. Human-born Vampyres don't age in the same way that still low in the hierarchy of social status.
most humanoids do. Many have been known to live as long as Ability Score Increase. Your Constitution and Charisma
400 years after being turned. scores each increase by 1, for a total Charisma score increase
Alignment. Vampyres typically value their own benefit of 2.
above the benefit of anyone else. Their ways of living often Size. Vampyre Juveninates are very similar in size to
force them to take from others what they cannot easily gain Humans, standing between 5 and 6 feet tall and weighing
themselves, inclining them towards evil. The highly structured between 120 and 160 pounds. Your size is Medium.
society in which they live typically causes them to be lawful, as Misty Escape. When you are reduced to 0 hit points and not
most wouldn’t dare to defy the laws and hierarchies Lord killed outright, you can transform into a cloud of mist instead
Drakan has set in place. of falling unconscious, provided that you aren’t in sunlight. If
Size. Vampyres' shape and size depends on their subrace. you can't transform, you begin rolling death saving throws
Speed. Your base walking speed is 30 feet. normally. While in mist form, you can't take any actions, speak,
Darkvision. Your vampyric transformation has granted you or manipulate objects. You are weightless, have a flying speed
improved vision in dark and dim conditions. You can see in of 20 feet, can hover, and can enter a hostile creature's space
dim light within 60 feet of you as if it were bright light, and in and stop there. In addition, if air can pass through a space, you
darkness as if it were dim light. You can't discern color in can do so without squeezing, and you can't pass through water.
darkness, only shades of gray. You have advantage on Strength, Dexterity, and Constitution
Vampyric Resistance. You have resistance to necrotic saving throws, and you are immune to all nonmagical damage.
damage. You transform back into your normal form at the end of your
Vampyre Bite. You can drain blood and life energy from a next turn, becoming unconscious and stable. Once you use
willing creature—or one that is grappled by you, restrained, or this trait, you can’t use it again until you finish a long rest.
incapacitated—by biting it. As a bonus action, you can make a
melee attack against such a creature. If the attack hits, you
deal piercing damage equal to 1 + your Strength modifier and
1d6 necrotic damage, you regain hit points equal to the
necrotic damage dealt, and you cant use this feature again
until you finish a short or long rest.
Languages. You can speak, read, and write Common,
Infernal, and one other language of your choice.
Subrace. While there are more types of Vampyres present
on Gielinor besides the two listed here, they possess innate
abilities which make them far too powerful for a blanaced
playable race, but too characteristic to be removed while still
retaining their identity. Thus, they have not been included.
Choose one of these subraces.

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.

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Werewolf
Werewolves are a race of people from the evil lands of
Morytania that have the ability to shapeshift between a
Village of Werewolves
humanoid and humanoid-wolf hybrid form. They are Werewolves are most densely populated in Canfiis, a small
aggressive, blood hungry creatures that possess great physical village in northern Morytania. Almost every inhabitant of
strength and agility. Canifis is a Werewolf, and they despise outsiders who visit the
village. Canifis is governed by a powerful Vampyre noble
Appearance named Lord Malak, who is hated and feared by its inhabitants.
Some Werewolves also live in Darkmeyer, the city of
While in their humanoid form, Werewolves appear almost
Vampyres. Among the Vampyres, Werewolves are considered
identical to humans. The only real distinguishing features they
to be of low social ranking status, almost as low as Humans,
have in this form are their intimidating, blood-red eyes and a
but many have still been able to make a living there, some even
faint beastly odor. In their hybrid form, their bodies are
operating businesses. Other Werewolves might live elsewhere
covered in gray or brown fur, and they grow bulkier and taller.
in Morytania, with few having successfully been able to pass to
Their heads change to the shape of a wolf's, with pointed ears,
the west of the River Salve.
sharp teeth, and canine snouts.

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Shapechanger. As a bonus action, you can polymorph into
Devoted to Chaos your humanoid-wolf hybrid form or back into your true form,
Most Werewolves proudly devote themselves to the god of which is humanoid. Your statistics are the same in each form.
chaos, Zamorak. In the God Wars of the Fourth Age, many You revert to your true form if you are reduced to 0 hit points
Werewolves fought in Zamorak's armies, where they made for or die. When you transform, you gain temporary hit points
vicious and formidable soldiers. In modern times, Werewolves equal to your level + your Constitution modifier. Any temporary
celebrate a holiday called the Festival of Zamorak every year in hit points that remain when you revert to your humanoid form
his honor. are lost, but the amount left over is regained if you transform
into your hybrid form again. You can gain the full amount of
Coming of Age temporary hit points once with this trait, and regain the ability
to do so when you finish a long rest.
Werewolves have a much lower rate of breeding compared to
Bite. While you are in your hybrid form, you can make a bite
Humans and many other humanoids. They treasure each and
attack as an unarmed strike. If you hit with your bite, you deal
every newborn pup, considering it to be a great blessing.
piercing damage equal to 1d6 + your Strength modifier,
Because of this, harming a female Werewolf of breeding age is
instead of the bludgeoning damage normal for an unarmed
considered to be a particularly heinous crime among
strike.
Werewolves. It is known that Werewolves are capable of
Blood Hunger. The sight, smell, and taste of blood and
interbreeding with Humans, and the resulting child is always a
destruction can occasionally empower your animalistic
Werewolf. However, these cases are very rare, due in part to
strength. When you reduce a creature to 0 hit points with a
the Werewolves' disdain for Humans.
melee attack, you can choose to gain advantage on the next
Young Werewolves speak the Werewolf language until they
bite attack you make before the end of your next turn. If this
come of age, at which point they learn the Common tongue,
attack hits, it deals an extra 1d6 piercing damage and you can't
which they will use primarily during their adult life. When a
use this trait again until you finish a short or long rest.
Werewolf child enters adulthood, they participate in a ritual
Languages. You can speak, read, and write Common and
involving the hunting and killing of an innocent person. In
Werewolf.
doing so, they pledge their devotion to Zamorak and gain the
full potential of their innate abilities.

Werewolf Names
Werewolves use a single given name. Their names are
gendered and typically have two to three syllables.

Male Names: Boris, Eduard, Gar'rth, Imre, Jeroen, Joseph,


Jerrod, Lev, Nikolai, Roavar, Rufus, Sbott, Yuri.
Female Names: Alexis, Galina, Irina, Ksenia, Liliya, Milla,
Nikita, Sofiya, Svetlana, Vera, Yadviga, Zoja.

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.

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83
Magic Items
of Gielinor

Magic Items of Gielinor — DragonZaid


84
Gielinor is home to many interesting and unique magical
items. Some are extra sharp weapons only able to be crafted
by the finest smiths. Others are incredibly durable armors with
ancient origins or items crafted from the bones of powerful
monsters. While it would be impossible to detail all of
Gielinor's unique items in this section, background
information and statistics for many of the world's most
common and most iconic magical items are provided.
Many of of the magic items from standard 5th edition are
similar enough to items that exist or could conceivably exist on
Gielinor. For a campaign set on Gielinor, the items listed in
this section may be considered more as a supplement to the
complete list of 5th edition magic items rather than a
replacement for it. Additionally, many 5th edition magic items
can be renamed or altered slightly to better resemble well Balmung
known items from Gielinor. For instance, if a character obtains
Weapon (greataxe), rare
a magical longsword, the GM may choose to present it as a
You gain a +1 bonus to attack and damage rolls made with
rune longsword rather than a longsword, +1.
this weapon.
When you hit a dagannoth with this weapon, the dagannoth
Weapons takes 3d6 additional damage. For the purpose of this weapon,
"dagannoth" refers to any creature with dagannoth in its name.
All manner of unique and interesting magical weapons can be
This dual-bladed greataxe is extremely powerful when used
found throughout Gielinor. Some are available in many
against dagannoth. It belongs to Queen Sigrid of the island of
weapon or magic shops, such as rune and yew weapons,
Etceteria in the sea north of the Fremennik Province.
though most are not very easy to come by.

Abyssal Whip Barrows Weapons


This set of six ghastly weapons is used by the six Barrows
Weapon (whip), very rare (requires attunement)
Brothers, powerful wights created by the Mahjarrat Sliske.
You gain a +2 bonus to attack and damage rolls made with
Each barrows weapon has a matching armor set also used by
this weapon.
the wights. When you are wearing a barrows armor set and
The whip has 3 charges. When you hit a creature with an
using the corresponding barrows weapon, you gain the use of
attack using the whip, you can expend a charge to use its
an additional effect. You must attune to the weapon and armor
magic to drain the creature's energy. The creature must
set (counts as attuning to one item) to unlock the set's
succeed on a DC 16 Constitution saving throw or have their
additional effect.
speed reduced by 10 feet until the start of your next turn. The
whip regains 1d3 expended charges daily at dawn.
Ahrim's Staff
This deadly red whip is covered with black spikes. It is made
Staff, rare (requires attunement by a spellcaster)
from the spine of an abyssal demon.
You gain a +1 bonus to spell attacks while holding this staff.
It can also be used as a magic quarterstaff.
Ancient Mace Blighted Aura. Ahrim's equipment causes the wearer's
Weapon (mace), uncommon (requires attunement) magic to drain the fortitude of their enemies. When you are
The mace has 3 charges. When you hit a creature with this wearing Ahrim's battle robes and use Ahrim's staff to hit a
magic weapon, you can expend a charge to use its power to creature with a spell attack on your turn, the primary target
decrease the creature's AC by 1 for 1 minute. A creature's AC must succeed on a DC 13 Wisdom saving throw or suffer a -2
can't be reduced by more than 1 in this way. The mace regains penalty to Constitution saving throws for 10 minutes. The
1d3 expended charges daily at dawn. penalty does not increase if a creature is hit more than once,
This mace was crafted by Goblins many years ago and has but the duration is reset. You must be attuned to this staff and
ancient symbols of their language carved into it. Its magic can robes set (counts as attuning one item) to use this feature.
be used to help penetrate the target's defenses. Belonging to Ahrim the Blighted, this massive staff
emanates a ghastly aura. When combined with Ahrim's robes,
Armadyl Crossbow it can drain the fortitude of enemies when they are hit with
spells.
Weapon (hand crossbow), very rare
You gain a +3 bonus to attack and damage rolls made with Dharok's Greataxe
this weapon. Weapon (greataxe), rare
This crossbow is one of the most powerful and elegant You gain a +1 bonus to attack and damage rolls made with
ranged weapons known to Gielinor. Its magic and quality of this weapon.
craftsmanship makes it extremely accurate and deadly
compared to typical crossbows. It has a blue stock and is
beautifully adorned with silver, gold, and large sapphires. The
crossbow once belonged to General Kree'arra of Armadyl's
army, but was stolen by Saradomin's Commander Zilyana
during the God Wars.
Magic Items of Gielinor — DragonZaid
85
Wretched Strength. Dharok's equipment causes the wearer Properties: Ammunition (range 100/400), heavy, two-
to grow in strength as they sustain damage in battle. When you handed
are wearing Dharok's half plate and deal damage with Weight: 18 lb.
Dharok's greataxe during your turn, you gain bonus damage You gain a +1 bonus to attack and damage rolls made with
while your hit points are low. The bonus damage equals 1d6 this weapon.
while below half your hit point maximum, or 1d12 while below Tainted Shot. Karil's equipment causes the agility of the
one quarter your hit point maximum. You must be attuned to wearer's enemies to be drained. When you are wearing Karil's
this weapon and armor set (counts as attuning one item) to leather armor and hit a creature with Karil's crossbow, the
use this feature. creature must succeed a DC 13 Consitution saving throw or
Belonging to Dharok the Wretched, this massive greataxe suffer a -2 penalty to Dexterity saving throws for 10 minutes.
emanates a ghastly aura. The base of the blade is decorated The penalty does not increase if a creature is hit more than
with a green-eyed skull design. When combined with Dharok's once, but the duration is reset. You must be attuned to this
armor, it can deliver brutally strong attacks while the user is weapon and armor set (counts as attuning one item) to use
badly injured. this feature.
Belonging to Karil the Tainted, this bulky crossbow
Guthan's Warspear emanates a ghastly aura. It uses a combination of clever
Melee weapon (martial), rare mechanical parts and magic to load multiple bolts at once
Damage: 2d6 without the need for reloading between each shot. Its magic
Damage Type: Piercing can cause those struck by it to be more susceptible to certain
Properties: Heavy, two-handed spells and attacks that could otherwise be dodged.
Weight: 6 lb.
You gain a +1 bonus to attack and damage rolls made with Torag's Hammers
this weapon. Melee weapon (martial), rare
Infestation. Guthan's equipment causes the wearer to heal Damage: 1d6
as they inflict damage on their enemies. Once per turn, when Damage Type: Bludgeoning
you are wearing Guthan's chain mail and use Guthan's Properties: Light
warspear to reduce a creature to 0 hit points, you can regain Weight: 2 lb.
2d6 hit points. You must be attuned to this weapon and armor You gain a +1 bonus to attack and damage rolls made with
set (counts as attuning one item) to use this feature. this weapon.
Belonging to Guthan the Infested, this large spear emanates Corruption. Torag's equipment causes the wearer's enemies
a ghastly aura. Its massive pointed blade makes it more to be slowed when damaged. When you are wearing Torag's
powerful and consistent than similar thrusting weapons, such plate armor and wielding both of Torag's hammers and hit a
as the pike, though it can't quite reach as far. When combined creature with one of them, the creature's speed is reduced by 5
with Guthan's armor, it can heal the user as they damage their feet until the start of your next turn for each successful hit. You
foes. must be attuned to this weapon and armor set (counts as
attuning one item) to use this feature.
Karil's Crossbow Once belonging to Torag the Corrupted, this pair of
Ranged weapon (martial), rare hammers emanates a ghastly aura. They are almost as large as
Damage: 1d10 a typical warhammer, but are excellently balanced, swinging
Damage Type: Piercing through the air almost effortlessly.

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86
When you draw a crystal longbow's or crystal shortbow's
Verac's Flail bowstring without first nocking an arrow, a magical crystal
Weapon (flail), rare
arrow appears on the string, ready to fire. The crystal arrow
You gain a +1 bonus to attack and damage rolls made with
acts as an ordinary arrow, but it disappears a few moments
this weapon.
after first striking something.
Defiler. Verac's equipment causes the wearer's attacks to be
Instead of handaxes, Elves use crystal chakrams. For the
particularly potent. When you are wearing Verac's brassard
crystal chakram, use the statistics of a handaxe, +2.
armor and hit a creature with Verac's flail, the attack ignores
Crystal weapons are crafted through a delicate type of
any resistances and immunities to bludgeoning damage. Also,
chanting called crystal singing. Only Elves and a few
if you roll a 1 or a 2 on the damage die, the attack deals an
extraordinary individuals of other races are able to perform
additional 1d8 damage. You must be attuned to this weapon
the necessary techniques to magically transform crystal seeds
and armor set (counts as attuning one item) to use this feature.
into useful objects. Common crystal weapons used by Elves
Belonging to Verac the Defiled, this spiked flail emanates a
are daggers, halberds, chakrams, longbows, and shortbows.
ghastly aura. Its magic allows it to strike with consistent force
They also use crystal to make shields, staves, wands, orbs,
against almost any target.
tools, armor, and even buildings. These elegant weapons are
cyan in color and much more powerful than ordinary ones.
Crystal Weapons Crystal shortbows and longbows produce their own
Weapon (dagger, halberd, handaxe, longbow, or shortbow), rare ammunition when their strings are drawn, which disappears
You gain a +2 bonus to attack and damage rolls made with after use. Crystal chakrams are ring shaped weapons with a
this weapon. sharp outer edge capable of melee combat and throwing.

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Fashioned from a strange red metal and decorated with
Dark Bow spikes, this dual-bladed battleaxe exhibits a very foreign style
Ranged weapon (martial), very rare (requires attunement) of craftsmanship. Its magic can be harnessed to sacrifice the
Damage: 2d6 wielder's defenses for increased strength.
Damage Type: Piercing
Properties: Ammunition (range 150/600), heavy, two- Dragon Claw
handed Melee weapon (martial), rare (requires attunement)
Weight: 3 lb. Damage: 1d4
You gain a +2 bonus to attack and damage rolls made with Damage Type: Slashing
this weapon. Properties: Finesse, Light
While you are holding this bow, you gain darkvision out to a Weight: 3 lb.
distance of 60 feet. If you already have darkvision, holding the You gain a +1 bonus to attack and damage rolls made with
bow increases its range by 60 feet. this weapon.
This massive longbow comes from a darker dimension Slice & Dice. This pair of weapons has 3 charges. When
home to the dark beasts. It is red and black and covered in you are wielding a pair of dragon claws and hit a creature with
wide spikes. Its magic allows the user to fire two arrows them on your turn, you can consume a charge to perform a
simultaneously, making it far more devastating than any flurry of blindingly fast swipes. When you do so, the attack
ordinary bow. deals an extra 2d4 damage. This extra damage isn't increased
as a result of a critical hit. The claws regain 1d3 expended
Dragon Weapons charges daily at dawn.
Fashioned from a strange red metal and decorated with
Mysterious weapons made from red metal can be found all spikes, these massive claws exhibit a very foreign style of
throughout Gielinor. These dragon weapons were created by craftsmanship. They are worn on the wielder's hands to be
the Dragonkin, a mysterious and ancient race of lizard-like used in up-close, brutal combat and allow them to attack with
humanoids whose power is rivaled only by the gods. Dragon incredible speed. The claws are flexible enough to allow for
weapons come in many different forms. They are more simple physical interactions like opening doors and pushing
powerful than typical weapons and possess innate magic that objects, but not enough to allow the wielder fine control, such
gives them a variety of different properties. as the ability to hold and use another weapon or tool while
wearing them. You can attune to one claw or a pair of claws
Dragon Battleaxe using a single attunement slot.
Weapon (battleaxe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with Dragon Dagger
this weapon. Weapon (dagger), rare (requires attunement)
Rampage. Before you attack, you can raise this battleaxe You gain a +1 bonus to attack and damage rolls made with
into the air and let out a furious roar. If you do, you gain this weapon.
advantage on any attacks made with the battleaxe until the Puncture. This dagger has 5 charges. When you attack a
start of your next turn. If you roll a 1 or a 2 on a damage die for creature with this dagger on your turn, you can consume a
an attack you make with it during this time, you can reroll that charge to perform a second strike immediately. When you do
die, but you must use the new result. Also during this time, the so, you make one additional attack with this dagger against the
next attack roll made against you is made with advantage. You same creature. You can only use this feature once per turn.
can use this feature once, and can't use it again until the next The dagger regains 1d4 + 1 expended charges daily at dawn.
dawn.

Magic Items of Gielinor — DragonZaid


88
Fashioned from a strange red metal and decorated with
spikes, this deadly dagger exhibits a very foreign style of
Dragon Scimitar
Weapon (scimitar), rare (requires attunement)
craftsmanship. It's magic allows the wielder to perform
You gain a +1 bonus to attack and damage rolls made with
surprisingly swift attacks.
this weapon.
Dragon Defender Sever. The scimitar has 3 charges. When you hit a creature
Weapon (dagger), rare with it, you can expend a charge to use its power to give the
creature a penalty to the next saving throw it makes within 1
You gain a +1 bonus to attack and damage rolls made with
minute equal to 1d4. The scimitar regains 1d3 expended
this weapon.
charges daily at dawn.
When this dagger is wielded as an offhand weapon with
Fashioned from a strange red metal and decorated with
another weapon in your main hand, you gain a +1 bonus to
spikes, this sharp, curved blade exhibits a very foreign style of
your AC.
craftsmanship. Its magic allows it to be used to make a foe
Fashioned from a strange red metal and decorated with
more susceptible to certain spells and attacks.
spikes, this small weapon exhibits a very foreign style of
craftsmanship. It has a thick blade and the hilt is fashioned
with multiple guards to allow for it to be used defensively.
Dragon Spear
Weapon (spear), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with
Dragon Halberd
this weapon.
Weapon (halberd), rare (requires attunement)
Shove. When you hit a creature with this spear, you can
You gain a +1 bonus to attack and damage rolls made with
utilize its magic to follow up the attack by quickly bashing the
this weapon.
creature with its shaft. If you do, the creature must succeed on
Sweep. The halberd has 3 charges. When you attack with it,
a DC 13 Strength saving throw or be shoved 5 feet away from
you can forgo one of your attacks to consume a charge and
you and be stunned until the end of its next turn. You can use
perform a sweeping attack in front of you, aided by the
this feature once, and can't use it again until the next dawn.
halberd's magic. If you do, any creatures within a 15-foot cone
Fashioned from a strange red metal and decorated with
originating from you must make a DC 13 Dexterity saving
spikes, this pointed weapon exhibits a very foreign style of
throw, taking 2d10 slashing damage on a failed save, or half as
craftsmanship. Its sturdy hilt can be used to quickly bash foes,
much on a successful one. The halberd regains 1d3 expended
potentially stunning them.
charges daily at dawn.
Fashioned from a strange red metal and decorated with
spikes, this long weapon exhibits a very foreign style of
Dragon Two-handed Sword
Weapon (greatsword), rare (requires attunement)
craftsmanship. Its magic can propel it in a sweeping shape,
You gain a +1 bonus to attack and damage rolls made with
allowing it to strike many enemies at once.
this weapon.
Dragon Longsword Powerstab. When you attack with this sword on your turn,
Weapon (longsword), rare (requires attunement) you can forgo one of your attacks and thrust the sword into the
ground, causing it to erupt around you. Each creature within 5
You gain a +1 bonus to attack and damage rolls made with
feet of you must make a DC 13 Dexterity saving throw, taking
this weapon.
3d6 bludgeoning damage on a failed save or half as much on a
Cleave. The longsword has 5 charges. Before attacking with
successful one. You can use this feature once, and can't use it
it, you can consume a charge to perform a swift downward
again until the next dawn.
blow. If you do, the sword's damage dice become 2d6 (or 2d8 if
Fashioned from a strange red metal and decorated with
wielded in two hands) for that attack. The longsword regains
spikes, this huge sword exhibits a very foreign style of
1d4 + 1 expended charges daily at dawn.
craftsmanship. Its magic allows it to be thrust into the ground
Fashioned from a strange red metal and decorated with
to deal damage in an area around the wielder.
spikes, this long blade exhibits a very foreign style of
craftsmanship. Its magic allows it to be used to make powerful
cleaving strikes.
Dragon Warhammer
Weapon (warhammer), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with
Dragon Mace
this weapon.
Weapon (mace), rare (requires attunement)
Bash. The warhammer has 3 charges. When you hit a
You gain a +1 bonus to attack and damage rolls made with
creature with it, you can expend a charge to use its power to
this weapon.
decrease the creature's AC by 1 for 1 minute. A creature's can't
Shatter. The mace has 3 charges. Before you make an
be reduced by more than 1 in this way. The warhammer
attack with it, you can expend a charge to wind up a magically-
regains 1d3 expended charges daily at dawn.
powered blow before striking in an upward motion. If you do,
Fashioned from a strange red metal and decorated with
you gain advantage on the next attack you make with it. The
spikes, this bulky warhammer exhibits a very foreign style of
mace regains 1d3 expended charges daily at dawn.
craftsmanship. Its magic allows it to be used to weaken a foe's
Fashioned from a strange red metal and decorated with
defenses.
spikes, this bulky mace exhibits a very foreign style of
craftsmanship. Its magic allows it to make highly accurate
upward strikes.

Magic Items of Gielinor — DragonZaid


89
This weapon is created by attaching an Armadyl hilt to a
Excalibur godsword blade. Once complete, the sword takes on its new
Weapon (longsword), rare (requires attunement) appearance. The blade appears reminiscent of a massive
While you are holding this magic longsword, you can use a feather. The hilt is curved slightly and marked with the symbol
bonus action to activate it, raising it into the air and shouting of Armadyl on its pommel.
"for Camelot!" If you do, you gain a +2 bonus to your AC for 1
minute or until you stop holding the sword. You can use this Bandos Godsword
feature once, and can't use it again until the next dawn. The godsword has 3 charges. When you make an attack with
If you obtain a special blessing from the Lady of the Lake at it, you can attempt to perform a warstrike, slamming the
Lake Crystalmere in Asgarnia, the sword becomes enhanced. sword downwards onto the creature. If the attack hits a
The enhanced Excalibur gains the following bonuses when creature, the creature takes an additional 2d6 bludgeoning
you wield it: damage, it must succeed on a DC 18 Constitution saving
throw or its AC is reduced by 3 for 10 minutes, and a charge is
You gain a +1 bonus to attack and damage rolls made with consumed. A creature's AC can't be reduced more than once in
this weapon. this way. The godsword regains 1d3 expended charges daily at
When you use a bonus action to activate the sword, you also dawn.
regain 1d4 hit points immediately and at the start of each of This weapon is created by attaching a Bandos hilt to a
your turns while its effect is active. godsword blade. Once complete, the sword takes on its new
appearance. The blade is flat on one side and hooked on the
Excalibur is a sword once wielded by the legendary King
other, and is decorated with chains and horns. It is marked
Arthur, who rules over Camelot, north of Kandarin. It is in the
with the symbol of Bandos on its pommel.
possession of the Lady of the Lake who resides at Lake
Crystalmere. If the Lady of the Lake deems someone worthy to
wield Excalibur, she may gift it to them. The sword is simple in
appearance, very similar to an ordinary longsword, but its
pommel is decorated with a large ruby.

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 Items of Gielinor — DragonZaid


90
Saradmomin Godsword Granite Maul
The godsword has 3 charges. When you make an attack with
Weapon (maul), uncommon (requires attunement)
it, you can attempt to call upon Saradomin's grace to mend
your wounds. If the attack hits, the creature takes an extra 2d6 You gain a +1 bonus to attack and damage rolls made with
radiant damage, you regain hit points equal to twice the this magic weapon.
radiant damage dealt, and a charge is consumed. The The maul has 3 charges. When you attack with this weapon
godsword regains 1d3 expended charges daily at dawn. on your turn, you can use a bonus action to consume a charge
This weapon is created by attaching a Saradomin hilt to a and make one additional attack with it. The maul regains 1d3
godsword blade. Once complete, the sword takes on its new expended charges daily at dawn.
appearance. The blade is thin with a wider tip, and is This maul is incredibly heavy, but can be swung at great
decorated with gold trim, an elaborate crossguard, and bright speeds due to its innate magic. Granite mauls can sometimes
blue gems. It is marked with the symbol of Saradomin on its be found where gargoyles reside.
pommel.
Guthix Bow
Zamorak Godsword Weapon (longbow), uncommon (requires attunement)
The godsword has 3 charges. When you make an attack with You gain a +1 bonus to attack and damage rolls made with
it, you can attempt to perform a swift thrust, causing magical this magic weapon.
ice to form around the creature. If the attack hits, the creature
The longbow has 3 charges. When you hit a creature with
takes an extra 2d6 cold damage, it must succeed on a DC 18
this bow, you can consume a charge to invoke the balance of
Strength saving throw or be restrained by the ice for 1 minute,
Guthix. If you do, you deal an extra 1d6 force damage to the
and a charge is consumed. The creature can use an action to
target and regain hit points equal to the force damage dealt.
repeat the saving throw or another creature can make a DC 18
The longbow regains 1d3 expended charges daily at dawn.
Strength check, ending the effect on a success. The godsword
This green bow is carved to look like a twisted branch. It
regains 1d3 expended charges daily at dawn.
was used long ago by Guthixians to hunt and to fight to restore
This weapon is created by attaching a Zamorak hilt to a
balance to Gielinor. Its magic allows the user to deal additional
godsword blade. Once complete, the sword takes on its new
damage and heal themselves at the same time.
appearance. The blade red and black and is decorated with
several spikes. It is marked with the symbol of Saradomin on
its pommel.
Keris
Weapon (dagger), uncommon
You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
When you hit a kalphite with this weapon, the kalphite takes
an extra 1d6 piercing damage.
This dagger has a wavy blade. It was created by followers of
the Menaphite god Elidinis to be used against the kalphites
that worshipped Scabaras.

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.

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91
These weapons can only be forged by the TzHaar people
that live deep underground beneath the Karamja volcano. Rune & Yew Weaponry
They are very heavy, extremely durable, and are more deadly
Weapon (any), uncommon
than even rune weaponry, though not as accurate. Most
You gain a +1 bonus to attack and damage rolls made with
obsidian weapons closely resemble typical weapons, but are
this magic weapon.
constructed from jagged chunks of black obsidian rather than
Runite is a very durable type of ore that can be forged into
brightly polished metal. The Toktz-xil-ak, or obsidian sword,
blue rune metal to make all sorts of useful items, including
however, has two parallel blades. Additionally, while the Toktz-
xil-ul behaves much like a handaxe, it resembles a large ring weapons. Any weapon made of metal could potentially be
with a sharp outer edge. Finally, the Toktz-mej-tal, or obsidian found in rune form, though it takes a highly skilled smith to
quarterstaff, can also be used as an arcane focus. TzHaar make one. Similarly, the wood from yew trees is particularly
durable and can be made into some of the highest quality
exclusively refer to obsidian weapons by their names in the
ranged weaponry that is widely available. Rune and yew
TzHaar language, which are shown in the table below.
weaponry are excellent ways to reflavor +1 weapons.
Obsidian Weapon TzHaar Names
Weapon Type TzHaar Name Name Meaning
Dagger Toktz-xil-ek Obsidian sharp knife
Handaxe Toktz-xil-ul Obsidian sharp ring
Mace TzHaar-ket-em Sacred fire blunt mace
Maul TzHaar-ket-om Sacred fire blunt maul
Quarterstaff Toktz-mej-tal Obsidian mage staff
Sword Toktz-xil-ak Obsidian sharp twin

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Saradomin Bow Seercull
Weapon (longbow), uncommon (requires attunement) Weapon (shortbow), uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with This magic weapon has 3 charges. When you hit a creature
this magic weapon. with this shortbow, you can expend a charge to impose
The longbow has 3 charges. When you hit a creature with disadvantage on any spell attacks the creature makes until the
this bow, you can consume a charge to invoke the nourishment start of your next turn. The shortbow regains 1d3 expended
of Saradomin. If you do, you regain 2d6 hit points. The charges daily at dawn.
longbow regains 1d3 expended charges daily at dawn. This shortbow was created by the Fremennik people to slay
This blue and white bow is marked on its ends with the four- the mages of the Moon Clan, a tribe they despised for their use
pointed star of Saradomin. It was used long ago by of magic. The Fremennik believed that only the gods were
Saradominist forces to fight for their god. Its magic allows the worthy of using magic, and that any mortals who utilized
user to heal themselves when they use it. magic must be stopped, even if it meant destroying them.

Saradomin Sword Silverlight


Weapon (greatsword), very rare (requires attunement) Weapon (longsword), uncommon
You gain a +2 bonus to attack and damage rolls made with When you hit a demon with this magic weapon, the demon
this magic weapon. takes an extra 2d6 slashing damage.
When you attack with this sword on your turn, you can forgo This elegant silver longsword gives off a faint blue glow
one of your attacks and raise it into the air, causing blue bolts down the center of the blade. During the early Fifth Age, it was
of lightning to rain down all around you. Each creature within used by a commoner named Wally Prysin to slay the demon
10 feet of you must make a DC 16 Dexterity saving throw, Delrith and banish him to the Infernal Dimensions. It was
taking 4d10 lightning damage on a failed save or half as much passed down to Wally's descendants, and currently resides
on a successful one. You can use this feature once, and can't with Sir Ehntor Prysin at Varrock palace in Misthalin.
use it again until the next dawn.
This massive blade was constructed by the Icyene people of
Saradomin's army during the time of the God Wars.
Commander Zilyana of the Saradominist army is one of few
creatures known to still possess one. Its gold hilt is shaped like
the star of Saradomin and the base of the blade has notches
which cause it to resemble a feather from an Icyene's wing. Its
powerful magic can be harnessed to cause holy lightning to Wolfbane
erupt around the wielder. Weapon (dagger), uncommon (requires attunement)
When you hit a Werewolf with this magic weapon, it must
make a DC 13 Constitution saving throw. On a failed save, the
Werewolf is immediately forced into its Human form if it was
not in it already, and it cannot transform for 1 minute.
This unusual silver dagger has two sharp prongs. It belongs
to Drezel, the priest of Paterdomus temple in northeast
Misthalin. It is extremely useful when dealing with
Werewolves, as it can prevent them from transforming into
their more powerful hybrid form.

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.

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Barrows Armor
Armor This group of six ghastly armor sets is used by the six Barrows
All manner of unique and interesting magical armor sets can Brothers, powerful wights created by the Mahjarrat Sliske.
be found throughout Gielinor. Some are available in many Each barrows armor set has a matching weapon also used by
armor shops, such as mithril, adamant, rune, and dragonhide the weights. When you are wearing a barrows armor set and
armor, though most are not very easy to come by. using the corresponding barrows weapon, you gain the use of
an additional effect. You must attune to the weapon and armor
Armadyl Armor set (counts as attuning to one item) to unlock the set's
Armor (studded leather), very rare additional effect, which is detailed below.
While wearing this armor, you gain a +2 bonus to AC, and
you have advantage on Dexterity (Acrobatics) checks against
Ahrim's Battle Robes
Wondrous item, rare (requires attunement by a spellcaster)
being grappled.
If you aren't wearing armor, your base Armor Class is 12 +
This white and gold set of armor was worn by some of the
your Dexterity modifier.
highest ranking members of Armadyl's army during the God
Blighted Aura. Ahrim's equipment causes the wearer's
Wars. While it is mostly made of metal, its design allows for
magic to drain the fortitude of their enemies. When you are
the complete flexibility one would normally only expect from
wearing Ahrim's battle robes and use Ahrim's staff to hit a
leather armors. The helmet resembles an aviansie's head, and
creature with a spell attack on your turn, the primary target
is decorated with wings.
must succeed on a DC 13 Wisdom saving throw or suffer a -2
penalty to Constitution saving throws for 10 minutes. The
Bandos Armor penalty does not increase if a creature is hit more than once,
Armor (half plate), very rare but the duration is reset. You must be attuned to this staff and
While wearing this armor, you gain a +2 bonus to AC, and robes set (counts as attuning one item) to use this feature.
you have advantage on Strength (Athletics) checks against Belonging to Ahrim the Blighted, this set of robes emanates
being shoved. a ghastly aura. It is comprised of fabric with chain links woven
This brutish set of armor was worn by some of the highest into it and is worn as clothing while providing a minimal
ranking members of Bandos' army during the God Wars. It is amount of protection. When combined with Ahrims's robes, it
constructed of metal and thick leather and decorated with can drain the fortitude of enemies when they are hit with
several horns and a large symbol of Bandos. The chest is spells.
asymmetrical with a massive spiked left shoulder piece and
the helmet has a pair of large, curved horns. The armor's Dharok's Half Plate
magic makes it more protective than it would seem at first Armor (half plate), rare
glance, while still allowing for some mobility. While wearing this armor, you gain a +1 bonus to AC.
Wretched Strength. Dharok's equipment causes the wearer
to grow in strength as they sustain damage in battle. When you
are wearing Dharok's half plate armor and deal damage with
Dharok's greataxe during your turn, you gain bonus damage
while your hit points are low. The bonus damage equals 1d6
while below half your hit point maximum, or 1d12 while below
one quarter your hit point maximum. You must be attuned to
this weapon and armor set (counts as attuning one item) to
use this feature.
Belonging to Dharok the Wretched, this armor set emanates
a ghastly aura. It consists of a breastplate, helmet, shoulder
and forearm guards, and greaves. When combined with
Dharok's greataxe, the wearer can deliver brutally strong
attacks while badly injured.

Guthan's Chain Mail


Armor (chain), rare
While wearing this armor, you gain a +1 bonus to AC.
Infestation. Guthan's equipment causes the wearer to heal
as they inflict damage on their enemies. Once per turn, when
you are wearing Guthan's chain armor and use Guthan's
warspear to reduce a creature to 0 hit points, you can regain
2d6 hit points. You must be attuned to this weapon and armor
set (counts as attuning one item) to use this feature.
Belonging to Guthan the Infested, this armor set emanates a
ghastly aura. It consists of a horned helmet, chain mail body,
chain skirt, and greaves. When combined with Guthan's
warspear, the wearer can heal themselves as they damage
their foes.

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Defiler. Verac's equipment causes the wearer's attacks to be
Karil's Leather Armor particularly potent. When you are wearing Verac's brassard
Armor (studded leather), rare armor and hit a creature with Verac's flail, the attack ignores
While wearing this armor, you gain a +1 bonus to AC. any resistances and immunities. Also, if you roll a 1 or a 2 on
Tainted Shot. Karil's equipment causes the agility of the the damage die, the attack deals an additional 1d8 damage.
wearer's enemies to be drained. When you are wearing Karil's You must be attuned to this weapon and armor set (counts as
leather armor and hit a creature with Karil's crossbow, the attuning one item) to use this feature.
creature must succeed a DC 13 Consitution saving throw or Belonging to Verac the Defiled, this armor set emanates a
suffer a -2 penalty to Dexterity saving throws for 10 minutes. ghastly aura. It consists of a brassard, chain skirt, greaves, and
The penalty does not increase if a creature is hit more than helmet. When combined with Verac's flail, its magic allows it to
once, but the duration is reset. You must be attuned to this strike with incredibly consistent force.
weapon and armor set (counts as attuning one item) to use
this feature. Dragon Armor
Belonging to Karil the Tainted, this armor set emanates a
Armor (medium or heavy, but not hide), very rare
ghastly aura. It consists of a hood and a studded leather body
While wearing this armor, you gain a +2 bonus to AC.
and legs. When combined with Karil's crossbow, its magic can
cause those struck by it to be more susceptible to certain Mysterious armor made from red metal can be found all
throughout Gielinor. These pieces of dragon armor were
spells and attacks that could otherwise be dodged.
created by the Dragonkin, a mysterious and ancient race of
Torag's Plate Armor lizard-like humanoids whose power is rivaled only by the gods.
Armor (plate), rare Dragon armor sets come in multiple forms. They are more far
more durable than typical armor.
While wearing this armor, you gain a +1 bonus to AC.
Corruption. Torag's equipment causes the wearer's enemies
to be slowed when damaged. When you are wearing Torag's
Dragonhide and Rune Armor
plate armor and wielding both of Torag's hammers and hit a Armor (any), rare
creature with one of them, the creature's speed is reduced by 5 While wearing this armor, you gain a +1 bonus to AC.
feet until the start of your next turn for each successful hit. You Dragonhide armor is light armor crafted from the hide of
must be attuned to this weapon and armor set (counts as green, blue, red, or black dragons, taking on the dragon's color.
attuning one item) to use this feature. It is more durable than typical armor without sacrificing any of
Once belonging to Torag the Corrupted, this armor set the wearer's mobility. Runite is a very durable type of ore that
emanates a ghastly aura. It consists of bulky plate mail that can be forged into blue rune metal to make all sorts of useful
covers the wearer from head to toe. When used alongside items, including armor. Any armor made of metal could
Torag's hammers, its magic can slow the wearer's enemies. potentially be found in rune form, though it takes a highly
skilled smith to make one. Dragonhide and rune armor are
Verac's Brassard Armor particularly durable and are some of the highest quality
Armor (breastplate), rare armors that are widely available on Gielinor. They are
While wearing this armor, you gain a +1 bonus to AC. excellent ways to reflavor armor, +1.

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Shields
All manner of unique and interesting magical shields can be
found throughout Gielinor. Some are available in many armor
or shield shops, such as adamant and rune shields, though
most are not very easy to come by.

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.

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This brutish kiteshield was wielded by some of the highest
ranking members of Bandos' army during the God Wars. It is
constructed of metal decorated with several chains and a large
symbol of Bandos. The shield's magic makes it far superior to
an ordinary shield and can help to prevent the wielder from
being pushed around on the battlefield.

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.

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This large, circular shield was forged from metal infused
with the four elements and enchanted with mind magic. It is
translucent with an orange outer edge and center. The is partly
Staves & Wands
protected from psychic harm and the icy breath of skeletal A variety of of unique and interesting magical staves and
wyverns. wands can be found throughout Gielinor. Some are available
in many magic shops, such as mystic focuses and elemental
staves, though most are not very easy to come by.
Rune Shield
Armor (shield), uncommon Ancient Staff
You gain a +1 bonus to AC while you wield this shield. This
Staff, uncommon (requires attunement by a spellcaster)
bonus is in addition to the shield's normal bonus to AC.
The staff has 3 charges. While holding it, you can expend 1
Runite is a very durable type of ore that can be forged into
charge as an action to cast one of the following spells from it,
blue rune metal to make all sorts of useful items, including
using your spell attack modifier and save DC: arms of hadar,
shields, though it takes a highly skilled smith to make one.
fog cloud, ice knife, or inflict wounds. The staff regains 1d3
Rune shields are particularly durable and are some of the
expended charges daily at dawn.
highest quality shields that are widely available on Gielinor.
They are excellent ways to reflavor shields, +1. This purple staff was once used by mages of the Zarosian
empire before the God Wars. The top of the staff has a large
symbol of Zaros. It is imbued with the four elements of the
Spirit Shield ancient magicks: blood, ice, shadow, and smoke. The wielder
Armor (shield), very rare (requires attunement) can use the staff to cast basic spells of each of these elements.
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. Armadyl Battlestaff
The shield has 5 charges. When you take damage while
Staff, very rare (requires attunement by a spellcaster)
holding this shield, you can use a reaction to expend a charge
The staff has 10 charges. The staff can be wielded as a
and halve the amount of damage taken. The shield regains 1d4
magic quarterstaff. While holding it, you gain a fly speed of 50
+ 1 expended charges daily at dawn.
feet, and you can expend 1 or more charges as an action to
This powerful shield is created by combining a blessed spirit
cast one of the following spells from it, using your spell save
shield with a special sigil obtained from the corporeal form of
DC: gust of wind (2 charges), storm sphere (4 charges) wind
the spirit beast of the Wilderness. It is far superior to any
wall (3 charges). You can also expend a charge as a reaction to
ordinary shield and the wielder can use its connection with the
cast feather fall. The staff regains 1d6 + 4 expended charges
spirit world to reduce the amount of harm done to the wielder.
daily at dawn.
It it is translucent and has a peculiar curved shape, and can be
This battlestaff was formed from shards of the Staff of
a number of different colors, depending on the type of sigil
Armadyl, an unfathomably powerful Elder God Artifact. It is
added.
gold and the top has a set of wings with a large green gem. It
allows the wielder to fly and control potent wind and storm
Toktz-ket-xil magic.
Armor (shield), 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.
This shield can only be forged by the TzHaar people that live
deep underground beneath the Karamja volcano. It is very
heavy and extremely durable. It resembles a circular shield
constructed from jagged chunks of black obsidian. Its name
means "obsidian sharp defender".

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Elemental Staves Mystic Water Staff
Staff, rare (requires attunement by a spellcaster)
Elemental staves are staves that have an orb imbued with one
The staff has 7 charges. It can also be used as a magic
of the four elements—air, water, earth, or fire—attached to the
quarterstaff, +1. While holding it, you can use an action to
top. These staves can also be enchanted to upgrade their
expend one or more charges to cast the following spells, using
power to become elemental mystic staves. The weaker
your spell save DC: ice knife (1 charge), wall of water (3
versions of elemental staves can be found in some magic
charges), water breathing (3 charges). The staff regains 1d6 +
shops throughout Gielinor.
1 expended charges daily at dawn.
Mystic Air Staff Staff of Air
Staff, rare (requires attunement by a spellcaster)
Staff, uncommon (requires attunement by a spellcaster)
The staff has 7 charges. It can also be used as a magic
The staff has 3 charges. It can also be used as a magic
quarterstaff, +1. While holding it, you can use an action to
quarterstaff. While holding it, you can use a reaction to expend
expend one or more charges to cast the following spells, using
a charge and cast featherfall. The staff regains 1d3 expended
your spell save DC: gust of wind (2 charges), wind wall (3
charges daily at dawn.
charges). You can also use a reaction to expend a charge and
cast featherfall. The staff regains 1d6 + 1 expended charges
Staff of Earth
daily at dawn.
Staff, uncommon (requires attunement by a spellcaster)
The staff has 3 charges. It can also be used as a magic
Mystic Earth Staff quarterstaff. While holding it, you can use an action to expend
Staff, rare (requires attunement by a spellcaster)
a charge and cast earth tremor using your spell attack modifier
The staff has 7 charges. It can also be used as a magic
and save DC. The staff regains 1d3 expended charges daily at
quarterstaff, +1. While holding it, you can use an action to
dawn.
expend one or more charges to cast the following spells, using
your spell save DC: earth tremor (1 charge), erupting earth (3
Staff of Fire
charges), Maximillian's earthen grasp (2 charges). The staff
Staff, uncommon (requires attunement by a spellcaster)
regains 1d6 + 1 expended charges daily at dawn.
The staff has 3 charges. It can also be used as a magic
quarterstaff. While holding it, you can use an action to expend
Mystic Fire Staff a charge and cast burning hands using your spell attack
Staff, rare (requires attunement by a spellcaster)
modifier and save DC. The staff regains 1d3 expended charges
The staff has 7 charges. It can also be used as a magic
daily at dawn.
quarterstaff, +1. While holding it, you can use an action to
expend one or more charges to cast the following spells, using
your spell save DC: burning hands (1 charge), fireball (3
Staff of Water
Staff, uncommon (requires attunement by a spellcaster)
charges), scorching ray (2 charges). The staff regains 1d6 + 1
The staff has 3 charges. It can also be used as a magic
expended charges daily at dawn.
quarterstaff. While holding it, you can use an action to expend
a charge and cast ice knife using your spell attack modifier and
save DC. The staff regains 1d3 expended charges daily at
dawn.

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Guthix Staff Pharoah's Sceptre
Staff, rare (requires attunement by a spellcaster of lawful Staff, very rare (requires attunement by a spellcaster)
neutral, true neutral, or chaotic neutral alignment) You gain resistance to fire damage while holding this staff.
The staff has 7 charges. It can also be used as a magic The staff has 7 charges. While holding it, you can use an
quarterstaff. While holding it, you can use an action to expend action to expend one or more charges to cast the following
a charge and strike a creature you can see within 60 feet with spells, using your spell save DC: blight (4 charges), create or
the claws of Guthix. The creature must make a DC 15 destroy water (1 charge), dust devil (2 charges), heat metal (2
Dexterity saving throw. On a failed save, the creature takes charges). The staff regains 1d6 + 1 expended charges daily at
4d10 force damage and suffers a -2 penalty to their AC for 10 dawn.
minutes. Lesser restoration can remove this effect, and a Legends tell that this staff used to belong to one of the sons
creature cannot receive this penalty more than once at a time. of the desert god Tumeken. It is gold and adorned with several
On a successful save, the creature takes half the damage and rubies. It makes the wielder more resilient against fire and can
suffers no further effects. The staff regains 1d6 + 1 expended be used to cast a variety of spells reminiscent of the desert
charges daily at dawn. from which it came.
This small staff is marked at the top with the symbol of
Guthix. It is used by Guthixian mages at the Mage Arena in the Polypore Staff
northern Wilderness. The staff can be used to strike foes with
Staff, very rare (requires attunement by a spellcaster)
purple, magical claws of Guthix that burst from the ground,
weakening the target's defenses. You gain immunity to the poisoned condition while holding
this staff.
Iban's Staff The staff has 10 charges. While holding it, you can use an
action to expend one or more charges to cast the following
Staff, uncommon (requires attunement by a spellcaster) spells, using your spell save DC: cloudkill (5 charges),
The staff has 5 charges. While holding it, you can use an moonbeam (2 charges), sleep (1 charge), stinking cloud (3
action to expend a charge and launch a magical, flaming skull charges). The staff regains 1d6 + 4 expended charges daily at
at a creature you can see within 60 feet. Make a ranged spell dawn.
attack against the creature using your spell attack modifier. If This large staff is crafted from materials harvested from the
it hits, the target takes 2d6 fire damage plus 2d6 necrotic fungal creatures of the Polypore Dungeon. It is dark turquoise
damage. The staff regains 1d4 + 1 expended charges daily at in color, covered in fungi, and is hooked at the top. The staff
dawn. prevents the wielder from becoming poisoned and can cast a
This staff is used by Iban, an evil mage that lives deep within variety of spells reminiscent of the dungeon from which it
the underground pass between West Ardougne and Tirannwn. came.
It can be used to fire an Iban blast, a magical skull covered in
red flames which burns and drains the life force of a foe at the Saradomin Staff
same time.
Staff, rare (requires attunement by a spellcaster of good
alignment)
Master Wand
The staff has 7 charges. It can also be used as a magic
Wand, rare (requires attunement by a spellcaster) quarterstaff. While holding it, you can use an action to expend
While holding this wand, you gain a +2 bonus to spell attack a charge and strike a creature you can see within 60 feet with
rolls. In addition, you ignore half cover when making a spell Saradomin's lightning. The creature must make a DC 15
attack. Dexterity saving throw. On a failed save, the creature takes
This wand can be obtained from the mages of the Mage 4d10 lightning damage and suffers a -2 penalty to saving
Training Arena northeast of Al Kharid. They won't give them throws for 10 minutes. Lesser restoration can remove this
away to just anyone, however. They only allow them to be effect, and a creature cannot receive this penalty more than
purchased by mages that have proven that they possess the once at a time. On a successful save, the creature takes half
skills necessary to skillfully wield such a wand. The wand the damage and suffers no further effects. The staff regains
makes some of the wielder's spells much more accurate. 1d6 + 1 expended charges daily at dawn.
This small staff is marked at the top with the symbol of
Mystic Focuses Saradomin. It is used by Saradominist mages at the Mage
Arena in the northern Wilderness. The staff can be used to
Arcane focus (wand, staff, or orb), uncommon (requires
strike foes with magical blue lightning.
attunement by a spellcaster)
While holding this focus, you gain a +1 bonus to spell attack
rolls. In addition, you ignore half cover when making a spell
attack.
Mystic focuses are ordinary focuses that have been
magically enhanced to make some of the wielder's spells more
accurate. They can be purchased at some magic shops
throughout Gielinor.

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Skull Sceptre
Staff, uncommon (requires attunement by a spellcaster)
The staff has 3 charges. While holding it, you can use an
action to expend a charge and cast inflict wounds using your
spell save DC. The staff regains 1d3 expended charges daily at
dawn.
This bizarre staff is constructed from two mismatched
halves of skulls and a long rod, all of which can be found at the
dungeon beneath the barbarian village of Gunnarsgrunn in
Misthalin. It can be used to cast basic necromantic magic.

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.

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Wondrous Items Amulet of Strength
Wondrous item, uncommon (requires attunement)
A huge variety of wondrous items can be found throughout
You gain a +2 bonus to melee weapon damage rolls while
Gielinor. They are very diverse, ranging from skill enhancing
wearing this amulet.
amulets to magical books containing ancient knowledge.
This gold amulet contains a magically enchanted ruby. Its
Some are available in many magic shops, though most are not
magic increases the wearer's physical strength with melee
very easy to come by.
weapons.
Amulet of Accuracy Archer's Ring
Wondrous item, uncommon (requires attunement)
Wondrous item, rare (requires attunement)
You gain a +1 bonus to ranged weapon attack rolls while
While wearing this ring, you have proficiency with the
wearing this amulet.
longbow and shortbow, and you gain a +2 bonus to damage
This orange amulet has been magically enchanted to
rolls on ranged attacks made with such weapons.
increase the wearer's accuracy with ranged weapons. It
This gold ring has an elaborate arrow symbol on the top. Its
belongs to Wizard Mizgog of the Wizards' Tower in Misthalin.
magic causes the wearer's attacks with bows to be much more
effective.
Amulet of Defence
Wondrous item, rare (requires attunement) Ardougne Cloak
You gain a +1 bonus to AC and saving throws while wearing
Wondrous item, uncommon
this amulet.
While you wear this cloak with its hood up, you have
This gold amulet contains a magically enchanted emerald.
advantage on Dexterity (Sleight of Hand) checks made to steal
Its magic provides the wearer with slight protection from all
items and pick pockets, as the cloak's magic gently guides the
manner of harm.
movement of your hands. Pulling the hood up or down
requires an action.
Amulet of Fury This dark cloak is used by a few of the wealthiest and most
Wondrous item, very rare (requires attunement) skilled thieves of the city of Ardougne to aid primarily in
You gain a +2 bonus to attack rolls and weapon damage rolls picking pockets and stealing from market stalls.
while wearing this amulet.
This black amulet contains a magically enchanted onyx, one Ava's Accumulator
of the rarest gems known to Gielinor. Its magic greatly bolsters
Wondrous item, uncommon
the wearer's combat ability.
The device can be used as a quiver. While you wear it on
your back, any ammunition fired from a weapon you are
Amulet of Glory holding is magically pulled back into your quiver 1 round after
Wondrous item, rare (requires attunement) it stops moving. The ammunition doesn't move fast enough to
You gain a +1 bonus to attack rolls and weapon damage rolls deal damage upon returning. The ammunition doesn't return if
while wearing this amulet. it is more than 120 feet away, destroyed, held securely by a
This gold amulet contains a magically enchanted creature or object, or if there is no unblocked path between
dragonstone, a very rare purple gem. Its magic increases the you and it. For instance, an arrow fired through a doorway that
wearer's combat ability. is closed before 1 round has passed cannot return, and isn't
affected by Ava's Accumulator unless it is fired again, even if
Amulet of Magic the door is opened.
This strange device is worn like a backpack. It was designed
Wondrous item, uncommon (requires attunement) by the inventor Ava and made from a special magnet, the
You gain a +1 bonus to spell attack rolls while wearing this branches of an undead tree, and an undead chicken. The
amulet. device magically attracts ammunition back to the wearer after
This gold amulet contains a magically enchanted sapphire. it has been fired.
Its magic increases the wearer's accuracy with some spells.
Berserker Ring
Amulet of Power Wondrous item, rare (requires attunement)
Wondrous item, uncommon (requires attunement) While wearing this ring, you have proficiency with the mace,
You gain a +1 bonus to melee weapon attack rolls while maul, and warhammer, and you gain a +2 bonus to damage
wearing this amulet. rolls on melee attacks made with such weapons.
This gold amulet contains a magically enchanted diamond. This silver ring has an elaborate warhammer symbol on the
Its magic increases the wearer's accuracy with melee top. Its magic causes the wearer's attacks with bludgeoning
weapons. weapons to be much more effective.

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Black Mask
Wondrous item, very rare (requires attunement)
The mask has 5 charges. While wearing this mask, you can
use a bonus action to expend a charge and designate a
creature you can see within 60 feet as a slayer target. You have
advantage on melee weapon attack rolls against the slayer
target, and your melee weapon attacks to them deal an extra
2d6 damage of the weapon's damage type. Once you designate
a slayer target, you can't designate a new one until the next
dawn or until it is destroyed. The mask regains 1d4 + 1
expended charges daily at dawn.
This black, wooden mask is worn by cave horrors. Its magic
allows the wearer to designate a creature as a target to be
slain, greatly increasing their melee skills against it.

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:

You have resistance to cold damage.


You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as -50 degrees
Fahrenheit without any additional protection. If you wear
heavy clothes, you can tolerate temperatures as low as -100
degrees Fahrenheit.
You can use a bonus action to cause the cape to ignite with
Cape of Legends magical flames. While the cape is lit, it emits bright light in
a 30-foot radius and dim light for another 30 feet.
Wondrous item, rare (requires attunement)
Additionally, your weapon attacks deal an extra 1d6 fire
You gain a +1 bonus to AC and you have advantage on saving damage while it is lit. The cape remains lit for 1 hour or
throws against becoming frightened while wearing this cape. until you douse it as a bonus action.
This long, white cape is bestowed to only the noblest of
heroes by the members of the Legends' Guild in Kandarin. Its This orange cape protects the wearer from many of the
magic provides a small amount of additional protection and dangers of cold environments. It can be lit with magical flames
bolsters the wearer's courage. to enhance the wearer's weapons with its flames. The cape is
awarded by the TzHaar to only the strongest of warriors.
Desert Amulet
Wondrous item, common
Focus Sight
While you wear this amulet, you are adapted to hot climates. Wondrous item, very rare (requires attunement)
You must be wearing the amulet for at least 1 hour for the The sight has 5 charges. While wearing this sight, you can
adaptation to take effect. use a bonus action to expend a charge and designate a
This amulet holds a large diamond in the shape of a heart. creature you can see within 60 feet as a slayer target. You have
Its magic protects the wearer from hot climates, such as the advantage on ranged weapon attack rolls against the slayer
harsh conditions of the Kharidian Desert. target, and your melee weapon attacks to them deal an extra
2d6 damage of the weapon's damage type. Once you designate
a slayer target, you can't designate a new one until the next
dawn or until it is destroyed. The sight regains 1d4 + 1
expended charges daily at dawn.

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This magical device is shaped like an eyepatch, covering one
eye with a special sight. It can be created from parts of a
Hexcrest
desert strykewyrm. Its magic allows the wearer to designate a Wondrous item, very rare (requires attunement by a
creature as a target to be slain, greatly increasing their aim spellcaster)
with ranged weapons against it. The hexcrest has 5 charges. While wearing this item, you
can use a bonus action to expend a charge and designate a
God books creature you can see within 60 feet as a slayer target. You have
advantage on spell attack rolls against the slayer target and it
Wondrous item, very rare
has disadvantage on saving throws against your spells. In
These ancient books come in several varieties, each addition, you ignore half cover when making a spell attack
associated with a different god and containing information against the slayer target. Once you designate a slayer target,
concerning a physical or mental trait. Its binding can be found you can't designate a new one until the next dawn or until it is
at the lighthouse west of Rellekka, but its pages have been destroyed. The mask regains 1d4 + 1 expended charges daily
scattered throughout Gielinor. Once the entire book is at dawn.
assembled, its words become charged with magic. If you spend This magical device is shaped like a headband with a long
48 hours over a period of 6 days or fewer studying the book's point coming up from the forehead and is decorated with
contents and practicing its guidelines, one of your ability several sapphires. It can be created from parts of a jungle
scores increases by 2, as does your maximum for that score. strykewyrm. Its magic allows the wearer to designate a
The book then loses its magic, but regains it in a century. The
creature as a target to be slain, greatly increasing the accuracy
ability score increased is determined by type of book, as
of their spells against it.
described in the table below.

God Books Infinity Robes


Book Ability Score Wondrous item, rare (requires attunement by a spellcaster)
You gain a +1 bonus to spell attack rolls and your spell save
Armadyl's Book of Law Dexterity DC while you wear these robes and you aren't wearing armor.
Bandos' Book of War Strength These bright and colorful robes, consisting of a top, skirt,
and hat, can be purchased from the Mage Training Arena
Your lowest ability score northeast of Al Kharid. They won't give them away to just
Guthix's Book of Balance (determined randomly if a anyone, however. They only allow them to be purchased by
tie) mages that have proven that they possess the talent necessary
Saradomin's Book of to skillfully use them. The robes make many of the wearer's
Wisdom spells slightly more accurate.
Wisdom
Zamorak's Book of Chaos Charisma Obsidian Cape
Zaros' Ancient Book Intelligence Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while you
God Cloaks wear this cape.
This heavy cape is made from black obsidian by the TzHaar.
Wondrous item, uncommmon
Its magic offers the wearer a small amount of protection
These white cloaks come in several varieties, each
against all manner of threats.
associated with a different god and able to aid the wearer in
certain activities. The cloak has 3 charges. While you are
wearing it, you can use a bonus action to consume a charge Phoenix Necklace
and wrap yourself in the cloak, drawing from the blessing Wondrous item, rare
placed on it. When you do, you gain advantage on the next When you are reduced to 0 hit points and not killed outright
ability check you make using the ability associated with the while wearing this necklace, you instantly regain 2d8 hit
cloak within 10 minutes, as described by the table below. The points and the necklace is destroyed.
cloak regains 1d3 expended charges daily at dawn. This gold necklace is decorated with a large diamond. It
bursts into magical flames and heals the wearer before
God Cloaks crumbling into ash if they would have been killed otherwise.
Cloak Ability
Ancient Cloak Intelligence Ring of Charos
Wondrous item, uncommon (requires attunement)
Armadyl Cloak Dexterity
The ring has 3 charges. While you are wearing it, you can
Bandos Cloak Strength use an action to cast charm person or command from it, using
a spell save DC of 13. The ring regains 1d3 expended charges
Any skill with which you are not
Guthix Cloak daily at dawn.
proficient
This plain-looking, brass ring is said to have been created by
Saradomin Charos, a mysterious Morytanian man best known for being
Wisdom
Cloak unusually persuasive. The ring was at some point stolen by Dr.
Zamorak Cloak Charisma Fenkenstrain, a strange scientist who lives in northern
Morytania.

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Ring of Recoil Robes of Subjugation
Wondrous item, uncommon (requires attunement) Wondrous item, very rare (requires attunement by a
The ring has 10 charges. When you take damage from a spellcaster)
creature within 60 feet, a charge is automatically expended When you wear these robes while not wearing armor, you
and the creature takes 1d6 force damage as a bolt of magical gain a +1 bonus to spell attack rolls and your spell save DC,
energy bursts from the ring. When the ring reaches 0 charges, your AC becomes 14 + your Dexterity modifier, and you can
it is destroyed. understand and speak Infernal.
This gold ring holds a magically enchanted sapphire. Its Curse. These robes are cursed, and donning them for the
magic retaliates against those who attack the wearer a limited first time after becoming attuned to them extends the curse to
number of times before crumbling into dust. you. As long as you remain cursed, you are unable to remove
the robes. While wearing the robes, if you cast a spell that
Ring of Visibility harms a demon or an undead creature, you must make a DC
16 Wisdom saving throw. On a failure, you take 4d8 psychic
Wondrous item, rare (requires attunement)
damage and are stunned until the start of your next turn. On a
The ring has 3 charges. As an action, you can rub the ring
successful save, you take half the damage and aren't stunned.
and expend 1 charge. For the next 10 minutes, you have
During the God Wars, Zamorak was paranoid that his
truesight out to 120 feet when you press the ring against your
underlings would betray him just as he betrayed Zaros. He
temple. The ring regains 1d3 expended charges daily at dawn.
gave the mages of his army these black robes so that anyone
This gold ring gives the wearer the ability to see invisible
who wished to turn their back on him would suffer
creatures and objects. It is currently in the possession of
excruciating pain. The robes provide magical protection and
Rasolo, a wandering merchant of Kandarin.
enhance the wearer's magical abilities, but they are cursed so
that casting spells on demonic or undead creatures causes
intense psychic harm.

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During the God Wars, this amulet was gifted by Commander
Salve Amulet Zilyana of Saradomin's army to members of Bandos' army as a
Wondrous item, rare (requires attunement) peace offering. Unbeknownst to them, it would make them
When you wear this amulet, you gain a +2 bonus to attack less effective in combat as they could be magically sensed and
and weapon damage rolls against undead. influenced by Zilyana from anywhere.
This amulet holds a bright purple crystal imbued with some
of the magic of the River Salve. The crystal comes from the Seer's Ring
haunted mines in southwest Morytania. Its magic enhances Wondrous item, rare (requires attunement)
the wearer's ability to harm undead creatures. While wearing this ring, you gain a +2 bonus to spell attack
rolls.
Saradomin's Hiss This gold ring has an elaborate lightning bolt symbol on the
Wondrous item, rare (requires attunement by a spellcaster) top. Its magic causes the wearer's attacks with magic to be
You gain a +2 bonus to spell attack rolls and your spell save much more accurate.
DC while you wear this amulet.
Curse. This amulet is cursed, and putting it on for the first Speak Amulets
time after attuning to it extends the curse to you. As long as Wondrous item, uncommon
you remain cursed, you are unable to remove the amulet.
This amulet holds a symbol pertaining to a particular type of
While wearing the amulet, you have disadvantage on attack
creature. While wearing this amulet, you can understand and
rolls against creatures of good alignment and on saving throws
speak to certain creatures as described by the table below. In a
against their spells and special abilities. Additionally,
similar fashion to the speak with beasts spell, your ability to
Commander Zilyana can see and hear anything you see and communicate with the creatures effectively is limited by their
hear and can subtly influence your thoughts and actions. intelligence.
During the God Wars, this amulet was gifted by Commander
Zilyana of Saradomin's army to members of Zamorak's army Speak Amulets
as a peace offering. Unbeknownst to them, it would make
Amulet Creature
them less effective in combat as they could be magically
sensed and influenced by Zilyana from anywhere. Cabbagespeak Amulet Cabbages
Camulet Camels and ugthanki
Saradomin's Murmur
Catspeak Amulet Cats
Wondrous item, rare (requires attunement)
You gain a +2 bonus to ranged weapon attack and damage Crocspeak Amulet Crocodiles
rolls while you wear this amulet.
Ghostspeak Amulet Ghosts
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 Monkeyspeak Amulet Monkeys and apes
you remain cursed, you are unable to remove the amulet.
While wearing the amulet, you have disadvantage on attack Spotted Cape
rolls against creatures of good alignment and on saving throws
against their spells and special abilities. Additionally, Wondrous item, uncommon (requires attunement)
Commander Zilyana can see and hear anything you see and You have advantage on Wisdom (Survival) checks made to
hear and can subtly influence your thoughts and actions. track beasts while wearing this cape.
During the God Wars, this amulet was gifted by Commander This brown, spotted cape is made from the hide of spotted
Zilyana of Saradomin's army to members of Armadyl's army as kebbits. It allows the wearer to more easily track animals.
a peace offering. Unbeknownst to them, it would make them
less effective in combat as they could be magically sensed and
influenced by Zilyana from anywhere.

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.

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106
A Gielinor
Bestiary

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)

Magic Weapons. The gorak's weapon attacks are


magical.
Draining Aura. Any creature that starts its turn within
5 feet of the gorak takes 3 (1d6) necrotic damage.

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.

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108
Dark Beast Devil's Sight. Magical darkness doesn't impede the
beast's darkvision.
Large aberration, neutral evil
Charge. If the beast moves at least 15 feet straight
Armor Class 14 (natural armor) toward a target and then hits it with a horn attack on
Hit Points 114 (12d10 + 48) the same turn, the target takes an extra 5 (1d10)
Speed 40 ft. piercing damage. If the target is a creature, it must
succeed on a DC 15 Strength saving throw or be
knocked prone.
STR DEX CON INT WIS CHA Innate Spellcasting. The dark beast's spellcasting ability
18 (+4) 11 (+0) 19 (+4) 5 (-3) 14 (+2) 6 (-2) is Wisdom. It can innately cast darkness twice per day,
requiring no components.
Saving Throws Con +7
Damage Resistances bludgeoning, piercing, and slashing Actions
from nonmagical attacks
Multiattack. The beast makes two attacks: one with its
Senses darkvision 120 ft., passive Perception 12
bite and one with its horn.
Languages —
Challenge 6 (2,300 XP) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d4 + 4) piercing damage.
Fear Aura. Any creature hostile to the beast that starts
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one
its turn within 15 feet of the beast must make a DC 14
target. Hit: 15 (2d10 + 4) piercing damage.
Wisdom saving throw, unless the beast is incapacitated.
On a failed save, the creature is frightened for 1 Harming Ray. The beast shoots a crackling ray of magic
minute. While frightened in this way, a creature must toward a creature it can see within 90 feet of it. The
move away from the beast by the safest available route target must make a DC 14 Dexterity saving throw,
on each of its turns, unless there is nowhere to move. A taking 16 (3d10) force damage on a failed save, or half
creature can repeat the saving throw at the end of each as much on a successful one.
of its turns, ending the effect on a success. If a
creature's saving throw is successful or the effect ends
for it, the creature is immune to the beast's aura for the
next 24 hours.

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.

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Beasts
Beasts are, for the most part, ordinary animals such as bears, Elephants are not present in RuneScape and rarely, if ever,
wolves, and spiders, and giant versions of animals such as referenced to exist, so it is reasonable to assume that they are
giant rats and giant spiders. Many of the more peaceful areas not present on Gielinor. Mammoths are present, however, in
of Gielinor, including a large portion of the surface of the the form of the enormous acheron mammoths native to the icy
world, contain such beasts. For these creatures, simply areas in the sea north of Kandarin. These creatures are very
replicate the 5th edition statistics of an equivalent or similar rarely tamed, as they are far too large, intelligent, and powerful
creature. for practical domesticated use.

Mounts and Pack Animals Increased Intelligence


Riding animals are seldom used on Gielinor, likely due to the Some beasts on Gielinor are fully sentient and have increased
complete absence of horses. Their non-existance is often the intelligence compared to their 5th edition statistics. These
topic of humor and fourth wall breaking jokes, as there are beasts include penguins, polar bears, and acheron mammoths,
multiple mentions of hornless unicorns in RuneScape. Some all of which humanoids can speak with and understand
sources claim that these hornless unicorns used to exist on normally. Penguins are very intelligent creatures that have
Gielinor long ago, but that they were hunted to extinction for developed a highly complex militant society on the icebergs of
their meat. However, there is very little concrete evidence of the sea north of Kandarin. Most penguins who live there are
them ever having existed. very evil creatures, and they go to extraordinary lengths to
Donkeys are not explicitly present on Gielinor, but their train soldiers, develop technology, and spy on humanoids all
existence is referenced, such as in the name of a tavern in East over Gielinor in hopes of achieving world domination.
Ardougne, the Dancing Donkey Inn. If they did exist, they Humanoids can also communicate with other creatures
would likely be present in, around, and between many such as cats, camels and Ugthanki, crocodiles, and primates
establishments all throughout Misthalin, Asgarnia, and through the use of a catspeak amulet, camelspeak amulet,
Kandarin due to their ability to act as cart pullers, pack crocspeak amulet, and monkeyspeak amulet, respectively. Of
animals, and mounts. In RuneScape, however, they are these creatures, primates seem to be the most intelligent,
nowhere to be found, so it is reasonable to assume that having developed an advanced, monarchial society on the
donkeys are not present on Gielinor. Because mules are remote Ape Atoll in the sea to the south of Karamja. Each of
crossbred from horses and donkeys, they too are absent from these creatures can speak with their own kind naturally, and
Gielinor. they almost always keep their intelligence and ability to speak
Camels are present in and around the Kharidian Desert a secret to everyone except their own kind.
region, where they are often domesticated to carry objects and For each of the aforementioned creatures, consider
pull carts, but they are not used as mounts, possibly due to modifying their corresponding 5th edition statistics to increase
their aggressive nature. The same is true of the Ugthanki, a their intelligence score to at least 5, depending on the species.
very similar creature that is semi-intelligent and even more
aggressive.

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Terrorbirds
Terrorbirds are large, flightless birds that are often
domesticated by Gnomes for civilian and military purposes.
Spined Larupia
Their bodies are covered in leaf-green plumage and their long
Medium beast, unaligned
legs and large feet make them swift mounts for a Gnome, even
while carrying heavy loads. They have big heads with red eyes Armor Class 14 (natural armor)
and enormous hooked beaks. Despite their frightening name Hit Points 32 (5d8 + 10)
and appearance, terrorbirds are very mild mannered, peaceful Speed 50 ft., climb 40 ft.
creatures.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1)
Terrorbird
Medium beast, unaligned Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Armor Class 12 (natural armor) Languages —
Hit Points 11 (2d8 + 2) Challenge 1 (200 XP)
Speed 40 ft.
Pounce. If the larupia moves at least 20 feet straight
toward a creature and then hits it with a claw attack
STR DEX CON INT WIS CHA on the same turn, that target must succeed on a DC
13 Strength saving throw or be knocked prone. If
15 (+2) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3) the target is prone, the larupia can make one bite
attack against it as a bonus action.
Skills Perception +3
Senses passive Perception 13 Keen Smell. The larupia has advantage on Wisdom
Languages — (Perception) checks that rely on smell.
Challenge 1/4 (50 XP)
Actions
Pack Tactics. The terrorbird has advantage on attack
rolls against a creature if at least one of the Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
terrorbird's allies is within 5 feet of the creature and one target. Hit: 7 (2d4 + 2) piercing damage.
the ally isn't incapacitated. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) slashing damage.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Reactions
one target. Hit: 7 (2d4 + 2) piercing damage. Spines (3/Day). When a creature within 5 feet makes
a melee attack against the larupia, it can make a
melee attack to retaliate with its sharp spines. On a
Sabre-Toothed Kyatt hit, the attacking creature takes 7 (3d4) piercing
damage. The spines break off the larupia and onto
Sabre-toothed kyatts are large feline creatures native to the the creature.
northern parts of the Fremennik Province north of Kandarin.
They have white fur, sharp claws, and very long pointed teeth.
For the sabre-toothed kyatts of Gielinor, use the 5th edition
statistics for the saber-toothed tiger.
Horned Graahk
Horned graahks are large beasts found in the jungle island of
Spined Larupia Karamja, particularly in its western regions. These creatures
vaguely resemble the rhinoceros or the bear, with four legs, a
Spined larupias are large feline creatures native to the jungles
large body, green eyes, hoofed feet, thick, tan fur, and
of the Feldip Hills region south of Kandarin. They closely
numerous horns all along their heads, necks, and shoulders.
resemble the cheetah, with spotted brown fur, large teeth and
The horns range wildly in sizes from a few inches to a few feet
claws, and long tails. They also have several sharp spines on
long, with the longest horn sprouting from the center of their
their shoulders which they use to defend themselves in combat
necks. All their horns are straight, with the exception of one
much like a porcupine would.
curved pair closest to their heads. While these creatures are
normally peaceful, they will defend themselves vigorously if
threatened.

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Horned Graahk Tortoise
Large beast, unaligned Huge beast, unaligned

Armor Class 13 (natural armor) Armor Class 16 (natural armor)


Hit Points 45 (6d10 + 12) Hit Points 85 (9d12 + 27)
Speed 40 ft. Speed 15 ft.

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)

Senses passive Perception 11 Skills Athletics +7, Perception +5


Languages — Senses passive Perception 15
Challenge 2 (450 XP) Languages —
Challenge 4 (1,100 XP)
Charge. If the graahk moves at least 20 feet straight
toward a target and then hits it with a gore attack on Sure-Footed. The tortoise has advantage on Strength
the same turn, the target takes an extra 9 (2d8) and Dexterity saving throws that would knock it
piercing damage. If the target is a creature, it must prone.
succeed on a DC 15 Strength saving throw or be
knocked prone. Beast of Burden. The tortoise can carry up to 1,200
lbs.

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.

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Celestials
Celestials are angelic creatures that can take a variety of
forms. Only a very small number of celestials can be found on
Gielinor at present day. During the God Wars of the Third Age
and the years leading up to them, one celestial race called
Unicorn
Icyene was present in significant numbers. Saradomin Large celestial, chaotic good
brought these creatures from their home world of Hallow to
Gielinor in order to make a new home for them. Later, they Armor Class 12 (natural armor)
fought for him in the wars, primarily against Zamorak's Hit Points 52 (7d10 + 14)
Vampyric forces. The vast majority of the Icyene on Gielinor Speed 60 ft.
were killed during the God Wars, and now only extremely few
remain. Other prominent celestial beings include unicorns, the
Icyene Commander Zilyana, and her three bodyguards, STR DEX CON INT WIS CHA
Growler, Bree, and Starlight. 17 (+3) 14 (+2) 15 (+2) 10 (+0) 15 (+2) 13 (+1)

Unicorns Senses passive Perception 12


Unicorns are graceful, horse-like creatures that have long Languages Understands Common and Icyene but
horns on their heads. They have either bright white hair with can't speak
yellow manes and tails, or dark black hair with crimson manes Challenge 1 (200 XP)
and tails. They are powerful and intelligent creatures that are
too aggressive to be able to be ridden or domesticated. They Charge. If the unicorn moves at least 20 feet straight
can be found in many places on Gielinor, typically in grassy or toward a creature and then hits it with a horn attack
lightly forested areas far from civilization. Black unicorns can on the same turn, the target takes an extra 4 (1d8)
be found in the Wilderness, as well as in the Fremennik piercing damage. If the target is a creature, it must
Province north of Kandarin. succeed on a DC 13 Strength saving throw or be
knocked prone.

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.

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Commander Zilyana Innate Spellcasting. Zilyana's spellcasting ability is
Wisdom (spell save DC 17). She can innately cast the
Large celestial (Icyene), lawful good
following spells, requiring only verbal components:

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.

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Bree Magic Resistance. Bree has advantage on saving throws
against spells and other magical effects.
Large celestial, lawful good
Magic Weapons. Bree's weapon attacks are magical.
Armor Class 14 (natural armor)
Hit Points 85 (10d10 + 30) Actions
Speed 50 ft.
Multiattack. Bree makes two attacks: one with his pike
and one with his hooves or two with his longbow.
STR DEX CON INT WIS CHA
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one
18 (+4) 18 (+4) 16 (+3) 12 (+1) 15 (+2) 12 (+1) target. Hit: 9 (1d10 + 4) piercing damage plus 17
(5d6) poison damage. The target must make a 15
Skills Athletics +7, Perception +5, Survival +5 Constitution saving throw, taking the poison damage
Condition Immunities charmed, paralyzed on a failed save, or half as much on a successful one.
Senses darkvision 60 ft., passive Perception 15 Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Languages Common, Icyene one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Challenge 6 (2,300 XP)
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
Charge. If Bree moves at least 30 feet straight toward a
damage plus 17 (5d6) poison damage. The target must
target and then hits it with a pike attack on the same
make a 15 Constitution saving throw, taking the poison
turn, the target takes an extra 10 (3d6) piercing
damage on a failed save, or half as much on a
damage.
successful one.
Archer's Eye (3/Day). As a bonus action, Bree can add
1d10 to his next attack or damage roll with a longbow
or shortbow.

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.

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Starlight Growler
Large celestial, neutral good Large celestial, neutral good

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)

Condition Immunities charmed, paralyzed Condition Immunities charmed, paralyzed


Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 17
Languages Common, Icyene Languages Common, Icyene
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)

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.

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Demons
Demons are a large group of creatures that come in a wide
variety of shapes and sizes. Most demons are humanoid in
shape, though many are quadrupedal instead. Most demons
have beastly features, such as horns, claws, or tendrils, and
have bodies of hellish shades of red, violet, or black. Some
demons have wings, while others are flightless.
In general, demons are fairly powerful, evil, and dangerous
creatures feared by commoners. Save for a few of the most
powerful demons, their preferred method of combat is
typically bare-handed, relying on their claws, horns, or jaws in
combat. Some demons even possess magical capabilities,
such as the ability to breathe fire or cast spells.
Demons typically travel to Gielinor from other realms, such
as the Infernal Dimensions or the Abyss, and most are
followers and servants of Zamorak or Zaros. The demons of
Infernus have a complex and organized society in which
demons create and agree to contracts with one another. They
are evil and cunning beings that always try to outwit one
another, and some contracts can even end in the death of one
party.
Usually, when a demon travels to Gielinor, it exists only
partially on the world, manifesting a physical body and then
inhabiting it with their soul. If a demon dies or is killed, it
destroys the body in a small magical explosion as it bursts into
flames, leaving behind nothing but a pile of ashes. This allows
the soul to return to Infernus or whatever plane it originated
from and begin to create another physical body. This process
can make the permanent killing of a demon very difficult.

Note: The distinction between the fiends, demons,


devils, and other fiend subtypes of standard 5th
edition does not concur with that of similar
creatures on Gielinor. Therefore, all such creatures
of Gielinor are classified under the demon creature
type, which has four main subtypes: fiend,
Cthonian, Avernic, and Infernal.

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:

Change the creature type to demon


Change the language known to Infernal
Change the damage resistances to bludgeoning, piercing,
and slashing from nonmagical attacks
Remove the condition immunities, except for poisoned

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Fiends Pyrefiends
Similar to icefiends, pyrefiends are small demons that possess
Fiends are a group of small demons that are generally less
fiery magical abilities. They are short and thin, with hoofed
powerful than many other types of demons. Each type of fiend
feet, short claws, and long horns that sprout outward from the
is associated with a natural element, and could easily be
sides of their heads. Their bodies are gray and appear as if
mistaken for an elemental creature rather than a demon by the
burning, with small flames around their hands and heads, and
untrained eye. They tend to live in extreme environments
puffs of smoke trailing beghind them as they move. They are
associated with their element.
slightly more powerful than icefiends, able to burn their
enemies with their claws, flaming body, and fiery breath.
Icefiends These demons can be found primarily in a few dungeons, such
Icefiends are short, lanky, and humanoid shaped demons with
as the dungeon east of Rellekka, the Smoke Dungeon beneath
a pair of long, crooked horns that sprout from the tops of their
the Kharidian Desert, and the God Wars Dungeon.
heads. They have short claws and hoofed feet, and their black
bodies are covered in a patchwork of chunks and shards of
blue ice. Despite being some of the least powerful demons on
Gielinor, they can still be dangerous to commoners or the
unprepared adventurer, as they are resistant to some weapons
Pyrefiend
and magic and can harm their foes with their icy powers. They Small demon (fiend), neutral evil
inhabit cold environments like Ice Mountain as well as the
God Wars Dungeon. Armor Class 14 (natural armor)
Hit Points 38 (7d6 + 14)
Speed 30 ft.

Icefiend STR DEX CON INT WIS CHA


Small demon (fiend), neutral evil
8 (-1) 16 (+3) 14 (+2) 9 (-1) 11 (+0) 12 (+1)
Armor Class 13 (natural armor)
Hit Points 36 (8d6 + 8) Damage Resistances bludgeoning, piercing, and
Speed 30 ft. slashing from weapon attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned
STR DEX CON INT WIS CHA Senses darkvision 60 ft., passive Perception 10
Languages Infernal
8 (-1) 15 (+2) 12 (+1) 9 (-1) 10 (+0) 10 (+0)
Challenge 2 (450 XP)
Damage Vulnerabilities fire Heated Body. A creature that touches the pyrefiend
Damage Resistances bludgeoning, piercing, and or hits it with a melee attack while within 5 feet of it
slashing from weapon attacks that aren't silvered takes 2 (1d4) fire damage.
Damage Immunities cold, poison
Condition Immunities poisoned Illumination. The pyrefiend sheds bright light in a 20-
Senses darkvision 60 ft., passive Perception 10 foot radius and dim light in an additional 20 feet.
Languages Infernal
Challenge 1 (200 XP) Magic Resistance. The pyrefiend has advantage on
saving throws against spells and other magical
effects.
Snow Camoflage. While the icefiend is in snowy or
icy terrain, it has advantage on stealth checks.
Actions
Magic Resistance. The icefiend has advantage on
saving throws against spells and other magical Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
effects. one target. Hit: 6 (1d6 + 3) slashing damage plus 3
(1d6) fire damage.
Actions Fire Breath (Recharge 6). The pyrefiend exhales fire in
a 15-foot cone. Each creature in that area must
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
succeed on a DC 12 Dexterity saving throw, taking
one target. Hit: 5 (1d6 + 2) slashing damage plus 3
14 (4d6) fire damage on a failed save, or half as
(1d6) cold damage.
much on a successful one.
Frost Breath (Recharge 6). The icefiend exhales a 15-
foot cone of cold air. Each creature in that area must
succeed on a DC 11 Dexterity saving throw, taking
10 (3d6) cold damage on a failed save, or half as
much on a successful one.

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Waterfiends Dust Devils
Waterfiends are considerably more dangerous than their Dust devils are strange fiends with magical abilities that allow
pyrefiend and icefiend counterparts. They are thin and stand them to control clouds of blinding dust. They are vaguely
slightly shorter than the average human. Appearing to be made humanoid in shape, with small torsos, short limbs and tails,
almost entirely out of water, their bodies are constantly and large, round heads. They have large mouths, small red
shifting and changing as they move. A splashing jet of water eyes, and two short, wide horns atop their heads. The exteriors
propels them across solid ground, and they can move through of their red bodies are covered in tough plates of beige hide,
water with alarming speed. When they become aggressive, providing them with more protection than the average demon.
they can control spouts and even crashing waves of water to These demons can be found in the Chaos Tunnels beneath the
bludgeon and shove their foes. Waterfiends can be found in the Wilderness and in the Smoke Dungeon beneath the Kharidian
Wilderness, the Chaos Tunnels beneath it and the arctic Desert.
region to its west, and the Ancient Cavern in Kandarin.

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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 17 (+3) 12 (+1) 13 (+1) 14 (+2)
18 (+4) 18 (+4) 15 (+2) 13 (+1) 11 (+0) 15 (+2)
Damage Resistances cold, fire, lightning;
Damage Resistances cold, fire; bludgeoning, bludgeoning, piercing, and slashing from
piercing, and slashing from nonmagical attacks nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 11
Languages Infernal Languages Infernal
Challenge 5 (1,800 XP) Challenge 6 (2,300 XP)

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.

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Cthonian Demons Bloodvelds
Bloodvelds are quadrupedal demons with bodies that vaguely
Cthonian demons typically come in even more diverse,
resemble the shape of a spider. They have four insect-like legs
horrifying, and disturbing forms than other types of demons.
and large, bulbous bodies filled with blood that can be seen
Many Cthonian demons are quadrupedal, though some bear a
flowing and pulsing about beneath the skin. At the front of
vague humanoid appearance. Ages ago, Cthonians were the
their bodies is a circular mouth with several wide, pointed
second group of demons to rule over Infernus, overthrowing
teeth. They have long, tentacle-like tongues which are used to
the Infernal demons and enslaving the Avernic tribes. Some
ensnare their prey before biting down on them and consuming
time later, the Cthonians themselves were overthrown by the
their blood. Despite having no eyes, these demons are
Avernic demons with the help of Zamorak, and most of the
particularly good at tracking creatures.
surviving Cthonians were banished to the Abyss. Many
Vampyres often keep bloodvelds as pets in a similar fashion
Cthonian demons on Gielinor were originally brought there by
to how Humans keep dogs, valuing them for their
researchers in Viggora's Folly in northwest Morytania, who
companionship as well as their ability to track creatures and
managed to open a portal to the Abyss.
defend their owners. Bloodvelds can be found inside Viggora's
Folly in northwestern Morytania, in the Sanguinesti Region of
Morytania, and in the God Wars Dungeon.

Bloodveld
Medium demon (Cthonian), neutral evil

Armor Class 12 (natural armor)


Hit Points 51 (6d8 + 24)
Speed 40 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 18 (+4) 5 (-3) 12 (+1) 4 (-3)

Senses blindsight 60 ft. (blind beyond this radius),


passive Perception 11
Languages understands Infernal but can't speak
Challenge 2 (450 XP)

Sense Blood. The bloodveld has advantage on


Wisdom (Perception) checks to locate any creature
that has blood.

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.

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Death Spawn
Tiny demon (Cthonian), neutral evil

Armor Class 13 (natural armor)


Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


5 (-3) 17 (+3) 12 (+1) 6 (-2) 7 (-2) 13 (+1)

Damage Resistances cold, fire, lightning


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages Infernal
Challenge 1/2 (100 XP)

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

Armor Class 14 (natural armor)


Hit Points 67 (9d8 + 27)
Abyssal Demons
Abyssal demons are powerful demons that control the power
Speed 30 ft.
of teleportation. They have four crab-like legs, small bodies,
large heads, and short spiky tails. Their bodies are purple and
STR DEX CON INT WIS CHA black and covered in thick hide. Their heads are translucent
and glow with faint light, and they have large lower jaws with
16 (+3) 10 (+0) 17 (+3) 6 (-2) 8 (-1) 6 (-2) wide, pointed teeth. Sprouting from their heads are six small,
squirming tentacles. When in combat, these dangerous
Damage Resistances cold, fire, lightning; demons will constantly teleport around, and can even teleport
bludgeoning, piercing, and slashing from their foes short distances in order to disorient them.
nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Infernal
Challenge 3 (700 XP)

Rampage. When the nechryael reduces a creature to


0 hit points with a melee attack on its turn, the
nechryael can use a bonus action to move up to half
its speed and make a bite attack.

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.

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Abyssal Demon Actions
Medium demon (Cthonian), neutral evil Multiattack. The demon makes two attacks: one with its
bite and one with its slam.
Armor Class 16 (natural armor)
Hit Points 76 (9d8 + 36) Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Speed 40 ft. target. Hit: 11 (2d6 + 4) piercing damage. The target
must make a DC 15 Constitution saving throw, taking 7
(2d6) force damage on a failed save or half as much on
STR DEX CON INT WIS CHA a successful one.
16 (+3) 18 (+4) 18 (+4) 6 (-2) 13 (+1) 8 (-1) Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Saving Throws Dex +7, Wis +4, Cha +2 Teleport. The demon magically teleports to an
Damage Resistances cold, fire, lightning; bludgeoning, unoccupied space it can see within 40 feet.
piercing, and slashing from nonmagical attacks
Abyssal Fusion (1/Day). The demon attempts to
Damage Immunities poison
magically teleport two targets into the same location,
Condition Immunities poisoned
magically rending them as they are forced to collide.
Senses darkvision 120 ft., passive Perception 11
The demon chooses two creatures or loose objects no
Languages Infernal, telepathy 120 ft.
larger than Medium it can see that are within 30 feet
Challenge 6 (2300 XP)
and a single unoccupied space it can see within 15 feet
of both targets. Each targeted creature must make a DC
Abyssal Gates. When the demon hits a creature no 15 Constitution saving throw, taking 33 (6d10) force
larger than Medium with an attack, it can use a bonus damage and being teleported, along with any
action to teleport the target, along with any equipment equipment it is wearing or carrying, on a failed save., or
it is wearing or carrying, to an unoccupied space the taking half as much damage and remaing in place on a
demon can see within 15 feet. successful one. A teleported target falls prone in an
Magic Resistance. The demon has advantage on saving unoccupied space nearest to the destination.
throws against spells and other magical effects.
Reactions
Abyssal Step. When the demon takes damage, it can use
its reaction to magically teleport to an unoccupied
space it can see within 15 feet.

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.

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Lesser Demon Greater Demon
Medium demon (Avernic), neutral evil Large demon (Avernic), neutral evil

Armor Class 14 (natural armor) Armor Class 16 (natural armor)


Hit Points 52 (8d8 + 16) Hit Points 104 (11d10 + 44)
Speed 30 ft. Speed 30 ft., fly 40 ft.

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)

Skills Intimidation +4, Perception +2 Skills Intimidation +5, Perception +3


Damage Resistances cold, fire, lightning; Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from bludgeoning, piercing, and slashing from
nonmagical attacks nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 13
Languages Infernal, Common Languages Infernal, Common
Challenge 4 (1,100 XP) Challenge 6 (2,300 XP)

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.

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Black Demon
Large demon (Avernic), neutral evil

Armor Class 16 (natural armor)


Hit Points 104 (11d10 + 44)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 18 (+4) 12 (+1) 10 (+0) 18 (+4)

Skills Intimidation +7, Perception +3, Stealth +4


Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashing from
nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Infernal, Common
Challenge 7 (2,900 XP)

Magic Resistance. The demon has advantage on


saving throws against spells and other magical
effects.
Devil's Sight. Magical darkness doesn't impede the
demon's darkvision.
Innate Spellcasting. The demon's innate spellcasting
ability is Charisma (+7 to hit with spell attacks, spell
save DC 15). The demon can innately cast the
following spells, requiring no material components:
At will: burning hands, detect magic, fire bolt,
thaumaturgy
2/Day each: darkness, fireball, hellish rebuke

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.

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K'ril Tsutsaroth At will: hellish rebuke, scorching ray, thaumaturgy
Huge demon (Avernic), neutral evil Demonic Rage (Recharges after a Short or Long Rest).
Using a bonus action, K'ril enters an enraged state,
Armor Class 18 (natural armor) attacking recklessly with blazing speed. While enraged,
Hit Points 161 (14d12 + 70) K'ril has advantage on weapon attacks, he can make one
Speed 40 ft., fly 50 ft. additional scimitar attack on his turn, and any attacks
against him have advantage. The effect ends at the start
of K'ril's next turn, or if he is incapacitated.
STR DEX CON INT WIS CHA
22 (+6) 15 (+2) 21 (+5) 14 (+2) 12 (+1) 18 (+4) Actions
Multiattack. K'ril makes three attacks: two with his
Skills Intimidation +8, Perception +5 scimitars and one with his gore.
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Damage Immunities poison one target. Hit: 16 (3d6 + 6) slashing damage.
Condition Immunities poisoned Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Senses darkvision 60 ft., passive Perception 15 target. Hit: 22 (3d10 + 6) piercing damage.
Languages Infernal, Common
Challenge 11 (7,200 XP) Earth Spike (Recharge 5-6). K'ril slams his scimitars into
the ground, causing a large spike of rock to erupt from
the ground before draining the life of nearby creatures.
Magic Resistance. K'ril has advantage on saving throws
The spike forms in a 15-foot cube centered on a point
against spells and other magical effects.
on the ground within 30 feet. Each creature in that area
Charge. If K'ril moves at least 20 feet straight toward a must make a DC 17 Dexterity saving throw. On a failed
target and then hits it with a gore attack on the same save, a creature takes 22 (4d10) bludgeoning damage
turn, the target takes an extra 16 (3d10) piercing and lands prone in the nearest unoccupied space. On a
damage. If the target is a creature, it must succeed on a successful save, a creature takes half the damage and
DC 18 Strength saving throw or be knocked prone. lands in the nearest unoccupied spacespike of their
choice without falling prone. A creature that starts their
Innate Spellcasting. K'ril's innate spellcasting ability is turn within 5 feet of the spike takes 9 (2d8) necrotic
Charisma (+8 to hit with spell attacks, spell save DC damage. The spike remains in the affected area for 1
16). He can innately cast the following spells, requiring minute or until K'ril uses this feature again before
only verbal components: disappearing.

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.

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Elementals
Elemental creatures are relatively rare on Gielinor, but can be
found in a variety of its most remote areas, especially in places
Ice Warriors
like deep below the ground and atop tall mountains. Ice warriors are elemental creatures made of chunks of ice
Statistics for many of the more unique elementals found on that bear a resemblance to humanoids with built in suits of icy
Gielinor are listed in this section. For the standard air, water, armor. They can be found a variety of cold places such as the
earth, and fire elementals, use their respective 5th edition freezing depths of the Asgarnian Ice Dungeon or the snowy
statistics. peaks of White Wolf Mountain.

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.

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Earth Warriors
Earth warriors are humanoid-shaped elemental creatures Note: The ice and fire giants of Gielinor seem to be
made from hunks of living earth and rock. They can be found
almost completely made of their respective
in the Chaos Tunnels beneath the Wilderness and the
elements, as opposed to how the frost giants and
Edgeville Dungeon. For the earth warriors of Gielinor, use the
fire giants of standard 5th edition are portrayed.
Therefore, the ice and fire giants of Gielinor are
5th edition statistics for the earth elemental.
considered elementals rather than giants.
Ice Giants
Ice giants are very large humanoid shaped creatures made of
chunks of ice. They often wield giant weapons, such as
Fire Giants
longswords, that are also made of ice. They can be found in Fire giants are giant creatures made of flames and burning
many of the same cold and remote places as ice warriors. material arranged in a similar shape to a humanoid. Similar to
ice giants, they often wield flaming weapons that can burn
their enemies. They can be found in many dungeons
throughout Gielinor, such as the Chaos Tunnels beneath the
Ice Giant Wilderness, the Brimhaven Dungeon, and the Smoke
Dungeon beneath the Kharidian Desert.
Large elemental, neutral evil

Armor Class 15 (natural armor)


Hit Points 102 (12d10 + 36)
Speed 40 ft.
Fire Giant
Large elemental, neutral evil

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.

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Chaos Elemental Pierce. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8)
Large elemental, chaotic evil
psychic damage.

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.

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TzHaar TzHaar-Ket
The TzHaar-Ket are the guardians and police force of the
The TzHaar are an intelligent race of elementals comprised of
TzHaar. If ever the TzHaar city were threatened, TzHaar-Ket
obsidian and magma that inhabit the magma-lit caves deep
would be the first to defend it. TzHaar-Ket have very bulky legs
beneath the Karamja volcano. Despite their fearsome and
and primary arms. Their heads sit in the center of their large,
powerful appearance, the TzHaar are wise and peaceful
round torsos. They are the bulkiest of the TzHaar. With their
creatures that have existed beneath the surface for thousands
tall and wide stature, TzHaar-Ket are fearsome soldiers that
of years.
follow a code not unlike the concept of chivalry.
TzHaar live in a sophisticated society that relies on a strict
caste system which dictates what each TzHaar will do in life.
These castes are the TzHaar-Ket, TzHaar-Xil, TzHaar-Mej, and
TzHaar-Hur. TzHaar also value honor and chivalry above all
else. It is said that throughout their history, no TzHaar has ever
TzHaar-Ket
committed a crime. Because most humanoids have no such Large elemental, lawful good
values in the eyes of the TzHaar, they are cautious in dealing
with them and keep most of their civilizations blocked off from Armor Class 19 (natural armor, shield)
outsiders. Hit Points 136 (13d10 + 65)
Amongst the fighting castes, combat is incredibly popular. Speed 25 ft.
The TzHaar partake in gladiator-style combat, and fight
ancient creatures that live deep underground. To excel in
friendly combat is a major goal of most fighting TzHaar. STR DEX CON INT WIS CHA
Ultimately, however, to perform the duties of one's caste well is 20 (+5) 8 (-1) 20 (+5) 10 (+0) 14 (+2) 8 (-1)
the primary goal of the TzHaar.
TzHaar have bulky bodies with swirling or jagged patterns of
Saving Throws Con +8, Wis +5
glowing orange magma on the surface. Most are roughly
Skills Athletics +8
humanoid in shape, and all have four arms. A typical TzHaar
Damage Vulnerabilities thunder
wears no clothing or armor, but rather a small number of Damage Resistances bludgeoning, piercing, and
ornamental metal objects such as decorative bracelets and slashing from nonmagical attacks
chains. TzHaar have their own ancient language that is Damage Immunities fire, poison
mutually intelligible with Terran, Ignan, and Primordial. Their Condition Immunities exhaustion, paralyzed,
Common and other non-elemental languages are spoken with petrified, poisoned, unconscious
a unique accent that sounds as though ordinary speech of a Senses darkvision 60 ft., passive Perception 12
very deep pitch were overlaid with scratching and crumbling Languages TzHaar, Common
earthy noises. Challenge 8 (3,900 XP)

Many Arms. The TzHaar has four arms. Its two


primary arms function normally, and its two
secondary arms can be used to perform simple
actions such as holding, pushing, pulling, lifting, or
dropping, or interacting with objects. Its secondary
arms can't be used to do anything that requires fine
control, such as using weapons, shields, or magic
items.
Rock Steady. The TzHaar has advantage on Strength
saving throws against being pushed, shoved, and
knocked prone.
Earthly Grip. The TzHaar can attempt to grapple a
creature using its secondary arms as a bonus action.

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.

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TzHaar-Xil
The TzHaar-Xil are the hunting caste, being agile, yet adept in
TzHaar-Xil combat. They are primarily in charge of gathering food by
Large elemental, lawful good hunting prey that live underground. Like the TzHaar-Ket, they
take great pride in their skills in combat. TzHaar-Xil have
hunched torsos with small heads and long necks. Their lanky
Armor Class 17 (natural armor)
arms make them particularly skilled with thrown weapons,
Hit Points 110 (13d10 + 39)
and their long legs and tails also make them more dexterous
Speed 30 ft.
than the other castes.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 17 (+3) 10 (+0) 14 (+2) 8 (-1)

Saving Throws Con +6, Wis +5


Skills Acrobatics +5, Stealth +5
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed,
petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Languages TzHaar, Common
Challenge 8 (3,900 XP)

Many Arms. The TzHaar has four arms. Its two


primary arms function normally, and its two
secondary arms can be used to perform simple
actions such as holding, pushing, pulling, lifting, or
dropping, or interacting with objects. Its secondary
arms can't be used to do anything that requires fine
control, such as using weapons, shields, or magic
items.
TzHaar-Mej
Rock Steady. The TzHaar has advantage on Strength The TzHaar-Mej are the mystic class of the TzHaar as well as
saving throws against being pushed, shoved, and the race's leading and governing class. They are generally the
knocked prone. wisest and are responsible for recording their people's history
Thrown Weapon Master. A melee weapon with the in their libraries. TzHaar-Mej are slightly taller and less bulky
thrown property deals one extra die of its damage than the other TzHaar, with thin, cone-shaped torsos and small
when the TzHaar hits with it (included in the attack). feet and hands. Atop their torsos sit their pointed heads, which
The TzHaar can make thrown weapon attacks at are flanked by two wide, arched spikes, between which lies a
long range without disadvantage. large floating ball of magma.

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.

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shorter than the other castesand use a rotatating ball of
magma at the bottom of their bodies in order to move.
TzHaar-Mej
Medium elemental, lawful good

Armor Class 16 (natural armor)


TzHaar-Hur
Medium elemental, lawful good
Hit Points 84 (13d8 + 26)
Speed 25 ft.
Armor Class 16 (natural armor)
Hit Points 110 (13d8 + 52)
STR DEX CON INT WIS CHA Speed 25 ft.
15 (+2) 8 (-1) 15 (+2) 15 (+2) 18 (+4) 8 (-1)
STR DEX CON INT WIS CHA
Saving Throws Con +5, Wis +7
16 (+3) 5 (-2) 18 (+4) 16 (+3) 14 (+2) 8 (-1)
Skills Arcana +6
Damage Vulnerabilities thunder
Damage Resistances bludgeoning, piercing, and Saving Throws Con +7, Wis +5
slashing from nonmagical attacks Skills History +6
Damage Immunities fire, poison Damage Vulnerabilities thunder
Condition Immunities exhaustion, paralyzed, Damage Resistances bludgeoning, piercing, and
petrified, poisoned, unconscious slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14 Damage Immunities fire, poison
Languages TzHaar, Common Condition Immunities exhaustion, paralyzed,
Challenge 5 (1,800 XP) petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Many Arms. The TzHaar has four arms. Its two Languages TzHaar, Common
primary arms function normally, and its two Challenge 5 (1,800 XP)
secondary arms can be used to perform simple
actions such as holding, pushing, pulling, lifting, or Many Arms. The TzHaar has four arms. Its two
dropping, or interacting with objects. Its secondary primary arms function normally, and its two
arms can't be used to do anything that requires fine secondary arms can be used to perform simple
control, such as using weapons, shields, or magic actions such as holding, pushing, pulling, lifting, or
items. dropping, or interacting with objects. Its secondary
arms can't be used to do anything that requires fine
Rock Steady. The TzHaar has advantage on Strength control, such as using weapons, shields, or magic
saving throws against being pushed, shoved, and items.
knocked prone.
Rock Steady. The TzHaar has advantage on Strength
Spellcasting. The TzHaar is a 6th-level spellcaster. Its saving throws against being pushed, shoved, and
spellcasting ability is Wisdom (spell save DC 15, +7 knocked prone.
to hit with spell attacks). It has the following druid
spells prepared: Heated Weapons. When the TzHaar hits with a metal
or stone melee weapon, it deals an extra 3 (1d6) fire
Cantrips (at will): guidance, produce flame, damage (included in the attack).
resistance
1st level (4 slots): cure wounds, faerie fire, fog
cloud Actions
2nd level (3 slots): flame blade, flaming sphere, heat TzHaar-Ket-Em. Melee Weapon Attack: +6 to hit,
metal, lesser restoration reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
3rd level (3 slots): meld into stone damage plus 3 (1d6) fire 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

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Giants
Giants are a group of massive creatures that typically have a
similar appearance to humanoids. They are often less
Ogres
intelligent than the average humanoid, but significantly Ogres are giants that have a similar appearance to large, fat
stronger and hardier. Giants come in a variety of shapes and Humans with big heads and a pair of small tusks in their lower
sizes, and most are very dangerous and aggressive creatures jaws. They can be found in the southern regions of Kandarin
that should be avoided whenever possible. and are numerous in the Feldip Hills region south of Kandarin,
particularly in the ogre city of Gu'Tanoth. For the ogres of
Gielinor, use the 5th edition statistics of the ogre.
Note: For ice giants and fire giants, see Elementals.
For moss giants, see Plants. Trolls
Trolls are one of the most populous and diverse types of giants
on Gielinor. Their history is largely unclear, but it's known that
Hill Giants they've prospered for thousands of years. They vary greatly in
Hill giants are very tall giants that can be found in a variety of size, with the smallest and most common trolls being only
locations throughout Gielinor, including the Edgeville slightly larger than a Human and the largest being quite
Dungeon, the Taverley Dungeon, western Kandarin, and the massive. Trolls are semi-intelligent creatures that rely more on
Wilderness. For the hill giants of Gielinor, use the 5th edition their instincts than their wits in order to survive in the harsh
statistics of the hill giant. environments in which they reside. They are tough and hardy
creatures that can eat almost anything without consequence.
Cyclopes In fact, eating is a very important part of their culture, as a
newborn troll is usually named after the first thing they
Cyclopes are very similar creatures to hill giants, but are attempt to eat. Despite their level of intelligence, trolls should
distinguished by their single large eye. They can be found in not be underestimated, as they are vicious creatures that have
the God Wars Dungeon and within the Warriors' Guild in often been known to beat, kill, or eat anyone who enters their
Burthorpe. A much more peaceful and humanoid-like race of territory. There are three main subspecies of trolls: mountain
cyclops can be found in The Arc, with most of them originating trolls, ice trolls, and sea trolls.
from the island of Cyclosis. For the cyclopes of Gielinor, use
the 5th edition statistics of the cyclops.

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Mountain Trolls
Mountain trolls are the most commonly found type of trolls
and seem to have the greater intelligence, making the most
use of tools and having the most organized societies. They can
be found in the troll country, which surrounds the mountain of
Trollheim north of Burthorpe. Mountain trolls have brown
bodies with skin covered in chunks of rock. They have long,
muscular arms and large heads with big lower jaws and small
green eyes. They often equip themselves with a crude
patchwork of wooden armor pieces haphazardly held together
with rope. These trolls have threatened the safety of Burthorpe
as well as the Dwarven city of Keldagrim since they each were
founded, frequently launching unorganized attacks and raids
against these establishments.

Troll
Medium giant, chaotic evil

Armor Class 16 (natural armor, shield)


Hit Points 37 (5d8 + 15)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


17 (+3) 8 (-1) 16 (+3) 5 (-3) 13 (+1) 6 (-2)

Skills Athletics +5, Survival +3


Troll General
Damage Immunities poison Large giant, chaotic evil
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11 Armor Class 17 (natural armor, shield)
Languages Common Hit Points 76 (8d10 + 32)
Challenge 1 (200 XP) Speed 40 ft., climb 40 ft.

Stone Camouflage. The troll has advantage on


Dexterity (Stealth) checks made to hide in rocky STR DEX CON INT WIS CHA
terrain. 19 (+4) 8 (-1) 18 (+4) 5 (-3) 14 (+2) 6 (-2)

Actions Skills Athletics +6, Survival +4


Damage Immunities poison
Hammer. Melee Weapon Attack: +5 to hit, reach 5 Condition Immunities poisoned
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. Senses darkvision 60 ft., passive Perception 12
Rock. Ranged Weapon Attack: +5 to hit, range Languages Common
30/120 ft., one target. Hit: 6 (1d6 + 3) bludgeoning Challenge 3 (700 XP)
damage.
Stone Camouflage. The troll has advantage on
Dexterity (Stealth) checks made to hide in rocky
terrain.

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.

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Troll Mages
While most trolls rely solely on their brute strength and
toughness for combat and survival, a few mountain trolls Dad
harness magical abilities. Much of a troll mage's magic is Huge giant, chaotic evil
focused toward aiding in their survival, though harmful magic
is also of use to them.
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
Troll Mage
Large giant, chaotic evil STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 20 (+5) 5 (-3) 14 (+2) 6 (-2)
Armor Class 15 (natural armor)
Hit Points 76 (8d10 + 32) Skills Athletics +9, Survival +5
Speed 40 ft., climb 40 ft. Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
STR DEX CON INT WIS CHA
Languages Common
17 (+3) 8 (-1) 18 (+4) 5 (-3) 16 (+3) 6 (-2) Challenge 6 (2,300 XP)

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.

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Sea Trolls General Graardor
Sea trolls are amphibious trolls that live beneath the sea north
General Graardor is the leader of Bandos' army and one of his
of Kandarin. They have a similar appearance to other trolls,
highest ranking generals. He lies in the heart of the Bandosian
but have scaly green skin, webbed hands and feet, sharper
encampent in the God Wars Dungeon. Graardor is one of the
teeth, and orange frills on their heads and along their spines.
last known living members of the ourg race, a type of massive,
They are perhaps the fiercest of the trolls, and tend to be more
ogre-like creature. Long before the God Wars, many ourgs
organized than the others. They occasionally lay siege to
fought for Bandos in a variety of different wars, causing their
various establishments near the shore of the northern sea,
numbers to thin drastically. By the time the God Wars came to
especially Piscatoris Fishing Colony in northwest Kandarin.
a close, they were thought to be extinct, but when the Temple
For the ice trolls of Gielinor, use the above stats for the troll
of Lost Ancients thawed, Graardor's presence revealed this to
or the troll general, but with a few small modifications. Firstly,
be untrue.
remove the climbing speed and Stone Camouflage feature.
Graardor is a huge creature standing at around 15 feet tall.
Second, add the following features:
He is humanoid in shape, is incredibly muscular, and has
A swimming speed equal to the troll's walking speed. green skin and a pair of long teeth that stick out from his lower
Amphibious. The troll can breathe air and water. jaw. He is typically found wearing armor bearing the marks of
Bandos and a helmet with large horns.

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General Graardor Graardor Protect. Graardor enters a defensive stance.
When he is hit with a melee weapon attack before the
Huge giant, neutral evil
start of his next turn, he can use a reaction to gain
resistance to any bludgeoning, piercing, or slashing
Armor Class 16 (Bandos armor) damage caused by that attack and make one fist attack
Hit Points 216 (16d12 + 112) against the attacker.
Speed 40 ft.
Shockwave. Graardor smashes his fist into the ground,
causing a shockwave to erupt in a 30-foot line that is 5
STR DEX CON INT WIS CHA feet wide. Each creature in that line must make a DC 19
Constitution saving throw, taking 22 (4d10) thunder
26 (+8) 10 (+0) 24 (+7) 13 (+1) 14 (+2) 10 (+0) damage and being knocked prone on a failed save, or
taking half the damage without falling prone on a
Saving Throws Str +12, Con +11, Wis +6 successful one.
Skills Athletics +12
Graardor Smash (Recharge 5-6). Graardor pummels the
Damage Immunities poison
ground repeatedly as rocks fall from above toward up
Condition Immunities poisoned
to three points on the ground within 60 feet. Each
Senses darkvision 60 ft., passive Perception 12
creature above one of these points must make a DC 19
Languages Common, Goblin, Ork
Dexterity saving throw. On a failed save, a creature
Challenge 11 (7,200 XP)
takes 21 (6d6) bludgeoning damage and is restrained,
crushed beneath the rubble. A restrained creature can
Actions use an action to make a DC 19 Strength or Dexterity
Multiattack. Graardor makes three fist attacks or uses check (the creature's choice). On a success, the
his Graardor Protect and makes two fist attacks. creature is no longer restrained and must move to the
nearest unoccupied space of their choice. On a
Fist. Melee Weapon Attack: +12 to hit, reach 10 ft., one successful save, a creature takes half the damage and
target. Hit: 22 (4d6 + 8) bludgeoning damage. must move to the nearest unoccupied space of their
choice. The rubble becomes an area of difficult terrain
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 in a 5-foot diameter centered on each point, which
ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage. lasts until it is cleared.

In battle, Graardor relies primarily on his brute strength,


preferring his bare hands to any weapon. In fact, when
Graardor's Sergeants
directed in the right way, his fists are strong enough to cause Graardor is usually accompanied by his three Goblin
powerful shockwaves along the ground or make rocks fall from sergeants: the battlemage Sergeant Steelwill, the warrior
the ceiling. Sergeant Strongstack, and the rogue Sergeant Grimspike.

Sergeant Steelwill Goblin War Tactics. Before Steelwill attacks a creature


while at least one of his allies is within 5 feet of it, he
Small humanoid (Goblin), neutral evil
can add 1d8 to the attack or damage roll.

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)

Nimble Escape. Steelwill can take the Disengage or Hide Actions


action as a bonus action on each of his turns. Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage.

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Sergeant Strongstack Sergeant Grimspike
Small humanoid (Goblin), neutral evil Small humanoid (Goblin), neutral evil

Armor Class 19 (half plate, shield) Armor Class 16 (studded leather)


Hit Points 55 (10d6 + 20) Hit Points 36 (8d6 + 8)
Speed 30 ft. Speed 30 ft.

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)

Skills Stealth +5 Skills Stealth +7


Senses darkvision 60 ft., passive Perception 9 Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin Languages Common, Goblin
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)

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.

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Humanoids
Humanoids are a diverse group of Human-like creatures that
can be found on a large portion of the surface of Gielinor. By
far the most populous species of humanoids is Humans, who
during the 5th Age began to take control of much of of
Gielinor, forming the three main Human Kingdoms: Misthalin,
Asgarnia, and Kandarin. Other humanoids include Dwarves,
Gnomes, Goblins, Aviansie, Elves, Werewolves, and Vampyres.

Note: For most humanoid creatures of Gielinor,


there exist 5th edition statistics that can be used
to accurately represent them. Information for only
a few notable and unique humanoids and those
that differ significantly from 5th edition will be
provided in this section.
For comprehensive details on most of the
humanoid races of Gielinor, see Races of Gielinor.
The GM may choose for humanoid non-player
characters to inherit traits similar to those listed in
the Races of Gielinor section, but is suggested to
do so sparingly. Remember that less is more.

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:

Replace the Life Funnel feature, which is unique to


Enakhra, with another appropriate feature unique to that
Mahjarrat.
Change the list of spells in the Spellcasting feature (all
Mahjarrat possess the same innate spells).
Add up to 2 languages as appropriate.

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Keep the Arcana, Athletics, History, and Stealth Alter the Legendary Action options to include attacks or
proficiencies, and replace the rest with other appropriate other features if the Mahjarrat's primary mode of combat is
skill proficiencies. not spellcasting.
Change the alignment as needed. Zarosian Mahjarrat are
more likely to be lawful evil, while Zamorakian Mahjarrat
are more likely to be chaotic evil.

Enakhra Mahjarrat Senses. Enakhra can sense the presence (but


not location) and status (healthy, injured, or dead) of
Medium humanoid (Mahjarrat), Chaotic Evil
any Mahjarrat that are on the same plane of existence
as her.
Armor Class 15 (18 with mage armor)
Hit Points 171 (18d8 + 90) Mahjarrat Vitality. Enakhra is immune to disease and
Speed 30 ft. magical aging effects.
Spellcasting. Enakhra is a 16th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 19, +11
STR DEX CON INT WIS CHA to hit with spell attacks). She has the following spells
18 (+4) 20 (+5) 21 (+5) 18 (+4) 19 (+4) 22 (+6) prepared:
Cantrips (at will): chill touch, guidance, gust, fire bolt,
Saving Throws Str +9, Dex +10, Con +10, Wis +9 thaumaturgy
Skills Arcana +11, Athletics +9, History +11, Nature
1st Level (4 slots): false life, inflict wounds, mage
+11, Religion +11, Stealth +10, Survival +9
armor
Damage Resistances necrotic
Damage Immunities poison; bludgeoning, piercing, and 2nd level (3 slots): blindness/deafness, crown of
slashing from non-magical weapons madness, healing spirit
Condition Immunities poisoned 3rd level (3 slots): blink, counterspell, spirit guardians,
Senses darkvision 120 ft., passive Perception 14 vampiric touch
Languages Common, Infernal
Challenge 16 (15,000 XP) 4th level (3 slots): blight, death ward, vitriolic sphere
5th level (3 slots): cone of cold, destructive wave,
Innate Spellcasting. Enakhra's ancestry gives her some enervation
innate magical abilities. Her innate spellcasting ability is
Charisma (spell save DC 19, +11 to hit with spell 6th level (1 slot): harm, chain lightning
attacks). She can innately cast the following spells, 7th level (1 slot): finger of death, whirlwind
requiring no material components:
8th level (1 slot): dark star
At will: cure wounds, disguise self (cannot take the
appearance of another Mahjarrat)
Actions
3/day: misty step Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft. or
1/day each: plane shift, shapechange (cannot take the range 20/60 ft., one target. Hit 7 (1d4 + 5) piercing
form of another Mahjarrat), teleport damage.
Legendary Resistance (3/Day). If Enakhra fails a saving
throw, she can choose to succeed instead. Legendary Actions
Life Funnel. When Enakhra damages a creature with a Enakhra can take 3 legendary actions, choosing from
spell of the necromancy or evocation schools, she the options below. Only one legendary action option
regains hit points equal to 5 times the spell's level, or 5 can be used at a time and only at the end of another
hit points for a cantrip. This healing can only occur creature's turn. Enakhra regains spent legendary actions
once for each time the spell is cast. at the start of her turn.
Magic Resistance. Enakhra has advantage on saving Move. Enakhra moves up to her speed without
throws against spells and other magical effects. provoking opportunity attacks.
Cantrip. Enakhra casts a cantrip.
Spell (Costs 2 Actions). Enakhra casts a spell of 1st or
2nd level.

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Sigmund Gadderanks
Sigmund is an advisor to Horacio, the Duke of Lumbridge. Gadderanks is a man who is in charge of collecting many of
Over time, Sigmund has grown increasingly involved with the blood tithes in Morytania. He is fiercely loyal to the
Humans Against Monsters (H.A.M.), a Human-supremacist Vampyres not out of respect, but out of fear, following their
cult that believes Gielinor needs to be rid of all non-Human bidding in order to ensure the protection of his family. Because
races. He keeps his involvement with H.A.M. a secret, carefully of his position, he is almost universally hated by the citizens of
pressuring the Duke to make choices that align with the cult's Morytania. Gadderanks is afraid of shades, which lead him to
beliefs. As a devout Saradominist, Sigmund has the ability to create the Gadderhammer, a large maul that is particularly
call upon his god's power to protect him from harm. effective at destroying them. Gadderanks is usually
accompanied by a handful of Vampyre Juveniles or Juvinates
which aid him in enforcing the tithes.

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.

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Kree'arra
Kree'arra Kree'arra is a large Aviansie and one of the highest ranking
leaders of Armadyl's army. As an Aviansie, Kree'arra has large
Large humanoid (Aviansie), lawful good wings and is covered in brown feathers, bearing a
resemblance to a hawk. He wears a sturdy, yet flexible armor
Armor Class 19 (Armadyl armor) and uses no weapons in combat, preferring to make use of his
Hit Points 152 (16d10 + 64) talons and natural abilities. Kree'arra can create great gusts of
Speed 30 ft., fly 60 ft. wind and summon powerful storms of air and electricity. He
can be found in the heart of the Armadylean encampment in
the God Wars Dungeon.
STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 18 (+4) 14 (+2) 18 (+4) 15 (+2) Kree'arra's Generals
Kree'arra is usually accompanied by three Aviansie generals: a
Skills Acrobatics +10, Perception +8 dextrous warrior woman named Flight Kilisa, a skilled master
Senses passive Perception 18 of throwing weapons named Flockleader Geerin, and a
Languages Common, Aviansie powerful mage named Wingman Skree.
Challenge 11 (7,200 XP)

Dive Attack. If Kree'arra is flying and dives at least 30


feet straight toward a target and then hits it with a
melee weapon attack, the attack deals an extra 7
(2d6) damage to the target.

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.

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Flight Kilisa Flockleader Geerin
Medium humanoid (Aviansie), lawful good Medium humanoid (Aviansie), lawful good

Armor Class 17 (studded leather) Armor Class 17 (studded leather)


Hit Points 90 (12d8 + 36) Hit Points 78 (12d8 + 24)
Speed 25 ft., fly 50 ft. Speed 25 ft., fly 50 ft.

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)

Skills Perception +6 Skills Perception +6


Senses passive Perception 16 Senses passive Perception 16
Languages Common, Aviansie Languages Common, Aviansie
Challenge 5 (1,800 XP) Challenge 5 (1,800 XP)

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.

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Vampyres
Wingman Skree Vampyres are a diverse race of bat-like humanoids that
originated from another plane called Vampyrium. They are
Medium humanoid (Aviansie), lawful good most commonly found in the Sanguinesti region in southeast
Morytania. Unfortunately for them, a powerful blessing placed
Armor Class 17 (studded leather) on the River Salve on the west end of Morytania acts as a
Hit Points 65 (10d8 + 20) barrier to all evil creatures, preventing them from leaving the
Speed 25 ft., fly 50 ft. region and crossing into Misthalin. All Vampyres have very
pale gray or sometimes beige skin, sharp teeth, and long bat-
like ears. Some of the more powerful Vampyres possess
STR DEX CON INT WIS CHA wings, but the weaker ones are flightless.
13 (+1) 20 (+5) 14 (+2) 13 (+1) 20 (+5) 10 (+0) All Vampyres have a thirst for blood that must be quenched
frequently. This trait makes them almost universally hated by
Skills Perception +6, Religion +4 other humanoids. The Vampyres of Morytania subject all of
Senses passive Perception 16 the region's residents to strict blood tithes, a type of tax in
Languages Common, Aviansie which people are regularly forced to give blood to be drank by
Challenge 5 (1,800 XP) the Vampyres.
Vampyres live in a strict society consisting of several tiers
Dive Attack. If Skree is flying and dives at least 30 corresponding to social status, physical appearance, and
feet straight toward a target and then hits it with a ability. At the top of their society is Lord Lowerniel Vergidiyad
melee weapon attack, the attack deals an extra 3 Drakan, the ruler of Morytania and all the Vampyres. Just
(1d6) damage to the target. below him are the other royal Vampyres, including his sister
Vanescula and his brother Ranis. These three Vampyres are
Spellcasting. Skree is a 6th-level spellcaster. His some of Gielinor's only true Vampyres, originating directly
spellcasting ability is Wisdom (spell save DC 16, +8 from Vampyrium, and hold immense innate power. The
to hit with spell attacks). Skree has the following remainder of lower-tier Vampyres are not born, but created
cleric spells prepared: though a mysterious vampyrization process undergone by
Cantrips (at will): guidance, resistance, light, sacred another species of humanoid. The highest ranking of these
flame turned Vampyres are the Vyres, which consist of Vyrelords and
Vyreladies as well as Vyrewatch. Vampyre Juvinates are the
1st level: (4 slots): bless, command, healing word, next group down from Vyres, followed by Vampyre Juveniles.
shield of faith Finally, the lowest of the low among Vampyre society are the
2nd level: (3 slots): hold person, lesser restoration, feral Vampyres.
spiritual weapon, zone of truth
3rd level: (3 slots): dispel magic, mass healing word,
remove curse

Actions
Talons. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 7 (1d4 + 5) slashing damage.

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Vampyre Juveniles
Note: while the Vampyres of standard 5th edition Vampyre Juveniles are small Vampyres and the lowest ranking
are considered to be undead, the lore behind the with the exception of Feral Vampyres. They serve as cronies to
Vampyres of Gielinor does not agree with this the Vampyres that deal with menial tasks their Human
classification. True Vampyres are clearly not captives can't or aren't allowed to do. They also sometimes
undead creatures, but rather a species of help to enforce the blood tithes. Juveniles have pale beige skin,
humanoids originating from Vampyrium. Turned short bodies only a few feet tall, and large, hairless heads with
Vampyres, such as Juvinates and Vyrewatch, flat noses. Despite their size, they are surprisingly quick, agile,
undergo a transformative process more akin to and dangerous.
lycanthropy than undeath. Thus, the Vampyres of
Gielinor are considered to be humanoids.

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.

Skills Stealth +4 Actions


Senses darkvision 60 ft., passive Perception 9
Languages Common, Infernal Multiattack. The Vampyre makes two attacks: one
Challenge 1 (200 XP) with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Sunlight Hypersensitivity. The Vampyre takes 20 one target. Hit: 7 (2d4 + 2) piercing damage plus 5
radiant damage when it starts its turn in sunlight. (2d4) necrotic damage. The Vampyre regains hit
While in sunlight, it has disadvantage on attack rolls points equal to the necrotic damage.
and ability checks.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.
Actions
Multiattack. The Vampyre makes two attacks: one
with its bite and one with its claws. Vampyre Juvinates
Vampyre Juvinates look much more similar to Humans than
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
the other Vampyres. Juvinates often help to enforce the
one target. Hit: 7 (2d4 + 2) piercing damage.
Vampyres' blood tithes, but also perform menial work for their
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., society like the Juveniles. Juvinates have pale, gray skin and
one target. Hit: 5 (1d6 + 2) slashing damage. slim figures. They are slightly more high-ranking Vampyres
than the Juveniles, but are still low in the hierarchy of social
status.

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Vampyre Juvinate Misty Escape (1/Day). When it drops to 0 hit points, the
Vampyre transforms into a cloud of mist instead of
Medium humanoid (Vampyre), lawful evil
falling unconscious, provided that it isn't in sunlight. If
it can't transform, it is destroyed. It can only remain in
Armor Class 14 (natural armor) its mist form for 2 hours, but it can revert to its normal
Hit Points 65 (10d8 + 20) form at any time using an action. Once it reverts, it
Speed 30 ft. becomes unconscious but stable, and regains 1 hit
point after 1d4 hours. While in mist form, it can't take
any actions, speak, or manipulate objects. It is
STR DEX CON INT WIS CHA weightless, has a flying speed of 20 feet, can hover, and
14 (+2) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2) can enter a hostile creature's space and stop there. In
addition, if air can pass through a space, it can do so
without squeezing, and it can't pass through water. It
Skills Perception +3, Stealth +4
has advantage on Strength, Dexterity, and Constitution
Damage Resistances necrotic; bludgeoning, piercing
and slashing from nonmagical weapons that aren't saving throws, and it is immune to all nonmagical
damage. The Vampyre is destroyed if it takes damage in
silvered
its mist form.
Senses darkvision 60 ft., passive Perception 13
Languages Common, Infernal
Challenge 4 (1,100 XP) Actions
Multiattack. The Vampyre makes two attacks: one with
Regeneration. The Vampyre regains 5 hit points at the its bite and one with its unarmed strike.
start of its turn if it has at least 1 hit point and isn't in
sunlight. If the Vampyre takes radiant damage or Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
damage from an Ivandis or Blisterwood weapon, this target. Hit: 7 (2d4 + 2) piercing damage plus 5 (2d4)
trait doesn't function at the start of the Vampyre's next necrotic damage. The Vampyre regains hit points equal
turn. to the necrotic damage.
Sunlight Hypersensitivity. The Vampyre takes 20 radiant Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
damage when it starts its turn in sunlight. While in 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
sunlight, it has disadvantage on attack rolls and ability
checks.

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Count Draynor
Count Draynor is a brother of Lowerniel Drakan who became
separated from the rest of Vampyres of Morytania during the Vyrewatch
time of the God Wars. He currently resides in Draynor Manor Medium humanoid (Vampyre), lawful evil
north of Draynor Village in Misthalin. Due to his long-term
separation with the unholy Morytanian lands, he has become
Armor Class 16 (natural armor)
incredibly weak by the standards of true Vampyres. For
Hit Points 78 (12d8 + 24)
thousands of years he has laid low within the manor, sneaking
Speed 30 ft., fly 50 ft.
out at night to prey upon the residents of Draynor just often
enough to sustain his life.
For Count Draynor, use the statistics of the Vampyre STR DEX CON INT WIS CHA
Juvinate provided in this section.
16 (+3) 17 (+3) 15 (+2) 11 (+0) 14 (+2) 15 (+2)
Vyrewatch
As a part of the group referred to as Vyres, Vyrewatch are Saving Throws Dex +6, Cha +5
significantly more powerful than their underlings, the Skills Intimidation +5, Perception +5, Stealth +6
Juveniles and Juvinates. They primarily serve as guards over Damage Resistances necrotic; bludgeoning, piercing
the Human captives of Meiyerditch in the Sanguinesti region. and slashing from nonmagical weapons that aren't
Their large wings allow them to move with great speed and silvered
their long claws and sharp teeth make them vicious Senses darkvision 60 ft., passive Perception 15
combatants. Additionally, they have a strange form of limited Languages Common, Infernal
telepathy which allows them to foresee their foes' attacks just Challenge 7 (2,900 XP)
before they are made. This means that they can narrowly
dodge many attacks with ease. Vampyric Telepathy. The Vampyre can use limited
telepathic powers to foresee its enemies' intentions
and use that knowledge to narrowly dodge their
attacks. When the Vampyre is not incapacitated and
is attacked or subjected to a Dexterity saving throw
by a creature it can see, it can add 3 to its AC or
saving throw. This trait doesn't function if the
creature is using Blisterwood or an Ivandis flail.
Regeneration. The vampyre regains 10 hit points at
the start of its turn if it has at least 1 hit point and
isn't in sunlight. If the Vampyre takes radiant
damage or damage from an Ivandis or Blisterwood
weapon, this trait doesn't function at the start of the
Vampyre's next turn.
Sunlight Hypersensitivity. The Vampyre takes 20
radiant damage when it starts its turn in sunlight.
While in sunlight, it has disadvantage on attack rolls
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.

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Monstrosities
A wide variety of terrible and monstrous creatures inhabit
Gielinor's remote dungeons, caves, ruins, jungles, deserts, and
other environments. While most are aggressive and
animalistic, a few are intelligent and sophisticated.
Cave Crawler
Medium monstrosity, unaligned
Rock Slugs
Armor Class 12 (natural armor)
Rock slugs are slug-like monsters that have hard, rocky bodies.
Hit Points 39 (6d8 + 12)
They have several sharp pincers on their mouths, and the
Speed 30 ft.
fleshy portions of their bodies are crimson in color and
covered in gray rocks. This allows them to blend into their
environment and ambush their prey as they pass by without STR DEX CON INT WIS CHA
having to move too quickly, as they are very slow creatures.
Rock slugs can be found in a few caves throughout Gielinor, 15 (+2) 11 (+0) 14 (+2) 2 (-4) 12 (+1) 5 (-3)
including the ones beneath Lumbridge Swamp and the
mountains east of Rellekka in Kandarin. Skills Perception +5
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical weapons
Damage Immunities poison
Rock Slug Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius),
Small monstrosity, unaligned passive Perception 15
Languages —
Armor Class 15 (natural armor) Challenge 2 (450 XP)
Hit Points 27 (6d6 + 6)
Speed 10 ft., climb 10 ft. Regeneration. The cave crawler regains 5 hit points
at the start of its turn if it has at least 1 hit point.
STR DEX CON INT WIS CHA
14 (+2) 4 (-3) 12 (+1) 2 (-4) 9 (-1) 3 (-4)
Actions
Multiattack. The cave crawler makes two attacks,
Senses darkvision 60 ft., passive Perception 9 only one of which can be with its bite.
Languages — Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Challenge 1/2 (100 XP)
one target. Hit: 5 (1d6 + 2) piercing damage plus 7
(2d6) poison damage. The target must succeed on a
Spider Climb. The rock slug can climb difficult DC 12 Constitution saving throw or take the poison
surfaces, including upside down on ceilings, without damage and become poisoned for 1 minute. The
needing to make an ability check. target can repeat the saving throw at the end of
False Appearance. While the rock slug remains each of its turns, ending the effect on a success.
motionless, it is indistinguishable from an ordinary Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
pile of rocks. one target. Hit: 6 (1d8 + 2) 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.

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Catablepon
Catablepon are hoofed monsters that resemble bulls that have
green bodies and serpentine tails. In combat they rely on their
Turoth
strength as well as their innate magical ability to drain the
Medium monstrosity, unaligned
strength of their foes. Catablepon can be found in the Pit of
Pestillence, the third floor of the dungeon beneath the Armor Class 14 (natural armor)
barbarian village of Gunnarsgrunn in western Misthalin. Hit Points 52 (8d8 + 16)
Speed 30 ft.

Catablepon STR DEX CON INT WIS CHA


Medium monstrosity, unaligned 16 (+3) 16 (+3) 14 (+2) 2 (-4) 11 (+0) 3 (-4)

Armor Class 15 (natural armor) Damage Immunities bludgeoning, piercing, and


Hit Points 45 (7d8 + 14) slashing from nonmagical attacks that aren't from
Speed 40 ft. leaf-bladed weapons or broad ammunition
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 10
STR DEX CON INT WIS CHA Languages —
Challenge 3 (700 XP)
16 (+3) 13 (+1) 15 (+2) 2 (-4) 14 (+2) 5 (-3)
Standing Leap. The turoth's long jump is up to 20
Damage Immunities poison feet and its high jump is up to 10 feet, with or
Condition Immunities poisoned without a running start.
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 2 (450 XP) Actions
Multiattack. The turoth makes three attacks: one
Charge. If the catablepon moves at least 10 feet with its bite and two with its claws.
straight toward a target and then hits it with a gore
attack on the same turn, the target takes an extra 9 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
(2d8) piercing damage. If the target is a creature, it one target. Hit: 10 (2d6 + 3) piercing damage.
must succeed on a DC 13 Strength saving throw or Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
be pushed up to 10 feet away and knocked prone. one target. Hit: 7 (1d8 + 3) slashing damage.
Innate Spellcasting. The catablepon's spellcasting
ability is Widsom (spell save DC 12). The
catablepon can innately cast ray of enfeeblement
once per day, requiring no components. Horrors
Horrors are vicious ape-like monsters that can be found on the
island of Mos Le'Harmless. There are two primary varieties of
Actions horrors: jungle horrors, which roam the thick jungles of the
Multiattack. The catablepon makes two attacks, one island, and cave horrors, which dwell in the dark caves
with its gore and one with its hooves. beneath its surface. Both types have long, muscular limbs,
large heads, and red eyes. Jungle horrors have green skin and
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft.,
cave horrors have gray skin and wear crude black masks made
one target. Hit: 7 (1d8 + 3) piercing damage.
from wood. Of the two, cave horrors are more dangerous due
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., to their ability to emit a powerful and terrifying scream.
one target. Hit: 6 (1d6 + 3) bludgeoning damage. Without the protection of some earplugs or a witchwood icon,
a special type of enchanted wooden amulet that protects the
wearer from horrors' screams, fighting a cave horror can be
extremely dangerous, even for seasoned monster hunters.
Turoths Statistics for the cave horror are provided in this section.
Turoths are bizarre, three-legged monsters with pink bodies For the jungle horrors of Gielinor, use the cave horror
and large claws. Their very long, lanky legs raise their flat statistics, but remove the scream action and reduce the
bodies far above the ground, and they move by hopping similar challenge rating to 2.
to a frog. They have no head, eyes, or ears, but have three large
pincers on their mouths. Turoths can be found in underground
locations such as the caves beneath Pollnivneach in the
Kharidian Desert and the mountains east of Rellekka in
Kandarin, as well as the Chaos Tunnels beneath the
Wilderness.

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Dagannoth
Cave Horror Dagannoth, also called daggermouths by the Fremennik
people, are aquatic reptilian monsters. They inhabit the
Large monstrosity, chaotic evil coastal and island regions around the sea north of Kandarin.
The Fremennik have fought for ages with these creatures, who
Armor Class 12 (natural armor) occasionally attack their settlements. They are bipedal, have
Hit Points 68 (8d10 + 24) very long limbs, and stand with their backs hunched forward.
Speed 40 ft., climb 40 ft. They have webbed feet, long claws on their forelimbs, and
many pointed teeth. Their backs are covered in sharp spines
that can be shot off their bodies to attack from a distance.
STR DEX CON INT WIS CHA Their thick, gray hide is difficult to penetrate, and the
18 (+4) 14 (+2) 16 (+3) 5 (-3) 12 (+1) 7 (-2) Fremennik often use it to craft armors that are flexible, yet
very durable.
Senses darkvision 60 ft., passive Perception 11
Languages —
Challenge 3 (700 XP)
Dagannoth
Actions Medium monstrosity, unaligned

Multiattack. The horror makes three melee attacks:


Armor Class 15 (natural armor)
one with its kick and two with its claws.
Hit Points 52 (8d8 + 16)
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., Speed 30 ft., swim 30 ft.
one target. Hit: 15 (2d10 + 4) bludgeoning damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., STR DEX CON INT WIS CHA
one target. Hit: 7 (1d6 + 4) slashing damage.
17 (+3) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 5 (-3)
Scream (Recharge 5-6). The horror emits a terrifying
scream. Each creature within 30 feet of the horror
Damage Resistances bludgeoning, piercing, and
that can hear it must make a DC 13 Constitution
slashing from nonmagical attacks
saving throw. On a failed save, a creature takes 27
Senses darkvision 60 ft., passive Perception 11
(6d8) psychic damage and becomes frightened for
Languages —
1 minute. On a successful save, a creature takes half
Challenge 3 (700 XP)
the damage and isn't frightened. A creature
frightened in this way can repeat the saving throw at
the end of each of its turns, ending the effect on Amphibious. The dagannoth can breathe air and
itself on a success. water.
Spine Regrowth. The dagannoth has twelve spines on
its back. Used spines regrow when the dagannoth
finishes a long rest.

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.

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Most dagannonth are approximately Human-sized, but a few
more powerful ones are significantly larger. Dagannoth
sentinels are very large dagannoth which can regenerate their
wounds incredibly quickly. They typically remain deep within
Dagannoth Mother
dagannoth caves where they protect a dagannoth mother from Huge monstrosity, unaligned
harm. The mother is even larger than the sentinels and has an
adaptable hide which can change its properties to offer Armor Class 15 (natural armor)
extreme protection against certain types of attacks for a short Hit Points 105 (10d12 + 40)
time. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA


Dagannoth Sentinel 21 (+5) 18 (+4) 19 (+4) 2 (-4) 14 (+2) 5 (-3)
Large monstrosity, unaligned
Damage Resistances bludgeoning, piercing, and
Armor Class 15 (natural armor) slashing from nonmagical attacks
Hit Points 68 (8d10 + 24) Senses darkvision 60 ft., passive Perception 12
Speed 40 ft., swim 40 ft. Languages —
Challenge 7 (3,900 XP)

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.

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Wallasalkis Kurask
Wallasalkis are aquatic monsters that bear a very similar Kurask are a type of large, semiaquatic monstrosity with green
appearance to the walrus. They can be found in the dagannoth bodies covered in tough natural armor. They have two legs and
caves of Waterbirth Island off the northern shore of Kandarin, two arms, though they walk strictly on four limbs similar to an
where they reside peacefully among the dagannoth. ape. Massive hooked horns come out from the sides of their
Wallasalkis posses innate magical abilities that allow them to large heads, and they have pointed teeth and red eyes. They
control water, wind, and ice, making them rather dangerous, are semi-intelligent creatures that possess a simple society,
especially in groups. They posses notable physical strength as conduct rituals, and speak a basic language.
well, either slamming their foes with the weight of their hefty
bodies or thrusting at them with their long tusks.

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.

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Ugthanatos
Ugthanatos Ugthanatos, also known as Camel Warriors, are a peculiar
type of monstrosity that were created by the Mahjarrat
Large monstrosity, lawful neutral Akthanakos to serve as soldiers. They have a similar body
shape to the centaur, but with a strong camel-like appearance.
Armor Class 14 (studded leather) They can be found roaming the southern parts of the
Hit Points 76 (8d10 + 32) Kharidian Desert, mostly staying away from large
Speed 40 ft. establishments. They are intelligent and possess innate
magical abilities that allow them to control desert mirages and
survive the harsh conditions of the desert.
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 11 (+0) Strykewyrms
Strykewyrms are massive, serpent-like creatures that inhabit a
Skills Athletics +7, Survival +6 variety of remote locations throughout Gielinor. They have
Senses passive Perception 13 very long bodies that are usually kept mostly underground,
Languages Common, Ugthanki even when they raise their heads above the surface. They have
Challenge 6 (2,300 XP) small eyes relative to their large heads and a pair of huge
fangs. Their bodies are covered with thick, plated armor of
Charge. If the Ugthanatos moves at least 30 feet different colors depending on their habitat. Jungle
straight toward a target and then hits it with a pike strykewyrms are green and purple and live in the jungles of
attack on the same turn, the target takes an extra 10 southwest Feldip Hills. Desert strykewyrms are beige and
(3d6) piercing damage. yellow and live in the northeastern part of the Kharidian
Desert, east of Al Kharid. Ice Strykewyrms are white and red
Innate Spellcasting. The Ugthanatos' innate
and live in caves beneath the snowy mountains northeast of
spellcasting ability is Wisdom (+6 to hit with spell
Rellekka in Kandarin. Strykewyrms are extremely dangerous,
attacks, spell save DC 14). It can cast the following
even to the most seasoned of adventurers. They have immense
spells, requiring only verbal components:
physical strength, can burrow into the ground and resurface to
At will: fire bolt, mending, minor illusion knock their victims into the air, and have even been known to
3/Day each: burning hands, cure wounds, silent swallow people whole.
image For the jungle styrkewyrms of Gielinor, use the strykewyrm
statistics provided in this section. For desert strykewyrms, use
1/Day each: create or destroy water, dust devil, the same statistics, but add a resistance to fire damage. For ice
mirror image strykewyrms, use the same statistics, but add an immunity to
cold damage and a vulnerability to fire damage.
Actions
Multiattack. The Ugthanatos makes two attacks: one
with its pike and one with its kick or two with its
longbow.
Pike. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 9 (1d10 + 4) piercing damage.
Kick. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage.
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

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Strykewyrm Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 19 (3d8 + 6) piercing damage. If the target
Huge monstrosity, unaligned
is a Medium or smaller creature, it must succeed on a
DC 16 Dexterity saving throw or be swallowed by the
Armor Class 17 (natural armor) strykewyrm. A swallowed creature is blinded and
Hit Points 172 (15d12 + 75) restrained, it has total cover against attacks and other
Speed 40 ft., burrow 25 ft. effects outside the strykewyrm, and it takes 17 (5d6)
acid damage at the start of each of the strykewyrm's
turns. If the strykewyrm takes 30 damage or more on a
STR DEX CON INT WIS CHA single turn from a creature inside it, the strykewyrm
23 (+6) 6 (-2) 20 (+5) 2 (-4) 8 (-1) 4 (-3) must succeed on a DC 21 Constitution saving throw at
the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet of
Saving Throws Con +9, Str +10
the strykewyrm. If the strykewyrm dies, a swallowed
Damage Immunities poison
Condition Immunities poisoned creature is no longer restrained by it and can escape
from the corpse by using 15 feet of movement, exiting
Senses tremorsense 60 ft., passive Perception 9
prone.
Languages —
Challenge 9 (5,000 XP) Rapid Tunnel (Recharge 5-6). The strykewyrm rapidly
tunnels toward a location within 25 feet and resurfaces,
Tunneler. The strykewyrm can burrow through solid knocking into the air any creatures and loose objects in
rock at half its burrow speed and leaves a 10-foot- the 15-foot cube now occupied by the strykewyrm.
diameter tunnel in its wake. This movement does not provoke opportunity attacks.
Any creatures in the area must make a DC 16 Dexterity
saving throw. On a failed save, a creature takes 27
Actions (5d10) bludgeoning damage and lands prone in a
Multiattack. The strykewyrm makes two attacks: one random unoccupied space within 10 feet of the
with its bite and one with its slam. strykewyrm's new location. On a successful save, a
creature takes half the damage and lands upright.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 19 (2d12 + 6) bludgeoning damage. If
the target is a Large or smaller creature, it must
succeed on a DC 16 Strength saving throw or be
knocked prone.

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Giant Mole Tunnel Dweller. While in underground environments,
the mole ignores difficult terrain and the effects of
Huge monstrosity, unaligned
squeezing.

Armor Class 12 (natural armor)


Hit Points 161 (14d12 + 70) Actions
Speed 30 ft., burrow 30 ft. Multiattack. The mole makes two attacks: one with its
bite and one with its claws.
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 20 (4d6 + 6) piercing damage.
23 (+6) 12 (+1) 20 (+5) 3 (-4) 12 (+1) 6 (-2)
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Skills Perception +4 target. Hit: 17 (2d10 + 6) slashing damage.
Senses darkvision 60 ft., tremorsense 60 ft., passive Summon Moles (1/Day). The giant mole calls for aid,
Perception 14 summoning 1d4 large moles, provided that it is
Languages — underground. The called moles arrive in 1d4 rounds,
Challenge 8 (3,900 XP) acting as allies of the giant mole and defending it as
best they can. The moles remain for 1 hour, until the
Enraged (Recharges after a Short or Long Rest). The mole giant mole dies, or until the giant mole dismisses them
can use a bonus action to become enraged, attacking as a bonus action.
relentlessly while sacrificing its own defenses. While
enraged, the mole can make one extra claw attack
during its turn and it has advantage on all attacks. Any
attacks made against the mole while enraged are also
made with advantage. The effect ends at the start of the
mole's next turn.

Giant Mole Lair Actions


While fighting within its lair, the giant mole can harness the
The giant mole is an enormous rodent creature that lives in
ambient magic to use its lair actions. On initiative count 20
burrowed tunnels beneath Falador. This massive creature is
(losing all initiative ties), it can use one of the following lair
covered in beige fur and has a large head with small red eyes.
action options:
It has a large, flat nose, huge buck teeth, and big, deadly claws.
The dirt tunnels in which the giant mole lives lay directly Two points on the ground within 60 feet of the mole begin
below the city's park, and many other smaller, albeit still quite to shake violently. Creatures within a 15-foot square
large, moles live and burrow in them as well. The giant mole is centered on the points must succeed on a DC 15 Dexterity
said to have come into existence when a clumsy necromancer saving throw or fall prone. The affected areas become
had an accident involving an ordinary mole and a powerful difficult terrain until the mole uses another lair action.
plant growth potion. The mole typically doesn't ever emerge
from the tunnels, and most of the citizens of Falador aren't
even aware of its existence.

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The mole causes thick mud to fall from the cieling onto a
creature it can see within 60 feet. The creature must make Dragons
a DC 15 Strength saving throw, taking 18 (4d8) Dragons were created by the Dragonkin, a mysterious and
bludgeoning damage and becoming restrained on a failed ancient race of lizard-like humanoids whose power is rivaled
save, or taking half the damage and suffering no further only by the gods. Ages ago, the Dragonkin were cursed by the
effect on a successful one. The creature can use an action elder goddess Jas, forced into her servitude and subjected to
on their turn to repeat the saving throw, or another creature unyielding discomfort and torment. The Dragonkin created
can use their action to make a DC 15 Strength check, two creatures similar to themselves in hopes of bringing new
freeing the target on a success. Dragonkin into existence that did not suffer from their curse.
The mole casts darkness (no spell components are These creatures were similar to the Dragonkin, but they were
required). It can't use another lair action while it's relatively unintelligent, beastly, and monstrously large. The
concentrating on this spell. Dragonkin dubbed them dragons, and the original two became
known as the Queen Black Dragon and King Black Dragon.
The Dragonkin then mated these dragons, hoping that this
would reveal the solution they sought. Unfortunately for the
Large Mole Dragonkin, however, millennia of breeding and cruel
Medium monstrosity, unaligned experimentation with their offspring yielded no solutions. The
King and Queen's descendants and the products of these
experiments became the remainder of all dragons at present
Armor Class 12 (natural armor)
day.
Hit Points 19 (3d8 + 6)
Speed 30 ft., burrow 30 ft.
Note: The dragons of Gielinor are significantly
different from typical 5th edition dragons. In
STR DEX CON INT WIS CHA
contrast to the cunning and majestic creatures
10 (+0) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 6 (-2) portrayed in 5th edition, most Gielinorian dragons
are feral and unintelligent creatures that act only on
Skills Perception +3 beastly instincts. Because of their nature and
Senses darkvision 60 ft., tremorsense 30 ft., passive origin, they are better categorized as monstrosities
Perception 13 than their own creature type.
Languages —
Challenge 1/4 (50 XP)

Tunnel Dweller. While in underground environments,


the mole ignores difficult terrain and the effects of
squeezing.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) piercing damage.

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Statistics for the dragons of Gielinor can be obtained easily by
modifying their corresponding 5th edition statistics. Most
dragons don't have the ability to speak without the use of some
external source of magic. They can, however, understand
Red Dragon
Draconic and sometimes Common. Most dragons should have Large monstrosity, unaligned
their Intelligence scores reduced to around 4, and their
charisma scores reduced to around 7. Additionally, most Armor Class 16 (natural armor)
dragons have the ability to breathe fire, but do not have breath Hit Points 127 (15d10 + 45)
weapons corresponding to other elements, such as lightning Speed 40 ft., fly 80 ft.
or sleep. Some additional features that certain 5th edition
dragons have, such as the ability to breathe underwater,
should also be removed in order to maintain accuracy with the STR DEX CON INT WIS CHA
dragons of Gielinor. 19 (+4) 12 (+1) 17 (+3) 4 (-3) 11 (+0) 7 (-2)
Baby Dragons Saving Throws Dex +4, Con +6
Baby dragons have not yet fully matured, so they are not able
Skills Perception +3
to use their breath weapons. However, they are still highly
Damage Resistances fire
aggressive creatures that can be dangerous to commoners or
Senses darkvision 120 ft., passive Perception 13
the unprepared adventurer. The 5th edition statistics of any
Languages Understands Draconic but can't speak
dragon wyrmling can be modified with the information in this
Challenge 6 (2,300 XP)
section to closely resemble the baby dragons of Gielinor.

Chromatic Dragons Actions


Chromatic dragons are some of the most common and least Multiattack. The dragon makes three attacks: one
powerful dragons. In order of ascending power, the four with its bite and two with its claws.
variants of chromatic dragons are green, blue, red, and black
dragons. Chromatic dragons can be found in various locations Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
throughout the Wilderness and in the Chaos Tunnels beneath one target. Hit: 13 (2d8 + 4) piercing damage plus
it, as well as in many dungeons, such as the Taverley and 4 (1d8) fire damage.
Brimhaven dungeons. They can breathe fire in a short ranged Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
cone. The 5th edition statistics of any young dragon can be
one target. Hit: 11 (2d6 + 4) slashing damage.
modified with the information provided in this section to
closely resemble the chromatic dragons of Gielinor. One Fire Breath (Recharge 5-6). The dragon exhales fire in
example is provided here. a 30-foot cone. Each creature in that area must
make a DC 14 Dexterity saving throw, taking 45
(10d8) fire damage on a failed save, or half as much
on a successful one.

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Metallic Dragons
Metallic dragons are created through desperate experiments
carried out by the Dragonkin in hopes of finding a cure to their Steel Dragon
curse. The process involves bathing dragon eggs in molten Large monstrosity, unaligned
metal before they hatch. Metal dragons' bodies are covered in
metal plating that is fused with their skin, essentially giving
Armor Class 18 (natural armor)
them built in suits of armor and excellent protection. They are
Hit Points 136 (16d10 + 48)
more powerful, but less agile, than chromatic dragons on
Speed 40 ft., fly 80 ft.
average, and can breathe fire in a long line. In order of
ascending power, the six variants of metallic dragons are
bronze, iron, steel, mithril, adamant, and rune dragons. STR DEX CON INT WIS CHA
Metallic dragons are mainly found in dungeons throughout
Gielinor, such as the Brimhaven dungeon. The 5th edition 19 (+4) 10 (+0) 17 (+3) 4 (-3) 13 (+1) 7 (-2)
statistics of any young dragon can be modified with the
information provided in this section to closely resemble the Saving Throws Str +7, Con +6
metallic dragons of Gielinor. One example is provided here. Skills Perception +4
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 14
A hundred years have passed. The project is a Languages Understands Draconic but can't speak
failure. Our creations have only managed to Challenge 7 (2,900 XP)
produce weak, broken, bestial offspring. They are
weak, these less-than-dragonkin, these...dragons.
We have not created the future of our species, we
Actions
have created an entirely new one. A weak species. Multiattack. The dragon makes three attacks: one
Weak. Like we are under Her curse. The dragons with its bite and two with its claws.
are not affected, but they are too far removed from
us to hold the key to our deliverance. I want to Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
slaughter them all, these dragons, along with their one target. Hit: 15 (2d10 + 4) piercing damage plus
Queen and King. Yet the part of me that clings to 4 (1d8) fire damage.
sanity reminds me that they may prove to be useful Claw. Melee Weapon Attack: +7 to hit, reach 5 ft.,
later on. I can...barely restrain myself. I have one target. Hit: 11 (2d6 + 4) slashing damage.
released the King into the wilds. The Queen is...
different. She has my lifeblood. I have made her. Fire Breath (Recharge 5-6). The dragon exhales fire in
Despite being a failure of a dragonkin, she has a a 40-foot line that is 5 feet wide. Each creature in
degree of raw power that may yet prove useful. I that line must make a DC 15 Dexterity saving throw,
have stored her deep underground, restrained and taking 55 (10d10) fire damage on a failed save, or
protected by magical artefacts I have created. They half as much on a successful one.
are both her shield and her prison, keeping her in a
magical state of slumber with a protective field to
fend off intruders. The dragons are a failure. This
project is over, but the search for our freedom is
not. I am Kerapac, the observer. I will find a way to
free the dragonkin from Your curse. We will
remove the shackles you put in place, and we will
kill you.

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157
King Black Dragon Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons.
Gargantuan monstrosity, unaligned
Fire Breath. The dragon exhales fire in a 90-foot line that
Armor Class 20 (natural armor) is 10 feet wide. Each creature in that line must make a
Hit Points 332 (19d20 + 133) DC 21 Dexterity saving throw, taking 56 (16d6) fire
Speed 40 ft., fly 80 ft. damage on a failed save, or half as much on a
successful one.
Lightning Breath. The dragon exhales lightning in a 90-
STR DEX CON INT WIS CHA foot line that is 10 feet wide. Each creature in that line
26 (+8) 12 (+1) 25 (+7) 8 (-1) 16 (+3) 10 (0) must make a DC 21 Dexterity saving throw, taking 56
(16d6) lightning damage on a failed save, or half as
much on a successful one.
Saving Throws Dex +7, Con +13, Wis +9, Cha +6
Skills Perception +9 Cold Breath. The dragon exhales an icy blast in a 90-foot
Damage Immunities cold, fire, lightning, poison cone. Each creature in that area must make a DC 21
Condition Immunities poisoned Constitution saving throw, taking 56 (16d6) cold
Senses blindsight 60 ft., darkvision 120 ft., passive damage on a failed save, or half as much on a
Perception 19 successful one.
Languages Common, Draconic, Infernal Poison Breath. The dragon exhales poisonous gas in a
Challenge 20 (25,000 XP)
90-foot cone. Each creature in that cone must make a
DC 21 Constitution saving throw, taking 56 (16d6)
Legendary Resistance (3/Day). If the dragon fails a saving poison damage on a failed save, or half as much on a
throw, it can choose to succeed instead. successful one.
Three-headed. The dragon has advantage on Wisdom
(Perception) checks and on saving throws against being Legendary Actions
blinded, charmed, deafened, frightened, stunned, or
knocked unconscious. The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Actions option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
Multiattack. The dragon can use its Frightful Presence. It legendary actions at the start of its turn.
then makes three attacks, one with its bite and two
with its claws. Detect. The dragon makes a Wisdom (Perception)
check.
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one
target. Hit: 15 (2d6 + 8) piercing damage plus the Bite Attack. The dragon makes a bite attack.
dragon's choice of either 7 (2d6) cold, lightning, or Wing Attack (Costs 2 Actions). The dragon beats its
poison damage. wings. Each creature within 15 feet of the dragon must
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one succeed on a DC 22 Dexterity saving throw or take 13
target. Hit: 17 (2d8+8) slashing damage. (2d6 + 6) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it
must succeed on a DC 18 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.

This ancient creature was one of the original two dragons


King Black Dragon created by the Dragonkin in their experiments. He was
The King Black Dragon is a giant, three-headed dragon and
eventually released by the Dragonkin, and later fought
one of the two ancestors of all other dragons. Aside from his
alongside the Ilujanka, or dragon riders, for the Zarosian
extra heads, the he has an appearance somewhat similar to an
empire during its height in the Second Age. At this time he
ordinary black dragon. His body is covered in dark black
was known as Shakorexis, a name given to it by his Ilujanka
scales and his long necks give his bites a deadly reach. At rest,
rider Hannibus. After the empire fell, the King retreated back
he holds his three heads high, and each head has the ability to
to his lair in what is now the northern Wilderness. There he
breathe fire as well as one other element: cold, lightning, or
lies in a large underground cavern filled with lava, waiting to
poison.
strike down anyone foolish enough to face him.

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Kalphites
Kalphites are large, insect-like monsters that can be found
throughout the Kharidian Desert. They mainly stay
Kalphite Worker
underground in dark tunnels they dig beneath the sand to act
Medium monstrosity, unaligned
as hives. Kalphites resemble beetles, with six legs, large
abdomens, small heads, purple eyes, and large pincers. Their Armor Class 16 (natural armor)
front pair of legs have small hooked claws used for burrowing Hit Points 33 (6d8 + 6)
and defense, though their pincers are poisonous and much Speed 30 ft., burrow 15 ft.
more deadly. They have long antennae which act as extremely
acute sensory organs, allowing them to perceive their
surroundings even in complete darkness. Kalphites are STR DEX CON INT WIS CHA
protected by a hard layer of chitin, a natural and durable armor 14 (+2) 8 (-1) 13 (+1) 1 (-5) 11 (+0) 3 (-4)
which can make them difficult to slay.
Some people say that kalphites were created when the Senses blindsight 60 ft., passive Perception 10
desert god Scabaras accidentally dropped some of his blood Languages —
on a scarab, though others believe they came about naturally. Challenge 1 (200 XP)
Kalphites live in structured groups similar to colonies of ants,
with strict roles and subspecies that carry them out. These
roles are workers, soldiers, guardians, and the queen. Actions
Pincers. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage.

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Kalphite Workers
Although kalphite workers are the smallest of their kind, they
are still fairly big creatures, about the size of a large dog. They Kalphite Guardian
have green, blue, and teal chitin. Their pincers are not Large monstrosity, unaligned
poisonous, but can still deal considerable harm. Workers are
responsible for digging and maintaining tunnels inside the
Armor Class 18 (natural armor)
hive, handling eggs, and hunting for and distributing food.
Hit Points 85 (10d10 + 30)
Speed 40 ft., burrow 20 ft.
Kalphite Soldiers
The soldiers are responsible for defending the colony from
aggressors. They have green red, and teal chitin. They are STR DEX CON INT WIS CHA
much larger than the workers, comparable to the size of a
brown bear, and have poisonous pincers. Kalphite soldiers are 18 (+4) 13 (+1) 16 (+3) 1 (-5) 13 (+1) 3 (-4)
very aggressive and won't hesitate to attack any creature they
see that comes too close to the hive. Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 5 (1,800 XP)

Kalphite Soldier Actions


Large monstrosity, unaligned
Multiattack. The kalphite makes three attacks: one
with its pincers and two with its claws.
Armor Class 17 (natural armor)
Hit Points 60 (8d10 + 16) Pincers. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Speed 30 ft., burrow 15 ft. one target. Hit: 13 (2d8 + 4) piercing damage plus
14 (4d6) poison damage. The target must make a
DC 12 Constitution saving throw, taking the poison
STR DEX CON INT WIS CHA damage on a failed save, or half as much damage on
a successful one.
16 (+3) 11 (+0) 14 (+2) 1 (-5) 13 (+1) 3 (-4)
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Senses blindsight 60 ft., passive Perception 11 one target. Hit: 7 (1d6 + 4) slashing damage.
Languages — Acid Spit (Recharge 5-6). The kalphite spits a line of
Challenge 3 (700 XP) acid that is 30 feet long and 5 feet wide. Each
creature in that line must make a DC 14 Dexterity
Actions saving throw, taking 32 (5d12) acid damage on a
failed save or half as much on a successful one.
Multiattack. The kalphite makes three attacks: one
with its pincers and two with its claws.
Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage plus
7 (2d6) poison damage. The target must make a DC
12 Constitution saving throw, taking the poison
damage on a failed save, or half as much damage on
a successful one.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) slashing 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.

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Kalphite Queen Stinger (Second Form Only). Melee Weapon Attack: +9
to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5)
Huge monstrosity, unaligned
piercing damage plus 22 (5d8) poison damage. The
target must make a DC 15 Constitution saving throw,
Armor Class 19 (natural armor, 15 in second form) taking the full poison damage on a failed save, or half as
Hit Points 210 (20d12 + 60) much on a successful one.
Speed 40 ft., burrow 20 ft., fly 50 ft. (second form only)
Summon Kalphites (1/Day). The Kalphite Queen calls for
aid, summoning 1d4 kalphite workers. The called
STR DEX CON INT WIS CHA workers arrive in 1d4 rounds, acting as allies of the
queen and defending her as best they can. The workers
21 (+5) 12 (+1) 19 (+4) 2 (-4) 14 (+2) 4 (-3) remain for 1 hour, until the queen dies, or until the
queen dismisses them as a bonus action.
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 11 (7,200 XP)
Reactions
Shed Exoskeleton. If the Kalphite Queen is reduced to
Magic Resistance (Second Form Only). The Kalphite half her maximum hit points or fewer, she can use a
Queen has advantage on saving throws from spells and reaction to rapidly transform, shedding her chitinous
other magical effects. exoskeleton and sprouting a large stinger and two pairs
of wings. In her second form, she gains a flying speed
Spine Regrowth. The Kalphite Queen has twenty-four of 50 feet, has an armor class of 15, increases her
spines on its back. Used spines regrow when she Dexterity score to 18, and gains her magic resistance
finishes a long rest. trait and stinger attack. The outer exoskeleton grows
back gradually over a long time. The Kalphite Queen
Actions can't use this feature again for one week, after which
she returns to her original form.
Multiattack. The Kalphite Queen makes three attacks,
only one of which can be with its pincers or stinger.
Legendary Actions
Pincers. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage plus 18 The Kalphite Queen can take 3 legendary actions,
(4d8) poison damage. The target must make a DC 15 choosing from the options below. Only one legendary
Constitution saving throw, taking the poison damage action option can be used at a time and only at the end
on a failed save, or half as much damage on a of another creature's turn. The Kalphite Queen regains
successful one. spent legendary actions at the start of her turn.

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.

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Plants
Plant creatures can be found in many locations throughout
Gielinor as well as Zanaris. However, most are confined to
Mutated Jadinkos
remote, secluded areas, so encountering one would be a Jadinkos are plant creatures that can be found on Karamja.
relatively rare occasion. Although they are not beasts, they bear a strong reptilian
appearance with long, lizard-like bodies and tails. They have
Cabbages four appendages, and use the rear pair to walk bipedally in a
slouched, nearly horizontal posture.
Cabbages are sentient plant creatuers that can be spoken to
Ordinary jadinkos are small, peaceful creatures that can
with the use of an amulet of cabbagespeak. They seem to be of
have a variety of colors and patterns. However, every so often
very limited intelligence, and lack the ability to move or do just
the jadinko queen, mother and ruler of all jadinko, will lay a
about anything other than grow as an ordinary cabbage would.
corrupted egg which hatches into a mutated jadinko. Mutated
They often obsess about Brassica Prime, the cabbage god,
jadinkos are large and very aggressive creatures. Their bodies
when spoken to.
are a sickly purple color and are infested with excrescences,
harmful plant growths that dig into them. The cause of this
Mutated Zygomites mutation is currently a mystery to both the jadinko queen as
Mutated zygomites are warped fungal creatures found on well as those who study them.
Zanaris, Gielinor's moon and land of the fairies. They have
roughly humanoid-shaped bodies, with root-like torsos and
arms and short, stumpy legs. The tops of their heads look
exactly like green mushrooms with fluorescent blue rims.
Mutated zygomites lurk the wilds of Zanaris, burying
Mutated Jadinko Baby
Small plant, neutral evil
themselves mostly beneath the ground and disguising
themselves as ordinary mushrooms as they wait for
unsuspecting victims to come near before ambushing them. Armor Class 11 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 30 ft.

Mutated Zygomite STR DEX CON INT WIS CHA


Medium plant, neutral evil
12 (+1) 10 (+0) 12 (+1) 3 (-4) 11 (+0) 10 (+0)
Armor Class 11 (natural armor)
Damage Resistances poison
Hit Points 11 (2d8 + 2)
Senses darkvision 60 ft., passive Perception 10
Speed 30 ft., burrow 15 ft.
Languages —
Challenge 1/8 (25 XP)
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 5 (-2) 8 (-1) 10 (+0) Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Skills Perception +1 one target. Hit: 3 (1d4 + 1) piercing damage.
Senses tremorsense 30 ft., passive Perception 11
Languages —
Challenge 1/8 (25 XP)

False Appearance. While the zygomite is burrowed


partly underground with its head above the surface
and remains motionless, it is indistinguishable from
an ordinary mushroom.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage.

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Note: The moss giants of Gielinor seem to be
Mutated Jadinko Guard almost completely made of plant matter. Therefore,
Large plant, neutral evil it is more accurate to classify them as the plant
creature type than the giant creature type.
Armor Class 12 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft. Moss Giants
Moss giants are large humanoid-shaped plant creatures that
STR DEX CON INT WIS CHA can be found in a variety of locations throughout Gielinor,
including northwest Karamja, the woods of Kandarin, the
18 (+4) 12 (+1) 15 (+2) 3 (-4) 11 (+0) 10 (+0) island of Crandor, deep in the Varrock sewers, the Brimhaven
Dungeon, and the Wilderness. They are aggressive and
Damage Resistances poison dangerous creatures that should be avoided by anyone not
Senses darkvision 60 ft., passive Perception 10 prepared to destroy them. They can also easily be mistaken for
Languages — ordinary plant life if one isn't paying close attention.
Challenge 3 (700 XP)

Actions
Multiattack. The jadinko makes two attacks: one with
Moss Giant
its bite and one with its claws. Large plant, neutral evil

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,


Armor Class 14 (natural armor)
one target. Hit: 7 (1d6 + 4) piercing damage.
Hit Points 95 (10d10 + 40)
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., Speed 40 ft.
one target. Hit: 13 (2d8 + 4) slashing damage.

STR DEX CON INT WIS CHA


21 (+5) 8 (-1) 19 (+4) 6 (-2) 10 (+0) 7 (-2)

Damage Vulnerabilities fire


Damage Resistances bludgeoning, piercing
Senses passive Perception 10
Languages —
Challenge 5 (1,800 XP)

False Appearance. While the moss giant remains


motionless, it is indistinguishable from a moss
covered tree.
Siege Monster. The moss giant deals double damage
to objects and structures.

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.

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Polypore Creatures
Deep beneath the River Salve northeast of Al Kharid lies the Fungal Rodent
Polypore Dungeon, a massive cave inhabited by dangerous Small plant, unaligned
fungi and fungal monsters. The dungeon is known to have
been created by a Ramokee Skinweaver who dwells in its Armor Class 12 (natural armor)
lowest floor. After deserting her former Gorajo tribe, she Hit Points 9 (2d6 + 2)
created the monsters out of sheer boredom using the local Speed 30 ft.
fungi.
The dungeon has enormous mushrooms large enough to
walk on growing from the walls, with vines branching between STR DEX CON INT WIS CHA
them and dangling into the depths below. Smaller grifolic
6 (-2) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 4 (-3)
fungi sprout from these mushrooms, occasionally sparying
toxic spores into the air. Many different types of terrible and
disgusting creatures inhabit the dungeon. Most of the Damage Immunities poison; bludgeoning, piercing,
creatures have pale blue-green bodies and bare, fleshless and slashing from nonmagical attacks
skulls.
Condition Immunities blinded, deafened, frightened,
poisoned
Fungal Rodents Senses blindsight 60 ft. (blind beyond this radius),
Fungal rodents appear to be giant rats infested with parasitic
passive Perception 8
fungi that sprout from their backs.
Languages —
Challenge 1 (200 XP)

Sunlight Sensitivity. While in sunlight, the rodent has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Spores. Any creature that starts its turn within 5 feet
of the rodent must succeed on a DC 11
Constitution saving throw, taking 5 (2d4) poison
damage on a failed save, or half as much on a
successful one.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 4) piercing damage.

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Infested Axes Fungal Mages
Infested axes have a similar appearance to an animated axe, Fungal mages have a ghost-like appearance with a large, round
though the handle of the axe is made from twisted, living wood torso infested with small yellow fungi. They have two arms and
bored into by violet fungi. roots dangling from them as though they were legs, although
they actually levitate. A humanoid skull sits atop their torsos.
They have a variety of spells at their disposal that make them
particularly dangerous.
Infested Axe
Medium plant, unaligned

Armor Class 16 (natural armor)


Fungal Mage
Hit Points 27 (5d8 + 5) Medium plant, unaligned
Speed 0 ft., fly 40 ft. (hover)
Armor Class 12 (natural armor)
Hit Points 38 (7d8 + 7)
STR DEX CON INT WIS CHA Speed 0 ft., fly 50 ft. (hover)
16 (+3) 12 (+1) 12 (+1) 1 (-5) 5 (-3) 1 (-5)
STR DEX CON INT WIS CHA
Damage Vulnerabilities fire
Damage Immunities poison, psychic; bludgeoning, 10 (+0) 13 (+1) 13 (+1) 3 (-4) 14 (+2) 7 (-2)
piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, Damage Immunities poison; bludgeoning, piercing,
frightened, paralyzed, petrified, poisoned and slashing from nonmagical attacks
Senses blindsight 60 ft. (blind beyond this radius), Condition Immunities blinded, deafened, frightened,
passive Perception 7 poisoned
Languages — Senses blindsight 60 ft. (blind beyond this radius),
Challenge 2 (450 XP) passive Perception 12
Languages —
Sunlight Sensitivity. While in sunlight, the axe has Challenge 4 (1,100 XP)
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight. Sunlight Sensitivity. While in sunlight, the mage has
disadvantage on attack rolls, as well as on Wisdom
Spores. Any creature that starts its turn within 5 feet (Perception) checks that rely on sight.
of the axe must succeed on a DC 11 Constitution
saving throw, taking 5 (2d4) poison damage on a Spores. Any creature that starts its turn within 5 feet
failed save, or half as much on a successful one. of the mage must succeed on a DC 12 Constitution
saving throw, taking 7 (3d4) poison damage on a
failed save, or half as much on a successful one.
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 Spellcasting. The mage is a 6th-level spellcaster. Its
ft., one target. Hit: 9 (1d12 + 3) slashing damage. spellcasting ability is Wisdom (spell save DC 12, +4
to hit with spell attacks). The mage has the
following druid spells prepared:
Cantrips (at will): poison spray, produce flame,
druidcraft
1st level (4 slots): entangle, thunderwave, fog cloud
2nd level (3 slots): barkskin, spike growth,
moonbeam
3rd level (3 slots): plant growth, meld into stone

Actions
Rotting Touch. Melee Weapon Attack: +3 to hit,
reach 5 ft., one target. Hit: 4 (1d8) necrotic damage.

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Grifolapines Grifolaroos
Grifolapines have a similar appearance to porcupines and are Grifolaroos have a minotaur-like appearance, with bulky torsos
infested with bulbous, purple fungi. They use numerous sharp infested with spiked yellow and purple fungi. They are
spines on their backs to defend themselves from close-ranged surprisingly quick, able to charge toward their enemies and
attackers. knock them onto the ground using their bull-like skulls.

Grifolapine Grifolaroo
Medium plant, unaligned Medium plant, unaligned

Armor Class 16 (natural armor) Armor Class 13 (natural armor)


Hit Points 67 (9d8 + 27) Hit Points 78 (12d8 + 24)
Speed 30 ft. Speed 30 ft.

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.

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Ganodermic Runts
Ganodermic runts are small, yet dangerous polypore
creatures. They have a similar appearance to tiny bipedal
dinosaurs with flat, yellow fungi burrowed into their backs.
Despite their size, they have some of the most potent spores of
the polypore creatures, and can also spray poison at nearby
enemies.

Ganodermic Runt
Small plant, unaligned

Armor Class 15 (natural armor)


Hit Points 55 (10d6 + 20)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 15 (+2) 3 (-4) 14 (+2) 5 (-3)

Damage Immunities poison; bludgeoning, piercing,


and slashing from nonmagical attacks
Condition Immunities blinded, deafened, frightened,
poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 12
Languages —
Challenge 5 (1,800 XP)

Sunlight Sensitivity. While in sunlight, the runt has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Deadly Spores. Any creature that starts its turn within
5 feet of the runt must succeed on a DC 12
Constitution saving throw or take 7 (3d4) poison
damage and be poisoned until the start of its next
turn. On a successful saving throw, a creature takes
half as much damage and can't be poisoned by the
runt for 24 hours.
Innate Spellcasting. The runt's spellcasting ability is
Wisdom (spell save DC 13). The runt can innately
cast the poison spray cantrip, requiring no
components.

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.

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Ganodermic Beasts
Ganodermic beasts are the largest and most dangerous of the
Ganodermic Beast polypore creatures. They have massive, round bodies with no
Large plant, unaligned legs that are infested with bulbous, yellow fungi. They can grab
onto their foes with their one vine-like arm, and pummel them
with their one giant arm. They also have the most deadly
Armor Class 12 (natural armor)
spores of all the polypore creatures, harming anything that
Hit Points 147 (14d10 + 70)
comes too close.
Speed 20 ft.

STR DEX CON INT WIS CHA


20 (+5) 6 (-2) 21 (+5) 3 (-4) 15 (+2) 5 (-3)

Damage Immunities poison; bludgeoning, piercing,


and slashing from nonmagical attacks
Condition Immunities blinded, deafened, frightened,
poisoned
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 12
Languages —
Challenge 8 (3,900 XP)

Sunlight Sensitivity. While in sunlight, the beast has


disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Innate Spellcasting. The beast's spellcasting ability is
Wisdom (spell save DC 13). The beast can innately
cast the poison spray cantrip, requiring no
components.
Deadly Spores. Any creature that starts its turn within
10 feet of the beast must succeed on a DC 16
Constitution saving throw or take 10 (4d4) poison
damage and be poisoned until the start of its next
turn. On a successful saving throw, a creature takes
half as much damage and can't be poisoned by the
beast for 24 hours.

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).

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Undead
Undead creatures of many varieties can be found all
throughout Gielinor. Skeletons and zombies are some of the
most common types of undead, often seen lurking in dark Wooooooo woo! Wooooo woo wooooo
dungeons and caves, long forgotten cemeteries, and woowoowoowoo Woo wooo. Wooooo woo woo?
abandoned sewers. Many types of undead roam about the Woooooooooooooooooo!
Wilderness, including zombies, skeletons, and ghosts. The
unholy lands of Morytania are home to a very large number of
undead, with many creatures such as ghouls and ghasts Spirits
roaming freely on the surface. Other undead, such as crawling
hands and aberrant spectres, inhabit the long abandoned Spirits are a type of undead very similar to ghosts that typically
take on form that looks very similar to their living self. The
Viggora's Folly in northwestern Morytania.
exact way that spirits come into existence is not fully
The 5th edition statistics for many undead creatures can be
understood, but it is known that some of them used to be
replicated or modified to accurately represent many of the
ghosts, and became spirits by completing a ritual. Unlike
undead creatures of Gielinor, such as ordinary skeletons,
ghosts, most spirits are peaceful. Some spirits are powerful
zombies, ghouls, and shades. Provided in this section is
enough to be able to speak with and be understood by
information on some of the more unique undead found on this
humanoids without the use of a ghostspeak amulet.
world.

Ghosts Crawling Hands


Crawling hands are dismembered hands that have become
Unlike many other types of undead, ghosts have the ability to
undead creatures and can move and act on their own. They
speak. Unfortunately, they cannot be understood by the living
have an appearance similar to zombies, with gray, lifeless, and
even if they share a language, as their speech simply sounds
rotting flesh. There are two sizes of crawling hands, small and
like an eerie series of "woo woo" sounds. However, humanoids
giant. While the smaller crawling hands are relatively
are can understand ghosts normally if they make use of a
unthreatening to the average adventurer, the largest crawling
ghostspeak amulet.
hands are much more powerful, capable of grasping their foes
The ghosts of Gielinor are typically fairly weak creatures
and crushing them like a constrictor snake.
compared to standard 5th edition ghost statistics. For the most
accurate portrayal of the ghosts of Gielinor, use the 5th edition
statistics for the specter. For a more challenging and
interesting encounter, however, consider instead using the 5th
edition statistics for the ghost.

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Giant Crawling Hand Crawling Hand
Large undead, neutral evil Small undead, neutral evil

Armor Class 9 (natural armor) Armor Class 10 (natural armor)


Hit Points 34 (4d10 + 12) Hit Points 9 (2d6 + 2)
Speed 20 ft. Speed 15 ft.

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)

Damage Immunities poison Damage Immunities poison


Condition Immunities poisoned Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 10 passive Perception 10
Languages Understands the languages it knew in life Languages Understands the languages it knew in life
but can't speak but can't speak
Challenge 1 (200 XP) Challenge 1/8 (25 XP)

Undead Fortitude. If damage reduces the hand to 0 Actions


hit points, it must make a Constitution saving throw
with a DC of 5 + the damage taken, unless the Hit. Melee Weapon Attack: +3 to hit, reach 5 ft., one
damage is radiant or from a critical hit. On a target. Hit: 3 (1d4 + 1) bludgeoning damage.
success, the hand drops to 1 hit point instead.

Actions Crawling Corpse Torsos


Crawling corpse torsos are similar to zombies, but their bodies
Hit. Melee Weapon Attack: +5 to hit, reach 5 ft., one
have been dismembered at the waist, leaving only the torso,
target. Hit: 8 (1d10 + 3) bludgeoning damage, and
arms, and head. These disturbing creatures were created by
if the target is Medium or smaller, it is grappled
the now undead necromancer Dragith Nurn in his
(escape DC 13). Until this grapple ends, the hand
experiments with dead bodies stolen from the Lumbridge
can't attack another target.
catacombs.
Squeeze. The hand tightly squeezes a creature that it
has grappled. The target must make a DC 13
Strength saving throw, taking 18 (4d8) bludgeoning
damage on a failed save, or half as much on a
successful one.

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Corpse Spiders
Crawling Corpse Torso Corpse Spiders are another type of undead creature created
by the necromatic experiments of Dragith Nurn. They are
Small undead, neutral evil zombie-like creatures shaped similar to giant spiders, but the
body of the spider is made from the dismembered and
Armor Class 9 (natural armor) zombified head and torso of a humanoid. The head and torso
Hit Points 13 (2d6 + 6) face upwards, and large fangs poke out of the top of the head,
Speed 15 ft. where they normally would for an ordinary spider. These
corpse spiders have a strong necrotic bite and have been
known to incite fear upon those who come too close.
STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0 Corpse Spider


Damage Immunities poison Medium undead, neutral evil
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8 Armor Class 14 (natural armor)
Languages Understands the languages it knew in life Hit Points 15 (2d8 + 6)
but can't speak Speed 30 ft., climb 30 ft.
Challenge 1/8 (25 XP)

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)

Spider Climb. The corpse spider can climb difficult


Aberrant Spectres surfaces, including upside down on ceilings, without
Aberrant spectres are ghost-like creatures that have an needing to make an ability check.
extremely potent stench that is powerful enough to poison
those who get too close. Additionally, they have sharp claws
and teeth that can deliver painful blows, and even paralyze
Actions
their foes. For the aberrant spectres of Gielinor, use the 5th Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
edition statistics for the ghast. one target. Hit: 6 (1d6 + 2) piercing damage plus 7
(2d6) necrotic damage. The target must make a DC
12 Constitution saving throw, taking the necrotic
damage on a failed save or half as much on a
successful one.
Mimic (Recharge 6). The corpse spider uses the
rotting remnants of its vocal cords to produce a
terrifying series of language-like sounds. Each
creature within 20 feet of the corpse spider that can
hear it must make a DC 12 Wisdom saving throw or
become frightened for 1 minute. The creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the corpse
spider's Mimic for the next 24 hours.

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Ghasts
Ghast Ghasts are deadly undead creatures somewhat similar to
ghosts that haunt the Mort Myre Swamp in western
Medium undead, neutral evil Morytania. They are green and translucent and bear a vaguely
humanoid appearance, with a torso, arms, and head. Their
Armor Class 13 (natural armor) faces are skeletal with glowing green eyes, and they have large
Hit Points 31 (7d8) hands with long, sharp claws. Part of what makes them so
Speed 0 ft., fly 40 ft. (hover) dangerous is that, under normal circumstances, ghasts are
impervious to all damage and conditions, even from magic.
However, they can be infused with nature magic using a druid
STR DEX CON INT WIS CHA pouch, causing them to lose their translucence as well as their
7 (-2) 16 (+3) 10 (+0) 10 (+0) 12 (+1) 13 (+1) immunities, making them far less threatening.
Ghasts are said to be created when a person dies in a very
Skills Stealth +5 particular manner. When a humanoid starves to death in the
Damage Resistances acid, cold, fire, lightning, perilous Mort Myre Swamp, their soul leaves their body and
thunder; bludgeoning, piercing, and slashing from becomes a ghast. Due to the circumstances of their death,
nonmagical weapons Ghasts themselves are stricken with a ravenous, insatiable
Damage Immunities necrotic, poison hunger, attacking anyone who enters the swamp and snatching
Condition Immunities charmed, exhaustion, at their food, turning it to rot. Even if they survived the attack
grappled, paralyzed, petrified, poisoned, prone, or escaped, an unfortunate traveler attacked by ghasts might
restrained, unconscious not have enough food left to survive the rest of their trip. They
Senses darkvision 60 ft., passive Perception 11 might then die and become a ghast who will attack other
Languages Understands the languages it knew in life people, and the vicious cycle continues.
but can't speak
Challenge 2 (450 XP)

Incorporeal Movement. The ghast can move through


other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Ghastly Translucence. The ghast is translucent and
nearly invisible until affected by a druid pouch.
While translucent, the ghast is immune to all
damage and conditions, can attempt to hide while
not fully obscured, and has advantage on stealth
checks.

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.

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Dragith Nurn
About a century ago, a wizard from Lumbridge by the name of
Dragith Nurn studied alongside many others at the Wizard's
Dragith Nurn
Tower in Misthalin. Dragith took an interest in necromancy,
Medium undead, neutral evil
and some time during his studies, he secretly began studying
some of the more foul and unholy Zamorakian branches of Armor Class 12 (15 with mage armor)
this magic. He grew very powerful from these studies, and Hit Points 45 (7d8+14)
eventually left the tower to create a workshop beneath Speed 30 ft.
Lumbridge where he could have more freedom to delve deeper
into his work. He conducted many cruel and despicable
necromantic experiments, stealing bodies from the Lumbridge STR DEX CON INT WIS CHA
cemetery, as well as capturing local animals, and creating 11 (+0) 15 (+2) 14 (+2) 17 (+3) 12 (+1) 15 (+2)
undead creatures such as the crawling corpse torsos and
corpse spiders. He kept these activities a secret, and they
Saving Throws Con +4, Int +5, Wis +3
continued for several decades.
Skills Arcana +5, History +5
In the year 129 of the Fifth Age, as Dragith was growing old, Damage Resistances cold, lightning, necrotic;
he became close friends with a young woman of Lumbridge bludgeoning, piercing, and slashing from
named Xenia. Xenia learned of Dragith's secret experiments nonmagical attacks
and, after some time, managed to convince him to give up his Damage Immunities poison
evil ways and turn to Saradomin. Dragith then oversaw the Condition Immunities charmed, exhaustion,
creation of Lumbridge's catacombs both to house the town's frightened, paralyzed, poisoned
dead and to cover up his workshop, which had become Senses darkvision 60 ft., passive Perception 11
overrun with his undead creations. Unfortunately for him, Languages Common, Gnomish, Infernal
Dragith had previously cast an irreversible spell on himself Challenge 4 (1,100 XP)
that would resurrect him as an evil, undead being once he died.
To prevent himself from causing any further harm to the town Spellcasting. Dragith Nurn is a 5th-level spellcaster.
and its people, he sealed himself in his own workshop hidden His spellcasting ability is Intelligence (spell save DC
beneath the catacombs before his death. 13, +5 to hit with spell attacks). Dragith has the
At present day, Dragith has died and been turned into an following wizard spells prepared:
evil, zombie-like creature as a result of the irreversible spell. He
has lifeless, green skin which is rotting and torn, and glowing Cantrips (at will): chill touch, mage hand, poison
red eyes. He wears tattered wizard's robes and a spiked mask spray
over his face. Although he has become undead, Dragith still 1st level (4 slots): mage armor, magic missile,
possesses fairly powerful magic. thunderwave
2nd level (3 slots): detect thoughts, invisibility,
scorching ray
3rd level (2 slots): animate dead, fireball
Turning Defiance. Dragith and any undead within 30
feet of him have advantage on saving throws against
effects that turn undead.

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.

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Ankou Spiritual Creatures
Ankou are strange undead creatures that resemble a In the God Wars Dungeon deep beneath the Troll Country,
combination of a ghost and a skeleton. They have full, visible spiritual warriors, rangers, and mages fight for the warring
skeletons surrounded by pink, ghostly bodies, and their eye armies of Saradomin, Zamorak, Armadyl, and Bandos. These
sockets glow faintly with green light. Ankou are somewhat armies were frozen in ice by magic for thousands of years,
powerful undead whose touch can drain the life out of their only recently being uncovered, unknowing of the conclusion of
foes. They can be found in the Wilderness and in some the God Wars at the end of the Third Age.
dungeons. These creatures appear similar to ghosts, with wispy,
translucent bodies wearing armor and carrying weapons that
are decorated with the colors and symbols of their gods. The
warriors wear armor and shields, the rangers carry longbows,
Ankou and the mages wear ornate robes and carry staves.
Medium undead, neutral evil

Armor Class 13 (natural armor)


Hit Points 45 (7d8+14)
Spiritual Warrior
Speed 30 ft. Medium undead, any alignment

Armor Class 19 (half plate, shield)


STR DEX CON INT WIS CHA Hit Points 67 (9d8+27)
6 (-2) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 15 (+2) Speed 30 ft.

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)

Sunlight Sensitivity. While in sunlight, the spirit has


Actions disadvantage on attack rolls, as well as on Wisdom
Life Drain. Melee Weapon Attack: +5 to hit, reach 5 (Perception) checks that rely on sight.
ft., one creature. Hit: 16 (3d8 + 3) necrotic damage.
The target must succeed on a DC 14 Constitution Brute. A melee weapon deals one extra die of its
saving throw or its hit point maximum is reduced by damage when the spirit hits with it (included in the
an amount equal to the damage taken. This attack).
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point Actions
maximum to 0.
Multiattack. The spirit makes two attacks, only one
of which can be its Life Drain.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5
ft., one creature. Hit: 16 (3d8 + 3) necrotic damage.
The target must succeed on a DC 14 Constitution
saving throw or its hit point maximum is reduced by
an amount equal to the damage taken. This
reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point
maximum to 0.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 12 (2d8 + 3) slashing damage.

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Spiritual Mage Spiritual Ranger
Medium undead, any alignment Medium undead, any alignment

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.

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Note: The statistics present here form a good basis
for all spiritual warriors, rangers, and mages, but to Skeletal Wyvern
better represent the spirits of the four different Large undead, neutral evil
factions of the God Wars Dungeon, the GM might
consider altering these statistics slightly to account Armor Class 14 (natural armor)
for different races and spell and equipment Hit Points 90 (12d10+24)
preferences. Because these creatures are undead, Speed 30 ft.
racial differences can largely be ignored.
Zamorakian spirits are Human-shaped. Their
warriors might use maces instead of longswords, STR DEX CON INT WIS CHA
and their mages might place a heavier focus on
necromancy spells or spells that deal fire damage. 18 (+4) 14 (+2) 15 (+2) 3 (-4) 8 (-1) 5 (-3)
Saradominist spirits are also Human-shaped.
Their mages might focus on spells that enhance Damage Vulnerabilities bludgeoning
their allies' abilities or deal radiant or lightning Damage Immunities cold, necrotic, poison
damage. Condition Immunities exhaustion, poisoned
Armadylean spirits are Aviansie-shaped. Their Senses darkvision 60 ft., passive Perception 9
mages might focus more on utility spells, spells Languages Understands Draconic but can't speak
that conjure up wind and storms, or spells that deal Challenge 5 (2,300 XP)
thunder or lightning damage. Their warriors might
use finesse or thrown weapons instead of
longswords, and their rangers might use crossbows
Actions
instead of longbows. In RuneScape, Armadylean Multiattack. The skeletal wyvern makes two attacks:
spirits have the ability to fly. The GM might one with its bite and one with its tail.
consider accounting for this by giving Armadylean
spiritual creatures a flying speed of 45 feet, Bite. Melee Weapon Attack: +7 to hit, reach 10 ft.,
studded leather armor in place of any medium or one target. Hit: 11 (2d6 + 4) piercing damage.
heavy armor, and an increased challenge rating of Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
6. one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Finally, Bandosian spirits are Ork-shaped. Their
mages might focus more on tactically oriented Cold Breath. (Recharge 5-6) The skeletal wyvern
spells, such as those that enhance their abilities, exhales an icy blast in a 30-foot line that is 5 feet
improve their weapons, or provide crowd control. wide. Each creature in that line must make a DC 13
Their warriors might use battleaxes or warhammers Constitution saving throw. On a failed save, a
instead of longswords. creature takes 27 (6d8) cold damage and their
speed is halved and they can't take reactions until
the start of the skeletal wyvern's next turn. On a
successful save, a creature takes half as much
damage and suffers no further effects.
Skeletal Wyverns
Skeletal wyverns are bony, undead forms of dragon-like
creatures called wyverns. The exact circumstances of their
creation are uncertain, but it is likely that they were created as
part of the many experiments conducted on dragons by the
Dragonkin. Skeletal wyverns possess the ability to breathe
cold elemental energy which slows their enemies. Skeletal
wyverns can be found in the freezing cold depths of the
Asgarnian ice dungeon.
Skeletal wyverns have a similar body structure to wyverns,
with two legs, two winged arms, and long necks and tails.
Because they are made up entirely of bones, their wings are
little more than hollow bone structures similar in shape to the
bones in bats' wings, and they lack the ability to fly. Also unlike
the wyverns is the fact that they stand and walk bipedally,
rather than the awkward and slow shuffling of the arms and
legs that wyverns use. This is likely made possible by their
reduced weight, and as a result, they can move slightly more
quickly than wyverns can while on the ground.

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The Barrows Brothers Torag the Corrupted
Torag the Corrupted is one of the most well-protected of the
Long ago in the Third Age, there were six warrior brothers,
wights, sporting full plate armor. He attacks with two
Torag, Dharok, Guthan, Verac, Karil, and Ahrim. One evening
hammers which can slow his enemies.
in a drunken stupor fueled by the loss of his lover, Guthan
accidentally killed a high-ranking commander of Saradomin's
forces. Desperate to escape the impending investigation and
execution for his crime, Guthan took a deal from a powerful
Zarosian Mahjarrat named Sliske. Under this deal, Guthan
Torag the Corrupted
and all his brothers would be granted superhuman power and Medium undead, neutral evil
join the Saradominist crusades into the evil lands of
Morytania. Who would suspect a great hero of Saradomin of Armor Class 19 (Torag's plate armor)
such a murder? He managed to convince his brothers to take Hit Points 91 (14d8+28)
the deal, and they soon set off for the crusades. Speed 30 ft.
During the crusades, the brothers quickly became renowned
for their prowess in battle. With their newfound powers, the
brothers were stronger, faster, and seemingly invincible in STR DEX CON INT WIS CHA
combat. They fought among Saradomin's army, defeating 16 (+3) 14 (+2) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
countless undead, demonic, and beastly creatures with ease.
These powers came at a cost, however, and eventually the
Skills Perception +4, Stealth +5
brothers sustained infectious wounds after an evening of
Damage Resistances necrotic; bludgeoning, piercing,
battle. That night, all six of them fell deathly ill. No treatment
and slashing from nonmagical attacks that aren't
that their colleagues could give them was able to help, and all
silvered
six died on that night.
Damage Immunities poison
For the next several days, the army set up camp so that they
Condition Immunities exhaustion, poisoned
could construct graves for the brothers where they died, in Senses darkvision 60 ft., passive Perception 15
central Morytania. They built a barrow for each of the brothers Languages Common
before making their retreat, for without them they couldn't Challenge 6 (2,300 XP)
hold back Zamorak's evil forces any longer. Once the armies
left, Sliske, who had been watching their crusades closely,
Sunlight Sensitivity. While in sunlight, Torag has
approached the barrows and corrupted their bodies, raising
disadvantage on attack rolls, as well as on Wisdom
them from the dead to become powerful wights. The six (Perception) checks that rely on sight.
wights now guard fabulous riches and powerful magical items.
They wear ghastly green armor decorated with skulls and Corruption. Torag's curse causes his enemies to be
spikes and have translucent, green bodies. They are now slowed when he damages them. When Torag deals
known as Torag the Corrupted, Dharok the Wretched, Guthan damage with his hammers, the target's speed is
the Infested, Verac the Defiled, Karil the Tainted, and Ahrim reduced by 5 feet, stacking up to three times. The
the Blighted. effect lasts for 1 minute or until Torag is destroyed.

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.

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177
Dharok the Wretched Guthan the Infested
Dharok is one of the most physically strong of the wights. He Guthan the Infested is one of the bulkiest of the wights. He
wields a massive greataxe and grows stronger as he sustains wields a large, two-handed spear and can siphon the life from
damage. his enemies.

Dharok the Wretched Guthan the Infested


Medium undead, neutral evil Medium undead, neutral evil

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)

Skills Perception +4, Stealth +3 Skills Perception +4, Stealth +4


Damage Resistances necrotic; bludgeoning, piercing, Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical attacks that aren't and slashing from nonmagical attacks that aren't
silvered silvered
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, poisoned Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 14
Languages Common Languages Common
Challenge 6 (2,300 XP) Challenge 6 (2,300 XP)

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.

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178
Verac the Defiled Karil the Tainted
Verac the Defiled is among the most lightly armored of the Karil the Tainted is the most agile of the brothers and wears
wights, wearing only a brassard on his upper body. He wields a magical leather armor. He attacks with a massive crossbow
spiky flail that can deal particularly potent damage. that can fire several times before needing to be reloaded and
drain the agility of his enemies.

Verac the Defiled


Medium undead, neutral evil Karil the Tainted
Medium undead, neutral evil
Armor Class 16 (Verac's brassard)
Hit Points 112 (15d8+45) Armor Class 17 (Karil's studded leather)
Speed 30 ft. Hit Points 84 (13d8+26)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
12 (+1) 18 (+4) 14 (+2) 10 (+0) 13 (+1) 15 (+2)
Skills Perception +4, Stealth +6
Damage Resistances necrotic; bludgeoning, piercing, Skills Perception +4, Stealth +7
and slashing from nonmagical attacks that aren't Damage Resistances necrotic; bludgeoning, piercing,
silvered and slashing from nonmagical attacks that aren't
Damage Immunities poison silvered
Condition Immunities exhaustion, poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 14 Condition Immunities exhaustion, poisoned
Languages Common Senses darkvision 60 ft., passive Perception 14
Challenge 6 (2,300 XP) Languages Common
Challenge 6 (2,300 XP)
Sunlight Sensitivity. While in sunlight, Verac has
disadvantage on attack rolls, as well as on Wisdom Sunlight Sensitivity. While in sunlight, Karil has
(Perception) checks that rely on sight. disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Defiler. Verac's curse causes his attacks to be
particularly potent. When Verac hits with his flail, Battle Ranger. Karil isn't imposed disadvantage on
the attack ignores any resistances and immunities attack rolls with his crossbow while a hostile
and he can choose to cause the attack to deal an creature is within 5 feet of him.
extra 1d8 damage. Once Verac uses this extra
Tainted Shot. Karil's curse causes his attacks to drain
damage, he can't use it again until the start of his
the agility of his enemies. When Karil deals damage
next turn.
to a creature with his crossbow, the target's
Dexterity score is reduced by 1. The target dies if
Actions this reduces its Dexterity to 0. Otherwise, the
reduction lasts until the target finishes a short or
Multiattack. Verac makes two attacks.
long rest.
Verac's Flail. Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning Actions
damage.
Multiattack. Karil makes two attacks with his
crossbow.
Karil's Crossbow. Melee Weapon Attack: +8 to hit,
range 100/400 ft., one target. Hit: 10 (1d10 + 5)
piercing damage.

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179
Ahrim the Blighted
Ahrim is the only magic user of the wights. He wears battle As the campaign moved deeper into the dark lands
robes which offer him slight protection and can use all sorts of
the stranger appeared with greater frequency, often
destructive magic which can drain the fortitude of his enemies.
appearing on a rise near a battle and watching over
it. The most disturbing thing was how his presence
started to affect the brothers, they became
distracted and on occasion even received injuries
Ahrim the Blighted that required attention.
It was deep in the heart of the enemies' territory,
Medium undead, neutral evil in the failing light of dusk, that the enemy struck
back. Great monstrosities swept through the
Armor Class 13 (Ahrim's battle robes, 16 with mage camps tearing at all in their path, soldiers scattered
armor) like chaff in the wind before the onslaught. The
Hit Points 71 (11d8+22) brothers, valiant as ever, stood back to back before
Speed 30 ft. the enemy and fought with all their might. As dawn
broke the enemy fled the battle, moving faster than
any man could give chase. It was as the soldiers
STR DEX CON INT WIS CHA went about rebuilding the camp that the brothers
collapsed at their camp fire, they lay as though
11 (+0) 14 (+2) 15 (+2) 17 (+4) 13 (+1) 15 (+2) dead, yet breathing, muttering in strange tongues.
Their injuries were found swollen and infected,
Skills Perception +4, Stealth +5 none of the physicians knew what to do, it was like
Damage Resistances necrotic; bludgeoning, piercing, no infection they had ever seen before. all through
and slashing from nonmagical attacks that aren't the day the brothers were tended and cared for
silvered while the soldiers waited nervously for their heroes
Damage Immunities poison to rise once again. It was then, just as the sun's last
Condition Immunities exhaustion, poisoned rays vanished behind the horizon, that all hope was
Senses darkvision 60 ft., passive Perception 14 lost. As if on cue all the six brothers sighed one
Languages Common last breath and died. It was only then that the
Challenge 6 (2,300 XP) stranger was seen once again, standing on a rise
just outside the camp.
Sunlight Sensitivity. While in sunlight, Ahrim has As was the custom at the time, out of honour
disadvantage on attack rolls, as well as on Wisdom and respect for the mighty fallen, they constructed
(Perception) checks that rely on sight. six great barrows for the brothers. A crypt for each
brother covered in a small hill of earth that would
Spellcasting. Ahrim is a 7th-level spellcaster. His hold their remains undisturbed by predators. The
spellcasting ability is Intelligence (spell save DC 14, work took many days, for each night the enemy
+7 to hit with spell attacks). Ahrim has the following returned and the soldiers had to flee back inside
wizard spells prepared: their camp to wait away the night to the sounds of
Cantrips (at will): chill touch, poison spray, howling and scratching at the fences. But each day
prestidigitation they resumed their work, their sense of duty to the
brothers surmounting their fear of the dark forces
1st Level (4 slots): burning hands, mage armor, in the land. On the last day the assembled troops
magic missile buried the brothers inside their stone tombs, then
2nd level (3 slots): mirror image, shatter, misty step with great reverence, but little ceremony, they
covered the tombs with earth. As the army broke
3rd level (3 slots): counterspell, lightning bolt, camp and turned to march back to their lands the
vampiric touch stranger was seen once again, standing atop the
4th Level (1 slots): ice storm, blight central barrow... standing tall against the failing
light with his arms outstretched to the sky.
Blighted Aura. Ahrim's curse causes his magic to
drain the constitution of his enemies. When Ahrim
damages a target with a spell that can target only
one creature, he can choose to cause the spell to
reduce the target's Constitution score by 1d4. The
target dies if this reduces its Constitution to 0.
Once Ahrim uses this ability, he can't use it again
until the start of his next turn.

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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180
I need your help!

Acknowledgements I really appreciate the time and effort you've taken


to read this document and use its contents!
Despite spending countless hours carefully writing
and assessing its content to ensure good quality
and balance, there is no way I could ever playtest
everything that it contains. That's where you come
I have a couple of people to whom I owe a huge in! If you've used something in Plane Shift:
Gielinor, I would really appreciate it if you reach
debt of gratitude for my ability to complete this out to me to give me your feedback. I hope that
with the help of other GM's and players, I can
massive project. Firstly, I'd like to thank all the receive feedback on its contents and make lots of
improvements and adjustments!
people at Jagex who took part in creating the
wonderful world of Gielinor. Your creativity Can't get enough?
inspired me to take great interest in RuneScape's If you want to discuss this document, share your
content, or discuss the creations of other
world. I'd like to thank the incredible editors of Gielinorian GM's and players, please join us in the
the RuneScape Wiki. Without this amazing RuneScape DnD Discord server or the
RuneScapeDnD Subreddit!
resource, none of this would have been possible. If you have feedback, questions, or would like to
discuss this document with me directly, you can
I'd also like to thank my brother who first reach me on Reddit at u/DragonZaid or on Discord
introduced me to RuneScape when we were at DragonZaid.

kids. Nolen, I miss you dearly. My friend Change Log


Unknown helped me out a few times with 2/12/21: First released.
2/17/21: Fixed several typos and made minor
refining and coming up with ideas, so I'm changes to the Bestiary.
thankful for them as well. Finally, I'd like to thank 3/16/21: Updated Ilujanka traits.
4/15/21: Minor image edits and typo fixes.
my wonderful significant other, whom I love 9/28/22: Added Channel Divinity options to
Class Options. Updated flying races to current
greatly, for supporting me all the way. You are 5e standards.
1/20/23: Class Options made a distinct section.
what makes life worth living.
Added 3 subclasses to Class Options. Added
Mahjarrat stat block to Humanoids.
3/25/23: Added Druid: Circle of Guthix
11/30/23: Added Paladin: Oath of Balance
1/2/24: Added 3 more subclasses
6/8/24: Added 2 more subclasses

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