Witchfinder's Grimoire - Monster Pack 1
Witchfinder's Grimoire - Monster Pack 1
Bestiary 9
Corpse Knot
Large Undead, neutral evil
Armor Class 8
Hit Points 76 (9d10 + 27)
Speed 30 ft.
Str Dex Con Int Wis Cha
18 (+4) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Skills Athletics +8
Saving Throws Wis +0
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew
in life but can’t speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Special Traits
Undead Fortitude. If damage reduces the
Corpse Knot corpse knot to 0 hit points, it must make a
Constitution saving throw with a DC of 5+the
Through the eerie darkness, a grotesque monstrosity emerges— damage taken, unless the damage is radiant or
a macabre amalgamation of multiple lifeless bodies, bound from a critical hit. On a success, the corpse knot
together by necromantic sorcery, shuffling with haunting moans drops to 1 hit point instead.
and eerie groans. Undead Nature. The corpse knot does not
Corpse knots, ghastly creations forged by malevolent require air, food, drink, or sleep.
hags, are utilized as brute muscle to terrorize farms
and settlements, often composed of the very corpses Actions
of their victims. With their chilling presence and Multiattack.The corpse knot makes four slam
eight or more twisted arms, they raid communities attacks. If two or more attacks hit a Medium or
under the cover of night, stealing away innocent smaller target, the target is grappled (escape DC
children and dragging them back to the forest for 16). While grappled in this way, the target is
their dark masters, leaving behind a trail of fear and restrained and the corpse knot can’t grapple
despair in their wake. The sinister origins of these another target.
monstrous abominations evoke fear and paranoia
among the townspeople, as they become haunting Slam. Melee Weapon Attack: +6 to hit, reach 5 ft.,
reminders of the lurking malevolence beyond the one target. Hit: 7 (1d6 + 4) bludgeoning damage.
safety of their homes.
Bestiary 11
12 The Witchfinder’s Grimoire
Cult Fanatic, Bogman
Medium Humanoid (any), any non-good alignment
Armor Class 11 (15 with barkskin)
Hit Points 39 (6d8 + 12)
Speed 30 ft. (40 ft. on stilts)
Str Dex Con Int Wis Cha
14 (+2) 12 (+1) 14 (+2) 9 (-1) 13 (+1) 14 (+2)
Special Traits
Dark Devotion. The fanatic has advantage on
saving throws against being charmed or
frightened.
Stilt Walker. The fanatic walks on wooden stilts.
While on stilts, the fanatic stands 10 feet tall,
ignores nonmagical difficult terrain and gains a
movement speed of 40 feet. The stilts can be
attacked (AC 13, 15 hp, immunity to poison and
psychic damage). Destroying the stilts deals no
damage to the fanatic, but causes it to lose this
special trait until it finds replacement stilts. The
fanatic can use its action to mount or dismount
from its stilts.
Actions
Multiattack.The fanatic makes two melee
attacks.
Quarterstaff. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
bludgeoning damage or 6 (1d8 + 2) bludgeoning
damage when wielded with two hands.
Cult Fanatic, Bogman Kick (on Stilts Only). Melee Weapon Attack: +4
to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2)
The Bogmen, devoted followers of Tröskuldur, the
God of Filth, are an enigmatic and unsettling sight as bludgeoning damage.
they traverse the treacherous marshlands outside of Sling. Ranged Weapon Attack: +3 to hit, range
New Sanctaria. Cloaked in tattered moss-covered 30/120 ft., one target. Hit: 1d4 + 1 bludgeoning
garments and wielding gnarled staves, they skillfully damage.
navigate the murky waters on towering stilts, their Spellcasting. The fanatic uses an action to cast
movements eerily graceful yet otherworldly. Deep one of the following spells using Charisma as its
within the heart of the marshlands, they have crafted spellcasting ability (spell save DC 12):
hidden sanctuaries, adorned with offerings of fetid At will: druidcraft, guidance
plants and corrupted relics, where they gather to
perform grotesque ceremonies to honor their deity. 1/day each: barkskin, flaming sphere
Bestiary 13
Cult Fanatic, Daisy
Maiden
Medium Humanoid (any), typically neutral
Armor Class 11
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Str Dex Con Int Wis Cha
13 (+1) 12 (+1) 14 (+2) 12 (+1) 13 (+1) 14 (+2)
Special Traits
Dark Devotion. The fanatic has advantage on
saving throws against being charmed or
frightened.
Actions
Multiattack.The fanatic makes two melee
attacks.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Cult Fanatic, Daisy Maiden one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Spellcasting. The fanatic uses an action to cast
The Daisy Maidens, enigmatic and ethereal figures, one of the following spells using Charisma as its
stand as the alluring leaders of the cult of Solgyld. spellcasting ability (spell save DC 12):
Cloaked in pristine white gowns adorned with
delicate daisies, they possess an enchanting charm At will: vicious mockery
that captivates even the most resolute souls. Graceful 3/day each: heroism, sleep
and beguiling, they weave intricate dances under the 1/day each: calm emotions, irresistible dance
light of the sun, their movements imbued with a
hypnotic allure that lures unsuspecting followers into
their embrace. Behind the facade of innocence lies a
Reaction
darker purpose, for these maidens use their Dance Away. When a creature makes an attack
captivating dances to deceive others, drawing them roll against the fanatic, the fanatic moves up to
into the blood-soaked depths of their cult. Beneath its movement speed without provoking attacks
the veneer of purity, they wield dark rituals that fuel of opportunity.
the worship of Solgyld, orchestrating malevolent
ceremonies that ensure their deity's favor and the
eternal devotion of their followers.
Special Traits
Dark Devotion. The fanatic has advantage on
saving throws against being charmed or
frightened.
Actions
Cult Fanatic, Dagrimor’s Multiattack.The fanatic makes two melee
attacks.
Chosen Sickle of Rot. Melee Weapon Attack: +2 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing
Dagrimor's Chosen, a secretive and malevolent cult, damage plus 5 (2d4) necrotic damage.
clings steadfastly to the archaic ways and pays Spellcasting. The fanatic uses an action to cast
homage to the enigmatic Blind God, Dagrimor, in a one of the following spells using Charisma as its
realm veiled in arcane mysteries and foreboding spellcasting ability (spell save DC 12):
darkness. Cloaked in tattered robes and donning eerie
masks adorned with twisted horns, the cultists gather At will: produce flame
in remote and desolate places, where they perform 1/day each: entangle, fog cloud, hold person
eldritch ceremonies to invoke the hidden powers of
their deity. The haunting echoes of their chants fill
the air as they dance fervently around ominous altars,
their voices raised in unholy communion with the
ancient forces they worship.
Bestiary 15
Cult Fanatic, Shepherd of
Yehovael
Medium Humanoid (any), any non-good alignment
Armor Class 12
Hit Points 33 (6d8 + 6)
Speed 30 ft.
Str Dex Con Int Wis Cha
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
Special Traits
Dark Devotion. The fanatic has advantage on
saving throws against being charmed or
frightened.
Relentless. If the fanatic takes 10 damage or
less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.
Actions
Cult Fanatic Shepherd of Multiattack.The fanatic makes two melee
attacks.
Yehovael Dagger. Melee or Ranged Weapon Attack: +4 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit:
The Shepherds of Yehovael hold a position of great 4 (1d4 + 2) piercing damage.
authority within the Order of Celestial Grace, the Sacred Flame (Cantrip). Flame-like radiance
chief religion of the New Sanctaria colony. As descends on a creature that the fanatic can see
religious leaders, they wield significant power and within 120 feet of it. The target must succeed on
influence over the masses, which they sometimes a Dexterity saving throw or take 4 (1d8) radiant
exploit to dangerous ends. Behind the façade of damage. The target gains no benefit from cover
spiritual guidance, these Shepherds are capable of for this saving throw.
manipulating their followers, using their religious
fervor to incite hostility and persecution against the Spellcasting. The fanatic uses an action to cast
impoverished and vulnerable members of society. one of the following spells using Charisma as its
Within the walls of the ornate sanctuaries, they spellcasting ability (spell save DC 12):
preach a doctrine of divine righteousness, while At will: spare the dying
secretly fueling divisions that threaten to tear the 1/day each: bless, command, detect evil and good
colony apart.
Devil, The Black Goat hits it with a ram attack on the same turn, the
target takes an extra 5 (2d4) bludgeoning
Medium Fiend (devil, shapechanger), lawful evil damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be
Armor Class 14 (natural armor) knocked prone.
Hit Points 75 (10d8 + 30) Devil’s Sight. Magical darkness doesn’t impede
Speed 30 ft. the devil’s darkvision.
Magic Resistance. The devil has advantage on
Str Dex Con Int Wis Cha saving throws against spells and other magical
16 (+3) 14 (+2) 17 (+3) 12 (+1) 14 (+2) 18 (+4) effects.
Saving Throws Str +5, Con +5, Wis +4, Cha
+8
Actions
Damage Resistances cold; bludgeoning, Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,
piercing, and slashing from nonmagical attacks one target. Hit: 5 (1d4 + 3) bludgeoning damage.
that aren’t silvered Change Shape. The devil transforms into a
Damage Immunities fire, poison form that resembles a Small or Medium
humanoid or beast or back into its true form.
Condition Immunities poisoned Aside from its size, the devil’s statistics are the
Skills Deception +6, Insight +3, Persuasion +6 same in each form. Any equipment it is wearing
Senses darkvision 60 ft., passive Perception 16 or carrying isn’t transformed.
Languages Infernal, telepathy 120 ft. Spellcasting. The devil can use its action to cast
Challenge 4 (1,100 XP) one of the following spells, using Charisma as its
spellcasting ability (spell save DC 14), requiring
Proficiency Bonus +2 no material or somatic components:
At will: charm person, darkness
Special Traits 3/day: hold person
Charge (Goat Form Only). If the devil moves 1/day: contagion
at least 20 ft. straight toward a target and then
Bestiary 17
Elf, Child of the Wyrd
Medium Fey, any non-lawful alignment
Armor Class 13
Hit Points 16 (3d8 + 3)
Speed 35 ft.
Str Dex Con Int Wis Cha
10 (+0) 17 (+3) 12 (+1) 8 (-1) 15 (+2) 13 (+1)
Special Traits
Fey Ancestry. The elf has advantage on saving
throws against being charmed and magic can’t
put the elf to sleep.
Actions
Multiattack. The elf makes two melee attacks
or two ranged attacks.
Elf, Child of the Wyrd Shortsword. Melee Weapon Attack: +5 to hit,
Amidst the dappled sunlight, an ethereal figure emerges, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing
adorned in tattered rags and bedecked with delicate flowers and damage.
leaves, its silvery eyes evoking a sense of mystical wonder and Longbow. Ranged Weapon Attack: +5 to hit,
ancient connection with nature. range 150/600 ft., one target. Hit: 7 (1d8 + 3)
Mysterious and ethereal, the Children of the Wyrd piercing damage.
(often called elves), possess an innate connection Spellcasting. The elf can use its action to cast
with the natural world, effortlessly bridging the gap the following spells, using Wisdom as its
between the fey and the humans. Known for their spellcasting ability (spell save DC 12).
boundless kindness, the elves willingly extend their At will: dancing lights, guidance, speak with animals
healing gifts to the town's denizens, mending both
physical ailments and wounded spirits. As they 3/day: cure wounds, animal messenger
wander the woodlands, they often form a unique 1/day: lesser restoration
bond with humans, becoming sought-after
confidants and guides to those seeking solace in the
embrace of nature's tranquility and the Child of the
Bonus Actions
Wyrd's soothing presence. Nimble Escape. The elf takes the Disengage
or Hide action.
Special Traits
Charge. If the faun moves at least 20 ft. straight
toward a target and then hits it with a ram attack
on the same turn, the target takes an extra 5
Faun (1d4) bludgeoning damage. If the target is a
creature, it must succeed on a DC 11 Strength
In the dappled twilight of the forest, a saving throw or be knocked prone.
mythical being emerges, with the upper body Magic Resistance. The faun has advantage on
of a human and the lower body of a goat, its saving throws against spells and other magical
eyes glimmering mischievously, while its hooves effects.
gently dance upon the forest floor, drawing you into its
world of music and revelry.
Actions
Fauns serve as the curious and enigmatic guides
bridging the gap between the mortal realm of New Multiattack. The faun makes one melee attacks,
Sanctaria and the mystical Wyrd. Their affinity for only one of which can be its ram.
both worlds grants them an understanding of the Ram. Melee Weapon Attack: +3 to hit, reach 5
intricacies of human society and the arcane mysteries ft., one target. Hit: 1d4 + 1 bludgeoning
of the fey. Drawn to the bustling human settlement, damage.
fauns find fascination in observing and interacting Kick. Melee Weapon Attack: +3 to hit, reach 5 ft.,
with the denizens of New Sanctaria, often weaving one target. Hit: 1d6 + 1 bludgeoning damage.
themselves into the affairs of men through playful
pranks or gentle guidance. This inquisitive nature Shortbow. Ranged Weapon Attack: +5 to hit,
leads them to forge unlikely friendships with humans, range 80/320 ft., one target. Hit: 1d6 + 3
acting as both mischievous tricksters and benevolent piercing damage.
mentors, fostering a delicate balance between the two Spellcasting. The faun uses its action to cast
realms. one of the following spells, using Charisma as
However, this interaction with humans can its spellcasting modifier (spell save DC 12),
sometimes provoke discontent among other fey requiring no material components when it does:
residing in the Wyrd, as fauns' dalliances with At will: charm person, minor illusion, pass without
humans may lead to unforeseen consequences. trace, thaumaturgy
Bestiary 19
strange happenings and unexplained
misfortunes, hinting at Grandma
Death's sinister presence pulling the
strings from the shadows.
Lair Actions
On initiative count 20 (losing initiative
ties), Grandma Death can take a lair
actiont o cause one of the following
magical effects; Grandma Death can’t use
the same effect two rounds in a row.
• Up to five SKELETONS or ZOMBIES
appear in unoccupied spaces within 30
feet of Grandma Death and remain
until destroyed. Undead summoned in
this way roll initiative and act in the
next available turn. Grandma Death can
have up to five undead summoned by
this ability at a time.
• A cloud of swarming insects fills a 20-foot radius
sphere centered on a point Grandma Death
chooses within 120 feet of her. The cloud spreads
Grandma Death around corners and remains until Grandma Death
dismisses it as an action, uses this lair action
As you approach the humble cottage in the dim moonlight, you
spot an old peasant woman sitting by a loom, her form again, or is destroyed. The cloud is lightly
shrouded in shadows. The sight seems innocuous at first, but as obscured. Any non-undead creature in the cloud
the light draws nearer, an unsettling revelation dawns upon when it appears must make on a DC 15
you. The woman before you is no ordinary peasant—her Constitution saving throw, taking 10 (3d6)
appearance reveals an undead horror, her decaying features piercing damage on a failed save, or half as much
hidden behind a façade of normalcy. An ancient and damage on a successful one. A creature that ends
malevolent evil emanates from her eyes, burning with a sinister its turn in the cloud takes 10 (3d6) piercing
intensity that sends a chill down your spine. damage.
• Magical darkness spreads from a point Grandma
Deep within the heart of New Sanctaria, hidden Death chooses within 60 feet of her, filling a 15-
amidst the bustling streets and quaint dwellings, lurks foot-radius sphere until Grandma Death
an age-old enigma—Grandma Death, an ancient dismisses it as an action, uses this lair action again,
undead entity that clandestinely dwells within a single or dies. The darkness spreads around corners. A
elderly woman, chosen as their vessel. Concealed creature with darkvision can’t see through this
behind the veil of an ordinary old woman, she wields darkness, and nonmagical light can’t illuminate it.
extraordinary power as an immortal necromancer, a If any of the effect’s area overlaps with an area of
dark secret known to only a few. Within the close- light created by a spell of 2nd level or lower, the
knit community, her influence spreads like an spell that created the light is dispelled.
insidious poison, sowing discord and turmoil, the
true source of which remains shrouded in mystery.
Whispers circulate among the townsfolk, tales of
Bestiary 21
of a hag herself. The wrongful persecutions that
follow, fueled by paranoia and panic, deepen the
chasm of mistrust and drive a wedge between the
once-united community. In the face of their
unsettling presence, the people of New Sanctaria
must tread cautiously, for the hags' enigmatic motives
and relentless pursuit of power make them
formidable foes, capable of plunging the peaceful
settlement into chaos and despair.
Elara the Veilweaver, most well known among the
hags of the forest, has orchestrated a wicked plan to
kidnap the newborn heir of New Sanctaria, intending
to use the innocent child's life force to strengthen her
dark magic and sow discord among the settlers.
Amidst the dense forest, a withered, old crone emerges, her Special Traits
form adorned with tattered robes, razor-sharp claws, and
unusually large feet, her piercing gaze suggesting ancient Mimicry. The hag can mimic animal sounds and
wisdom and an unsettling hunger for secrets. humanoid voices. A creature that hears the
sounds can tell they are imitations with a
In the heart of the dark and foreboding forest that successful DC 14 Wisdom (Insight) check.
surrounds New Sanctaria, the hags, wicked and
cunning, lurk amidst the shadows, their malevolence
seeking to tempt and destroy mortal souls. With a
Actions
terrible hunger for the tender flesh of the young, Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.,
they are infamous for preying upon the innocent, one target. Hit: 13 (2d8 + 4) slashing damage.
stealthily capturing children to sate their insatiable Spellcasting. The hag can use her action to cast
appetites. Unfettered by allegiances to any higher a one of the following spells, using Charisma as
power, the hags weave a sinister web, aligning her spellcasting ability (spell save DC 13).
themselves with whoever grants them the most
magic and immortality, thriving in their crafty At will: dancing lights, disguise self, minor illusion,
machinations. speak with animals, vicious mockery
Within the walls of New Sanctaria, the citizens live 3/day each: charm person, entangle, fear
in perpetual suspicion, haunted by the fear that their 1/day each: greater invisibility
very neighbors might be under the influence of the
hags of the forest, or worse, harbor the dark essence
Bestiary 23
Mothman
Medium Fiend, lawful evil
Armor Class 13 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 60 ft.
Str Dex Con Int Wis Cha
18 (+4) 15 (+2) 15 (+2) 15 (+2) 13 (+1) 15 (+2)
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Bestiary 25
Skeleton, Harvester
Medium Construct, neutral evil
Armor Class 11
Hit Points 32 (5d8 + 10)
Speed 30 ft.
Str Dex Con Int Wis Cha
15 (+2) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 6 (-2)
Special Traits
Undead Nature. The skeleton does not require
air, food, drink or water.
Skeleton, Harvester Actions
A haunting figure, resembling a scarecrow, its bony frame
draped in tattered robes, stands before you. A horse skull rests Battleaxe. Melee Weapon Attack: +4 to hit, reach
atop its slender neck. Its gaunt fingers wield a wickedly curved 5 ft., one target. Hit: 6 (1d8 + 2) slashing
axe. damage.
In the depths of ancient woods, malevolent witches Blight (1/Day). Necromantic energy washes
and hags conjure the harvester skeleton into over a target of the skeleton’s choice that it can
existence. Fashioned to resemble a chilling scarecrow, it within 30 feet of it, draining moisture and
the skeletal figure wears tattered robes and cradles a vitality from it. If the target is a creature, the
wickedly curved axe in its bony grasp. Witches infuse target must make a DC 12 Constitution saving
this creation with dark magic, binding it to their will. throw. The target takes 18 (4d8) necrotic damage
Often mistaken for undead, these creatures are on a failed save, or half as much damage on a
actually simple automatons designed to serve as successful one. This spell has no effect on
solitary guardians for the witches. The harvester undead or constructs. If the target is a plant
skeleton tirelessly protects the witches' lands from creature or a magical plant, it makes the saving
intruders, striking fear into the hearts of their foes throw with disadvantage, and the blight deals
and deterring any who dare to challenge their maximum damage to it. If the target is a
malevolent masters. nonmagical plant that isn’t a creature, such as a
tree or shrub, it doesn’t make a saving throw; it
simply withers and dies.
Bestiary 29
Squonk
Large monstrosity, unaligned
Armor Class 14 (natural armor)
Squonk Hit Points 34 (4d10 + 12)
In the dim light, a grotesque and haunting sight emerges—an Speed 20 ft., swim 20 ft.
enormous pig-like creature, its body covered in loose, sagging
skin, grotesque warts, and repulsive boils. Dark tears trickle Str Dex Con Int Wis Cha
down its face, evoking a chilling and mournful image, as it
emits sorrowful moans, its sorrow seemingly etched into its very 17 (+3) 8 (-1) 16 (+3) 3 (-4) 9 (-1) 5 (-3)
essence. With each sluggish waddle, the monstrous pig shuffles Senses darkvision 60 ft., passive Perception 10
away, leaving behind a shimmering trail the black tears.
Languages —
The squonks, wretched and elusive creatures, emerge
during the soft twilight of dusk and dawn to forage, Challenge 1/2 (100 XP)
their relatively hardy nature contrasting with their Proficiency Bonus +2
timid fear of hunters. While the hunters themselves
hold no fear of the squonks, they are drawn to these
peculiar beings believing their tears possess
Special Traits
miraculous healing powers, making the pursuit of Dissolve. If the squonk’s hit points are reduced
squonks a quest worth embarking upon. to 0 or it becomes frightened, it dissolves into a
Unfortunately, squonks are relatively rare, with stinking puddle of black tears. The squonk
seemingly no pattern pointing to when or where they reforms and regains all its hit points in 1 hour
will appear. unless a dispel magic or remove curse spell is cast
According to an old fey tale, a celestial event of on it
wondrous proportions once graced the forest with its Tearful Trail. The squonk leaves a trail of black
ethereal presence. As stars aligned and heavenly tears everywhere it goes. Wisdom (Survival)
bodies converged, a radiant shower of shimmering checks made to track it are made with advantage.
light enveloped the unsuspecting creatures of the
woods, including the squonks. The celestial gift
bestowed upon them the ability to shed tears imbued
Actions
with potent magic, transforming the once ordinary Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
forest-dwellers into the elusive and peculiar beings one target. Hit: 10 (2d4 + 3) piercing damage.
they are today.
Bestiary 31
Witchfinder swayed by deceptions, possessing an unyielding
determination to root out the sources of darkness
The witchfinders, staunch enforcers of the Church and unmask those who might masquerade as
of Celestial Grace and zealous servants of Yehovael, innocent.
emerge as vigilant guardians against the darkness that The origins of the witchfinders trace back to the
threatens New Sanctaria. Hailing from a distant early tumultuous days when the people of New
homeland known as Valmarkia, their distinct accents Sanctaria first crossed the seas from Valmarkia in
betray their origins as battle-hardened soldiers who search of a new beginning. Their homeland's history
have dedicated their lives to purging the world of was fraught with battles against malevolent forces,
malevolence. Often clad in dark, austere attire, they leading to a distinct militaristic approach in their
roam the streets of New Sanctarian settlements with pursuit of spiritual harmony. Over time, they
an air of authority, their presence instilling both awe channeled their combat prowess into a solemn duty,
and fear. becoming the guardians of their newfound home,
Tasked with the perilous mission of uprooting the resolute in their pursuit of safeguarding it from any
enemies of the church, the witchfinders tirelessly lurking threats. As the protectors of faith, they stand
pursue cultists, devil-possessed individuals, and those as a formidable force, a living reminder that the
under the manipulative influence of the fey. Armed Church of Celestial Grace will not falter in the face
with an unshakable faith in Yehovael's divine grace, of darkness, for they are the vigilant watchmen,
they conduct meticulous investigations, employing resolutely hunting down all shadows that may taint
keen wit and uncanny insight to identify potential the light of Yehovael's grace.
threats to the town's sanctity. They are not easily
Bestiary 33