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Witchfinder's Grimoire - Monster Pack 1

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37 views26 pages

Witchfinder's Grimoire - Monster Pack 1

Uploaded by

LordOFFlies
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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Big Foot

Large Monstrosity, neutral


Armor Class 12 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 40 ft., climb 40 ft.
Str Dex Con Int Wis Cha
20 (+5) 14 (+2) 19 (+4) 7 (-2) 12 (+1) 7 (-2)

Skills Athletics +7, Perception +4, Stealth +4


Senses darkvision 60 ft., passive Perception 14
Languages understands Elvish and Sylvan but
doesn’t speak
Challenge 3 (700 XP)
Big Foot Proficiency Bonus +2
Before you stands a formidable and enigmatic figure—a large
humanoid draped in a thick coat of fur, exuding a primal Actions
aura. Despite its bestial appearance, there's a glint of Multiattack. Big Foot makes two fist attacks.
intelligence in its keen eyes, hinting at a depth beyond mere Fist. Melee Weapon Attack: +7 to hit, reach 5 ft.,
instinct. one target. Hit: 12 (2d6 + 5) bludgeoning
Deep within the lush forests that bridge the realms damage.
of New Sanctaria and the Wyrd, roams the enigmatic Rock. Ranged Weapon Attack: +7 to hit, range
Big Foot—an awe-inspiring creature draped in a 50/150 ft., one target. Hit: 12 (2d6 + 5)
majestic coat of fur. Contrary to its intimidating bludgeoning damage.
appearance, this gentle giant is a peaceful being, Invisibility (Recharges After a Short or Long
harboring no malicious intent and preferring to live Rest). Big Foot magically turns invisible until it
in tranquil solitude. Content as an herbivore, it attacks, casts a spell, or until its concentration is
peacefully grazes on the bountiful flora that thrives in broken, up to 1 hour (as if concentrating on a
its woodland domain. With a serene disposition, the spell). Any equipment Big Foot wears or carries
Big Foot desires nothing more than to be left is invisible with it.
undisturbed, seeking harmony amidst the natural
wonders that surround it.

8 The Witchfinder’s Grimoire


Cannibal Spirit
Amidst the gloom of the dark forest, a bone-chilling presence
stirs—a monstrous entity taking the form of a massive,
hirsute human figure covered in spindly black hair. As if
drawn from the darkest nightmares, its head is a twisted
amalgamation of an elk's skull topped with jagged horns, its
razor-sharp teeth glinting with malice.
Cannibal spirits, malicious fiends born of
horrendous crimes, particularly murder and
cannibalism, embody the haunting consequences of
humanity's darkest deeds. Forever burdened by the
weight of their malevolence, these vengeful entities
roam the realms, driven by an insatiable hunger for
new victims to accept their cursed existence, offering
themselves a twisted chance at peace. With minds
clouded by their past transgressions, they relentlessly
pursue the living, driven by an unyielding desire to
share their haunting burden.

Cannibal Spirit Strength saving throw or be knocked prone.


Keen Hearing and Smell. The cannibal spirit
Large Fiend, chaotic evil has advantage on Wisdom (Perception) checks
Armor Class 15 (natural armor) made to hear or smell.
Magic Resistance. The cannibal spirit has
Hit Points 136 (13d10 + 65) advantage on saving throws against spells and
Speed 50 ft. other magical effects.
Sunlight Sensitivity. While in sunlight, the
Str Dex Con Int Wis Cha
spirit has disadvantage on attack rolls, as well as
22 (+6) 14 (+2) 20 (+5) 5 (-3) 11 (+0) 13 (+1) on Wisdom (Perception) checks that rely on
sight.
Saving Throws Str +9, Dex +5, Wis +3
Skills Perception +6 Actions
Damage Resistances cold, fire, lightning;
bludgeoning, piercing, and slashign from Multiattack. The cannibal spirit makes three
nonmagical attacks melee attacks, only one of which can be with its
bite.
Damage Immunities poison
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Condition Immunities poisoned one target. Hit: 2d8 + 6 piercing damage, and
Senses darkvision 120 ft., passive Perception 16 the target must make a DC 16 Constitution
Languages understands the languages it knew saving throw or contract the cannibal spirit’s
in life but can’t speak curse. While cursed, the target can't regain hit
Challenge 7 (2,900 XP) points, and its hit point maximum is reduced by
10 (3d6) every 24 hours. If the disease reduces
Proficiency Bonus +3 the target's hit point maximum to 0, the target
instantly transforms into a CANNIBAL SPIRIT, and
Special Traits the original cannibal spirit is destroyed.
Charge. If the cannibal spirit moves at least 20 Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
feet straight toward a target and then hits it with one target. Hit: 13 (2d6 + 6) slashing damage.
a gore attack on the same turn, the target takes Gore. Melee Weapon Attack: +9 to hit, reach 5 ft.,
an extra 7 (2d6) bludgeoning damage. If the one target. Hit: 13 (2d6 + 6) bludgeoning
target is a creature, it must succeed on a DC 16 damage.

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.

10 The Witchfinder’s Grimoire


Crawler
Small Undead, neutral evil
Armor Class 6
Hit Points 19 (3d8 + 6)
Speed 10 ft., climb 10 ft.
Str Dex Con Int Wis Cha
13 (+1) 5 (-3) 15 (+2) 3 (-4) 6 (-2) 5 (-3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned, prone
Senses blindsight 30 ft. (blind beyond this
radius), passive Perception 8
Languages understands the languages it knew
in life but can’t speak
Challenge 1/4 (50 XP)
Crawler Proficiency Bonus +2
In the dim light, a pitiful and haunting sight appears—an
undead creature devoid of arms, legs, eyes, and even a tongue,
Special Traits
its form twisted and wretched. Black ichor oozes from its Undead Fortitude. If damage reduces the
gaping mouth as it crawls toward you with agonizing slowness, crawler to 0 hit points, it must make a
emanating an aura of sorrow and despair. The creature's Constitution saving throw with a DC of 5 + the
plight invokes both sympathy and unease, leaving you to damage taken, unless the damage is radiant or
wonder about the tragic fate that brought such a lamentable from a critical hit. On a success, the crawler
being before you. drops to 1 hit point instead.
Crafted from the tormented remains of once-living Undead Nature. The crawler does not require
men, the Crawlers are condemned to an eternity of air, food, drink, or sleep.
excruciating suffering. Their existence is driven by a
grim purpose—to inflict the same torment upon Actions
others that they themselves endured at the hands of Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
their wicked creators. one creature. Hit: 1 piercing damage plus 7 (2d6)
With a haunting visage, the Crawlers move with an poison damage.
unnatural grace, their ghastly forms contorted and
twisted by the agony they endure. Eager to share Paralyzing Touch. Melee Weapon Attack: +3 to
their horrible fate, they crawl relentlessly through the hit, reach 5 ft., one creature. Hit: 2 (1d4) cold
shadows, seeking any unfortunate soul they can damage and the target must succeed on a DC 12
ensnare within their grasp. The air thickens with an Constitution saving throw or become paralyzed
oppressive aura of despair and dread as these pitiful for 1 minute. The target may repeat its saving
yet malevolent beings seek to extend their suffering throw at the end of each of its turns, ending the
to all who cross their path. effect on itself with a success.

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)

Skills Athletics +4, Religion +1, Stealth +2


Senses passive Perception 11
Languages any one language (usually
Common)
Challenge 2 (450 XP)
Proficiency Bonus +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)

Skills Deception +4, Insight +3, Religion +3


Senses passive Perception 11
Languages any one language (usually
Common)
Challenge 1 (200 XP)
Proficiency Bonus +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.

14 The Witchfinder’s Grimoire


Cult Fanatic, Dagrimor’s
Chosen
Medium Humanoid (any), typically neutral evil
Armor Class 14 (hide armor)
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)

Skills Deception +4, Persuasion +4, Religion


+2
Senses passive Perception 11
Languages any one language (usually
Common)
Challenge 2 (450 XP)
Proficiency Bonus +2

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)

Skills Deception +4, Persuasion +4, Religion


+2
Senses passive Perception 11
Languages any one language (usually
Common)
Challenge 2 (450 XP)
Proficiency Bonus +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.

16 The Witchfinder’s Grimoire


The Black Goat
In the depths of the ancient forests surrounding
New Sanctaria, the Black Goats, malevolent devils
shrouded in mystery, roam freely, appearing as
innocent goats to the unsuspecting eye. But beneath
their deceptively ordinary guise lies an otherworldly
power, allowing them to shift their form into that of
various creatures, even mimicking humans with
uncanny precision. These sinister beings act as
insidious tempters, preying on the vulnerable, luring
them into the treacherous realms of witchcraft and
infernal pacts.
Feared by settlers, the Black Goats are harbingers
of doom, carriers of plague and sickness that swiftly
infect those unfortunate enough to cross their path.
They relish in sowing discord among the settlers,
whispering vile thoughts into the hearts of men and
turning communities against each other, their delight
drawn from the chaos they incite.
Bound in servitude to the malevolent Nightfiend, a
fearsome enemy of Yehovael, the Black Goats thrive
in their role as agents of darkness.

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)

Skills Perception +4, Stealth +7


Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Sylvan
Challenge 2 (450 XP)
Proficiency Bonus +2

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.

18 The Witchfinder’s Grimoire


Faun
Medium Fey, chaotic neutral
Armor Class 14 (natural armor)
Hit Points 38 (7d8 + 7)
Speed 40 ft.
Str Dex Con Int Wis Cha
12 (+1) 16 (+3) 13 (+1) 11 (+0) 13 (+1) 14 (+2)

Skills Deception +4, Perception +3, Stealth +5


Senses darkvision 60 ft., passive Perception 13
Languages Elvish, Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2

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.

Grandma Death’s Lair


Grandma Death continues to live in
the village or town where her host
once lived. However, her dark magic
permeates this place, granting her
unrivaled power.
Grandma Death encountered in her
lair has a challenge rating of 15 (13,000
XP).

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

20 The Witchfinder’s Grimoire


Grandma Death A humanoid slain by this attack rises 24 hours
later as a zombie under Grandma Death’s
Medium Undead, neutral evil control, unless the humanoid is restored to life
or its body is destroyed. Grandma Death can
Armor Class 17 (natural armor) have no more than twelve zombies under her
Hit Points 135 (18d8 + 54) control at one time.
Speed 30 ft. Chill Touch (Cantrip). Ranged Spell Attack:
+10 to hit, range 120 ft., one creature. Hit: 18
Str Dex Con Int Wis Cha (4d8) necrotic damage and the target can’t
15 (+3) 14 (+2) 16 (+3) 14 (+2) 20 (+5) 16 (+3) regain hit points until the start of Grandma
Death’s next turn. If this spell hits an undead
Saving Throws Con +8, Int +7, Wis +10 target, the target has disadvantage on attack
rolls against grandma death until the start of
Skills Arcana +7, History +7, Insight +10, Grandma Death’s next turn.
Perception +10
Spellcasting. Grandma Death uses her action
Damage Resistances cold, lightning, necrotic to cast one of the following spells, using
Damage Immunities necrotic, poison; Wisdom as her spellcasting modifier (spell save
bludgeoning, piercing, and slashing from DC 18, +10 to hit with spell attacks):
nonmagical attacks At will: bane, command, disguise self, freedom of
Condition Immunities charmed, exhaustion, movement, thaumaturgy
frightened, paralyzed, poisoned 2/day each: contagion, hold person, flame strike, spirit
Senses truesight 120 ft., passive Perception 20 guardians
Languages Common, Infernal, Sylvan 1/day each: guardian of faith, harm
Challenge 14 (11,500 XP)
Proficiency Bonus +5 Legendary Actions
Grandma Death can take 3 legendary actions,
Special Traits choosing from the options below. Only one
legendary action option can be used at a time
Legendary Resistance (3/Day). If Grandma and only at the end of another creature’s turn.
Death fails a saving throw, she can choose to Grandma Death regains spent legendary actions
succeed instead. at the start of her turn.
Rejuvenation. When Grandma Death’s body is At-Will Spell. Grandma death casts one of her
destroyed, her soul lingers. After 24 hours, the at-will spells or uses chill touch.
soul possesses another humanoid (usually an
elderly woman near death) on the same plane of Life Drain (Costs 2 Actions). Grandma
existence. The target must succeed on a DC 18 Death uses her life drain.
Charisma saving throw or instantly die. Terrifying Gaze (Costs 3 Actions). Grandma
Grandma Death rises from the corpse 24 hours Death fixes her gaze at one creature she can
later and regains all her hit points. While her see within 60 feet of her. The target must
soul is bodiless, a wish spell can be used to force succeed on a DC 18 Wisdom saving throw
her soul to go the afterlife and not return. against this magic or become frightened for
Turn Resistance. Grandma Death has 1 minute. If the save fails by 5 or more, the
advantage on saving throws against any effect target also ages 1d4 x 10 years. A frightened
that turns undead. target can repeat the saving throw at the end
of each of its turns, ending the frightened
condition on itself on a success. If the
Actions target’s saving throw is successful or the
Life Drain. Melee Spell Attack: +10 to hit, reach effect ends for it, the target is immune to
5 ft., one creature. Hit: 26 (6d6 + 5) necrotic Grandma Death’s Terrifying Gaze for the
damage. The target’s hit point maximum is next 24 hours. The aging effect can be
reduced by an amount equal to the necrotic reversed with a greater restoration spell, but only
damage taken, and Grandma Death regains hit within 24 hours of it occurring.
points equal to that amount.

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.

Hag of the Forest


Medium Fiend, neutral evil
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
Str Dex Con Int Wis Cha
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 16 (+3)

Skills Arcana +3, Deception +5, Insight +4,


Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal, Sylvan
Challenge 3 (700 XP)

Hag of the Forest Proficiency Bonus +2

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

22 The Witchfinder’s Grimoire


Hodag
Huge undead, unaligned
Armor Class 13 (natural armor)
Hit Points 114 (12d12 + 36)
Speed 40 ft.
Str Dex Con Int Wis Cha
22 (+6) 11 (+0) 17 (+3) 2 (-4) 11 (+0) 5 (-3)

Senses passive Perception 10


Damage Immunities fire, poison
Condition Immunities poisoned
Languages —
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Hodag Special Traits
In the heart of the forest, a nightmarish sight emerges—a
colossal amalgamation of an elephant, frog, and sabertoothed Siege Monster. The hodag deals double
tiger, a grotesque fusion of forms. Its eyes blaze with red fury, damage to objects and structures.
piercing through the darkness with a sinister gleam. Ash flakes Undead Nature. The hodag does not require
off its formidable skin, hinting at a smoldering inferno of air, food, drink or, sleep.
aggression and rage within.
A haunting specter arises—the Hodag—an undead Actions
monstrosity forged from the ashes of fallen beasts Multiattack. The hodag makes two attacks: one
of burden, bound by a vengeful purpose. With with its bite and one with its claws. t can't make
malevolent intent, this eerie entity sets its sights on both attacks against the same target.
settlements, fueled by a relentless pursuit of
retribution for the mistreatment of animals. Its Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
existence serves a single dire purpose—to wreak one target. Hit: 28 (4d10 + 6) piercing damage.
havoc and leave a trail of destruction in its wake, Tail. Melee Weapon Attack: +9 to hit, reach 10 ft.,
sparing nothing in its path. The tales speak of an one target. Hit: 19 (3d8 + 6) bludgeoning
unsettling origin, attributing the Hodag's creation to damage and the target must succeed on a DC 17
the fey of the Wyrd, weaving a tapestry of eerie Strength saving throw or be knocked prone.
intrigue that leaves many in awe and dread of this
nightmarish manifestation.

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)

Saving Throws Dex +5, Con +5, Int +5, Cha


+5
Skills Stealth +5
Damage Resistances bludgeoning, piercing,
and slashing from nonmagical weapons that
aren’t silvered
Damage Immunities poison
Condition Immunities charmed, frightened,
poisoned
Senses truesight 60 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Mothman
In the dim light, an eerie creature emerges—an unsettling Special Traits
hybrid of man and moth, its massive, colorful wings adorned Magic Resistance. The mothman has
with razor-sharp claws, and an aura of evil engulfing its advantage on saving throws against spells and
sinister presence. other magical effects.
The Mothman, a cryptic and elusive entity, is rarely
glimpsed within the borders of New Sanctaria, but Actions
when sightings occur, an unsettling omen follows—a
looming sense of impending death. Witchfinders, Multiattack. The mothman makes two claw
eager to confront this enigmatic creature, remain attacks.
uncertain whether it is the harbinger of doom, Claws. Melee Weapon Attack: +6 to hit, reach 5 ft.
foretelling imminent tragedies, or if its very presence one target. Hit: 7 (1d6 + 4) piercing damage plus
is what sparks the grim fate that befalls those who 10 (3d6) poison damage.
have caught sight of it. Mothman Prophecy (1/Day). The mothman
Legends speak of a previously recorded targets one creature that it can see within 60 feet
occurrence in the village of Ravenswood, where the of it that can see the mothman. The target must
Mothman appeared on the outskirts of this once make a DC 13 Charisma saving throw. On a
peaceful hamlet, its eyes gleaming like ethereal orbs failed saving throw, the creature becomes cursed.
in the darkness. In the days that followed, a series of The creature will die within 1d6 + 1 days of
inexplicable and tragic events unfolded, claiming the becoming cursed unless the curse is removed.
lives of several villagers. The target is aware that it will die, but doesn’t
know how or when.

24 The Witchfinder’s Grimoire


Pukwudgie
Small fey, chaotic neutral
Armor Class 13 (natural armor)
Hit Points 7 (2d6)
Speed 30 ft.
Str Dex Con Int Wis Cha
8 (-1) 15 (+2) 11 (+0) 7 (-2) 10 (+0) 7 (-2)

Skills Stealth +4
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Pukwudgie Special Traits


In the eerie shadows of the ancient forest, a malevolent Barbed Hide. At the start of each of its turns,
creature comes into view—a small ape-like being with razor- the pudwudgie deals 3 (1d6) piercing damage to
sharp teeth and claws, its back adorned with a bristle of any creature grappling it. The creature must
spines akin to a porcupine. Its darting eyes, gleaming with make a DC 10 Constitution saving throw or
malice, scan the surroundings, revealing a predatory nature become poisoned for 1 minute. The target can
that sends shivers down the spine. repeat its saving throw at the end of each of its
turns, ending the effect on itself with a success.
Once friends and allies of the humans, the
pukwudgies, fey creatures with a wild and Pack Tactics. The pukwudgie has advantage on
unpredictable nature, have now turned against them. an attack roll against a creature if at least one of
Residing in small, secluded colonies of their own, the pukwudgie’s allies is within 5 feet of the
these mischievous beings defy the control of the creature and the ally isn't incapacitated.
more civilized fey within the Wyrd. Nestled amidst
marshlands or finding refuge in small hollows carved Actions
into cliffs, they weave a mysterious existence away Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
from the prying eyes of mortals. As they roam the one target. Hit: 1d4 + 2 slashing damage.
wilderness, their eyes flicker with a wild and untamed
spirit, reflecting their unpredictability and the Poison Barb. Ranged Weapon Attack: +4 to hit,
lingering echoes of their former camaraderie with range 30/90 ft., one target. Hit: 4 (1d4 + 2)
humans. piercing damage and the target must make a DC
Possessing an arsenal of defense mechanisms, 10 Constitution saving throw or become
pukwudgies are adorned with sharp, poisonous quills, poisoned for 1 minute. The target can repeat its
a potent deterrent to anyone who dares to challenge saving throw at the end of each of its turns,
their domains. Those who venture too close risk ending the effect on itself with a success.
experiencing the searing pain of their toxic touch.

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)

Damage Vulnerabilities bludgeoning


Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its
creator but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +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.

26 The Witchfinder’s Grimoire


Bestiary 27
Spirit of the Wood
Amidst the ancient woodland stands a creature of nightmarish
proportions. Towering on its gaunt, elongated spindly legs, it
appears as a grotesque amalgamation of an elk and an
abhorrent entity. Its head is not that of a majestic elk, but
rather a haunting human skull, its vacant eye sockets exuding
an eerie aura. Along its back, flowers and moss intertwine,
lending an unsettling juxtaposition of beauty amidst the
horror. From its chest protrude two small, skeletal arms.
Deep within the heart of the ancient Wyrd, a realm
of ethereal beauty and enigmatic mysteries, dwells
the Spirit of the Wood, an enigmatic and terrifying
entity feared even by the other fey that roam the
verdant glades. Reckless and unpredictable, this
otherworldly creature wields immense power over the
primal forces of nature, harnessing it with chaotic
abandon. Cults of mortals, lured by promises of
eternal life and unimaginable power, form to worship
the Spirit of the Wood, offering ritualistic sacrifices
of flora, fauna, and even fellow humans to appease
its capricious will. These fanatical devotees believe
that in death, they shall be reborn as horrific undead
abominations, forever bound to serve the dark
entity in its inscrutable designs.
Legends whisper of a dark tale from ages past,
where the Spirit of the Wood unleashed its
wrath upon the settlement of Glinthaven, an
early New Sanctarian outpost nestled at the
edge of the Wyrd. In a night of terror and
bloodshed, the once-thriving village was
reduced to ruins, with the trees
themselves seemingly coming alive to
aid the malevolent entity's onslaught.
Survivors spoke of a chilling
presence lurking within the shadows
of the woods, a haunting specter
that led the settlement's demise. To
this day, the ruins of Glinthaven
stand as a grim reminder of the
Spirit of the Wood's power, a
warning to those who would dare to
cross the boundary between the
mortal realm and the treacherous
heart of the Wyrd.

28 The Witchfinder’s Grimoire


Spirit of the Wood Magic Resistance. The Spirit has advantage on
saving throws against spells and other magical
Huge fey, chaotic evil effects.
Armor Class 17 (natural armor)
Actions
Hit Points 102 (12d12 + 24)
Ram. Melee Weapon Attack: +8 to hit, reach 10 ft.,
Speed 60 ft. one target. Hit: 12 (2d6 + 5) piercing damage
plus 7 (2d6) necrotic damage.
Str Dex Con Int Wis Cha
Hooves. Melee Weapon Attack: +8 to hit, reach
20 (+5) 16 (+3) 15 (+2) 5 (-3) 14 (+2) 10 (+0) 10 ft., one prone creature. Hit: 24 (4d8 + 5)
Skills Perception +5 bludgeoning damage.
Damage Resistances bludgeoning, piercing, Spellcasting. The Spirit can use its action to
and slashing from nonmagical attacks that cast the following spells, using Wisdom as its
aren’t silvered spellcasting modifier (spell save DC 13), without
requiring material components.
Senses darkvision 60 ft., passive Perception 10
At will: major illusion
Languages Sylvan, telepathy 120 ft. 1/day each: animate dead, compulsion, dream, weird
Challenge 5 (1,800 XP) Animate Trees (1/Day). The Spirit magically
Proficiency Bonus +3 animates one or two trees it can see within 60
feet of it. These trees have the same statistics as
an AWAKENED TREE, except they have
Special Traits Intelligence and Charisma scores of 1, and they
Charge. If the Spirit moves at least 20 feet can't speak. An animated tree acts as an ally of
straight toward a target and then hits it with a the Spirit. The tree remains animate for 1 day or
ram attack on the same turn, the target takes an until it dies; until the Spirit dies or is more than
extra 7 (2d6) damage. If the target is a creature, 120 feet from the tree; or until the Spirit takes a
it must succeed on a DC 16 Strength saving bonus action to turn it back into an inanimate
throw or be knocked prone. tree. The tree then takes root if possible.

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.

30 The Witchfinder’s Grimoire


Witch Devil
Witch Devil Small monstrosity, unaligned
In the eerie glow of moonlight, an unsettling creature comes Armor Class 13 (natural armor)
into view—a bald, winged being with unsettling features. Its
goat-like hooves echo with each step, and its long, tooth-lined Hit Points 16 (3d6 + 6)
snout protrudes from its sinister visage. Sharp claws extend Speed 30 ft., fly 60 ft.
from its twisted hands, ready to ensnare its prey, while a long
tail coils and sways with eerie grace behind it. Str Dex Con Int Wis Cha
Said to be fond of devouring poultry and stealing 13 (+1) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 6 (-2)
away innocent children, the Witch Devil strikes fear
into the hearts of the villagers. Legends persist that Skills Perception +3, Stealth +4
they are the monstrous offspring of witches and Senses darkvision 60 ft., passive Perception 13
devils, yet no concrete evidence corroborates these Languages —
beliefs.
Folklore paints a grim portrait of the Witch Devil Challenge 1/4 (50 XP)
as an elusive and elusive adversary. Hunted by the Proficiency Bonus +2
brave few, they are known to take to the skies and
vanish from sight, evading the pursuit of hunters and
witchfinders alike. Their reluctance to engage with
Special Traits
those who dare to challenge them further fuels the Flyby. The witch’s devil doesn't provoke
air of enigma surrounding their true nature. Adding opportunity attacks when it flies out of an
to the mystery, some New Sanctarians claim that enemy's reach.
wherever the Witch Devil roams, ghosts follow in its
wake, leaving a haunting trail of otherworldly
presence. As the tales persist, the Witch Devil
Actions
continues to embody the embodiment of dread and Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
fascination, forever entwined in the fabric of New one target. Hit: 5 (1d6 + 2) slashing damage.
Sanctaria's dark folklore.

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

32 The Witchfinder’s Grimoire


Witchfinder Flintlock Pistol. Ranged Weapon Attack: +6 to
hit, range 30/90 ft., one target. Hit: 8 (1d10 + 3)
Medium Humanoid (any), typically lawful neutral piercing damage plus 4 (1d8) radiant damage if
the target is a fiend or undead. After the
Armor Class 14 (breastplate) witchfinder makes an attack with this weapon, it
Hit Points 117 (18d8 + 36) must use its bonus action or action to reload it
before the witchfinder can make another attack
Speed 30 ft. with it.
Str Dex Con Int Wis Cha Divine Sense (5/Day). Until the end of the
16 (+3) 16 (+3) 15 (+2) 13 (+1) 16 (+3) 18 (+4) witchfinder’s next turn, it knows the location of
any celestial, fiend, or undead within 60 feet of
Saving Throws Con +5, Wis +6 the witchfinder that is not behind total cover.
The witchfinder knows the type (celestial, fiend,
Skills Investigation +4, Insight +6, Perception or undead) of any being whose presence you
+6, Persuasion +7, Religion +4, Stealth +6 sense, but not its identity (the vampire Count
Senses passive Perception 16 Strahd von Zarovich, for instance). Within the
Languages any one language (usually same radius, the witchfinder also detects the
Common) presence of any place or object that has been
consecrated or desecrated, as with the hallow
Challenge 6 (2,300 XP) spell.
Proficiency Bonus +3
Legendary Actions
Special Traits The witchfinder can take 3 legendary actions,
Blessed Weapons. The witchfinder’s weapon choosing from the options below. Only one
attacks are magical. When the witchfinder hits a legendary action option can be used at a time and
fiend or undead with any weapon, the weapon only at the end of another creature’s turn. The
deals an extra 4 (1d8) radiant damage (included witchfinder regains spent legendary actions at the
in the attack). start of its turn.
Brave. The witchfinder has advantage on saving Attack. The witchfinder makes one weapon
throws against being frightened. attack.
Legendary Resistance (3/Day). When the Take Cover (Costs 2 Actions). The witchfinder
witchfinder fails a saving throw, it can choose to moves up to half its movement speed. It can
succeed instead. then take the Hide action.
Censure (Costs 3 Actions). The witchfinder
Actions speaks aloud a prayer to Yehovael. Each
creature within 30 feet of the witchfinder that
Multiattack. The witchfinder makes two melee can hear the prayer must succeed on a DC 15
weapon attacks. Wisdom saving throw or become frightened
Longsword. Melee Weapon Attack: +6 to hit, for 1 minute. Fiends and undead have
reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing disadvantage on the saving throw. A creature
damage, or 8 (1d10 + 3) slashing damage when can repeat its saving throw at the end of each
wielded with two hands, plus 4 (1d8) radiant of its turns, ending the effect on itself with a
damage if the target is a fiend or undead. success. A creature that succeeds on its saving
throw is immune to this effect for 24 hours.

Bestiary 33

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