MoDK Alpha Playtest 3 Delerium Dregs Ratlings Trolls v2
MoDK Alpha Playtest 3 Delerium Dregs Ratlings Trolls v2
Alpha Playtest
Delerium Dregs
Bloated Dreg
Delerium Dreg Medium aberration (unaligned)
Medium aberration
Armor Class 13 (natural armor)
Armor Class 12 Hit Points 35 (6d8 + 8)
Hit Points 9 (2d8) Speed 20 ft., swim 20 ft
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 17 (+3) 7 (-2) 13 (+1) 7 (-2) 13 (+1) 5 (-3)
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 5 (-3)
Senses darkvision 60 ft., passive Perception 11
Senses Darkvision 60 ft, passive Perception 10 Languages –
Languages – Challenge 1 (200 XP) Proficiency Bonus +2
Challenge 1/2 (100 XP) Proficiency Bonus +2
Amphibious. The bloated dreg can breathe air and water.
Misty Camouflage. A delerium dreg has advantage on Dexterity Actions
(Stealth) checks to hide in any area obscured by mist or fog.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7
Actions (1d6 + 3) bludgeoning damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: Acid Spray (recharge 5-6). The bloated dreg releases a spray of acidic
5 (1d4 + 2) slashing damage plus 10 (3d6) necrotic damage. On a bile in a 15 foot cone. Each creature within 10 feet of the bloated dreg
critical hit, the target must make a DC 10 Constitution saving throw must make a DC 11 Dexterity saving throw. On a failed saving throw,
or gain 1 level of Contamination. a creature takes 5 (2d4) acid damage and is burning (2d4 acid).
ALPHA PLAYTEST 2
ALPHA PLAYTEST Chitinous Dreg
The body and face of this mutated wretch is covered in thick,
knobbly bone plates that have torn violently through their
Crystalline Dreg
The creature’s jagged features make them appear to be made
out of shattered glass. Their flesh is a fractal arrangement
flesh. The exposed ribs of their chest have fused together into of polygonal angles of shimmering crystal. Throughout their
a single plate, forming an armor like appearance. Past body, sharp jutting shards extend and retract as they move
their elbow, the muscle and sinew of their forelimbs hangs towards you, their body pulling in and refracting light at odd
limply from their protruding exposed bones, which have been angles and with an increased intensity.
reshaped into long, serrated bone-blades caked with gore.
DELERIUM DREGS
19 (+4) 10 (+0) 17 (+3) 8 (-1) 13 (+1) 7 (-2)
17 (+3) 15 (+2) 13 (+1) 12 (+1) 10 (+0) 5 (-3)
Skills Perception +5
Damage Vulnerabilities bludgeoning
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Damage Resistance Radiant
Languages –
Senses Darkvision 60 ft, passive Perception 10
Challenge 4 (1,100 XP) Proficiency Bonus +2
Languages –
No Escape. When the Chitinous Dreg hits a creature with an oppor- Challenge 3 (700 XP) Proficiency Bonus +2
tunity attack, that creature’s speed becomes zero until the end of
their turn. Actions
Actions Multiattack. The monster makes two Refracted Beam attacks.
Multiattack. The chitinous dreg makes two bone blade attacks. Refracted Beam. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft., or
range 120 ft., one creature. Hit: 21 (4d8 +3) radiant damage.
Bone Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 14 (3d6 + 4) force damage, and the target has disadvantage on h Radiant. the target must succeed on a DC 11 Constitution saving
attack rolls against any creature other than the chitinous dreg until throw or become blinded until the end of the dreg’s next turn.
the end of its next turn. h Acid or Fire. If the refracted beam did acid or fire damage, the
target is also burning (2d6) of the corresponding type.
Reactions h Cold. If the refracted beam did cold damage, the target becomes
Sentinel Strike. When a creature within 5 feet of the chitinous dreg frozen (DC 11)
takes the Disengage action or makes a melee attack against a target h Lightning. If the beam deals lightning damage, the target is also
other than the Chitinous Dreg, the dreg can make an opportunity shocked until the end of its next turn.
attack against that creature. Reactions
Refract Elements. When the Crystalline Dreg takes acid, cold, fire,
or lightning damage, it can use its reaction to gain resistance to the
triggering damage type until the end of its next turn. During its next
turn, it’s Refracted Beam attack deals damage of the triggering type
ALPHA PLAYTEST
instead of Radiant damage.
Alpha Playtest 3
ALPHA PLAYTEST Displacer Dreg
This mutated dreg shudders violently as it appears to flit
into and out of reality itself. An indistinct blur envelops their
Eldritch Dreg
The scrawny, twig -hin creature shuffles out of the shadows,
at first seeming unstable on its feet, and disproportionately
form as they move with a stunted, unnatural and fragmented weighted by its massive throbbing cranium that pulses with
gait, as if moments of their reality are missing, causing them octarine energy. Suddenly, the creature lifts off the ground and
to appear to skip fractions of time within their unnatural a shimmering field surrounds it. Its hollow eyes begin to glow
rhythmic movements. with contaminated energy as it whips its head towards you, a
pulsing psychic energy emanating from its gaze.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 10 (+0) 12 (+1) 10 (+0) 5 (-3) 7 (-2) 15 (+2) 13 (+1) 13 (+1) 10 (+0) 17 (+3)
DELERIUM DREGS
ALPHA PLAYTEST
to the eldritch dreg’s hazewarp hex for 24 hours.
4 Monsters of Drakkenheim
ALPHA PLAYTEST Frenzied Dreg
This lithe and muscular dreg bounds on all fours towards
Gutwretch Dreg
The abdomen of this dreg is split wide open, its guts spilling
and hanging out of it. Within its internal organs are a num-
ber of mutations, including a strange growth connected to its
you, its hands and feet are stretched out with almost talon like intestines that looks like a bulbous mass with a mutated and
claws, its hanging open mouth foams and drips, its eyes mad distorted face upon it. The dreg holds its intestines in its hand
with a frenzied bloodlust. like a flail, preparing to launch them towards you.
DELERIUM DREGS
Languages –
Challenge 2 (450 XP) Proficiency Bonus +2 Languages –
Challenge 3 (700 XP) Proficiency Bonus +2
Reckless. At the start of its turn, a frenzied dreg can gain advantage
on all melee weapon attack rolls during that turn, but attack rolls Reactive. The gutwretch dreg can take one reaction on every turn in
against it have advantage until the start of its next turn. a combat
Actions Actions
Multiattack. The frenzied dreg makes two attacks with its claws. Multiattack. The monster makes two Gut Flail attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: Gut Flail. Melee Weapon Attack: +5 to hit, reach 15 ft., one creature.
7 (1d6 + 3) slashing damage plus 14 (4d6) necrotic damage. On a Hit: 12 (2d8 +3) bludgeoning damage and the target must succeed on
critical hit, the target must make a DC 10 Constitution saving throw a DC 10 Strength save or be knocked prone. Before or after making
or gain 1 level of Contamination. this attack, the dreg can move 5 feet.
ALPHA PLAYTEST
Alpha Playtest 5
ALPHA PLAYTEST Lambent Dreg
The creature glows with a pallid, soft light. At times it gives
off-hues of purples, oranges, and greens, but on occasion the
Lurking Dreg
Draped in a dark cloak with the hood pulled up tight, the
figure regards you with a cautious disposition. They pace
back and forth, watching you, anticipating your actions and
color seems wholly indescribable. Its mouth hangs wide open,
readying themselves for any sudden movement. From under
that same glow emerging brighter from its gullet, and its
the hood you can make out a toothy smirk and pale flesh,
eyes shine like two lanterns as it surveys the area around it,
gently glowing eyes peer out from the shadows, observing you
drawn to the contaminating energies around it.
carefully and diligently.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-2) 15 (+2) 13 (+1) 19 (+4) 15 (+2) 17 (+3) 11 (+0) 17 (+3) 10 (+0) 12 (+1) 10 (+0) 13 (+1)
DELERIUM DREGS
Senses darkvision 60 ft., passive Perception 10 Skills Deception +5, Stealth +7, Sleight of Hand +5
Languages – Senses Darkvision 60 ft, passive Perception 10
Challenge 4 (1,100 XP) Proficiency Bonus +3 Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2
Octarine Glow. The Lambent Dreg sheds bright light in a 15 ft. radius
around it, and dim light for an additional 15 ft. Normal Semblance. The lurking dreg has advantage on Charisma (De-
Arcane Hunger. The Lambent Dreg has advantage on attacks against ception) checks to pass itself off as a normal humanoid creature.
creatures that have 1 or more levels of contamination.
Actions
Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range
Multiattack. The eldritch dreg makes three psionic lash attacks. 20/60 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 10 (3d6)
Octarine Beam. Ranged Spell Attack: +6 to hit, reach 5 ft., one creature. poison damage.
Hit: 17 (4d6 + 3) radiant damage, and the target must make a DC 10 Furious Ambush (recharges on a short rest). The Lurking Dreg makes
Constitution saving throw or more gain one level of contamination. two dagger attacks.
Wave of Contamination (recharge 5-6). Creatures within 30 feet must
make a DC 15 Constitution saving throw or take 14 (4d6) radiant dam- Bonus Actions
age plus 14 (4d6) necrotic damage and gain 1 level of contamination. Cunning Action. The Lurking Dreg can take the Dash, Disengage, or
Hide action.
ALPHA PLAYTEST
6 Monsters of Drakkenheim
ALPHA PLAYTEST Spined Dreg
Long barbs of protruding overgrown bone and encrusted
Tentacled Dreg
Where the creature’s arms should be instead are two writhing
masses of deep purple tentacles, protruding from their back
are four more. Their tongue hangs out of their mouth as a
shards of delerium burst forth from the emaciated body of this
emaciated dreg, covering its spine and spindly limbs. Its cheek long, wet, purple appendage. Throughout the creature’s body,
bones push through the flesh of its gaunt face, and its octarine open sores and wounds open to protruding smaller tendrils
warped eyes shimmer with an unnatural glow. Its elongated and growths. The dregs skin looks wet and saggy, it moves
fingers and toes similarly end its sharp lengthy spikes. with a strange wobble as it slops towards you.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 19 (+4) 10 (+0) 12 (+1) 10 (+0) 5 (-3) 17 (+3) 15 (+2) 10 (+0) 12 (+1) 10 (+0) 5 (-3)
DELERIUM DREGS
Senses Darkvision 60 ft, passive Perception 10 Senses Darkvision 60 ft, passive Perception 10
Languages – Languages –
Challenge 1 (200 XP) Proficiency Bonus +2 Challenge 2 (450 XP) Proficiency Bonus +2
Spider Climb. The spined dreg has a climb speed equal to its walking Amorphous. The tentacled dreg can move through a space as narrow
speed. It can climb difficult surfaces, including upside down on as 6 inches wide without squeezing.
ceilings, without needing to make an ability check.
Spiny Body. Any creature grappling the spined dreg or grappled by it
Actions
takes 5 (1d10) piercing damage at the end of that creature’s turn. Multiattack. The dreg makes two tentacle slap attacks.
Tentacle Slap. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Actions Hit: 9 (2d6 + 2) bludgeoning damage.
Multiattack. The dreg makes three spike attacks. Constrict. Melee Weapon Attack: +5 to hit, reach 15 ft., one Large or small-
Spike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., or range er creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) necrotic
20/60 ft., one target. Hit: 7 (1d4 + 4) piercing damage plus 7 (2d6) damage, and the target is grappled (escape DC 13). Until this grapple
necrotic damage. On a critical hit, the target must make a DC 10 ends, the target is restrained, and it takes 10 (2d6 + 3) bludgeoning
Constitution saving throw or gain 1 level of Contamination. damage plus 7 (2d6) necrotic damage at the start of each of its turns.
The tentacled dreg can constrict only one creature at a time.
ALPHA PLAYTEST
Alpha Playtest 7
ALPHA PLAYTEST
Haze Hulk Cyclopean Hulk
This hulking mutant stands over ten feet tall, its swollen body
grown beyond normal human proportions. Its rippling mus- Tall and lithe, this haze hulk’s body is uniquely marked
cles and engorged veins pulse beneath its thin discolored skin, by taut muscles and pronounced blood vessels beneath its
which has split open in places over its body, barely able to semi-translucent skin, which shows occasional fissures from
contain the bulging and expanding sinew of its tree-trunk like the intense eldritch power contained within. Its elongated face
limbs and a wide torso. Its head however its strangely small is dominated by a single, malevolent cyclopean eye that glows
given the size of its body, though it wears a furious expression like a lantern in the dark of the ruins.
upon its broad, flat face. Plodding toward you on thumping,
gigantic feet, it curls its massive hands into a cannonball-like
fist. Letting out a fierce roar, it reveals its jagged rows of teeth
and elongated tongue.
ALPHA PLAYTEST
8 Monsters of Drakkenheim
ALPHA PLAYTEST
Grotesque Gargant
A monumental behemoth casts a shadow across the broken
ground ahead. It is a giant standing over fifty feet tall, but its
Gutbuster Hulk
form is a horrifying spectacle of mutation, with limbs grotesque-
ly elongated and thickened, pulsing with a disturbing energy. The massive creature slumps forward on two stocky legs
Across its hulking body, sharp, glowing fragments of delerium with bloated and bleeding feet. Its huge gut drags along the
are embedded deep within the flesh, illuminating it with a ghast- ground with several open sores weeping with puss and ichor.
ly luminescence. The creature’s small, sharp-featured face is set Its face buried in multiple chins as acidic drool drips down
with piercing eyes that burn with a relentless, haunting glow, them, running down its belly. It opens its mouth as it lets out
while its massive legs carry its enormous frame with a heavy, a gurgling moan, and it reaches into one of its open sores,
resonant tread that echoes ominously through the desolate land- pulling out a pile of puss covered contaminated meat which it
scape. Enormous, jagged claws protrude from its fingertips, rears back to throw at you.
dragging furrows into the earth as it moves, leaving a trail of
shattered stone and upturned soil in its wake.
DELERIUM DREGS
STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
27 (+8) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (-1)
Senses darkvision 60 ft., passive Perception 10
Saving Throws DEX +5, CON +8, WIS +4
Languages –
Skills Athletics +12, Perception +5
Challenge 5 (1,100 XP) Proficiency Bonus +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Giant
Actions
Challenge 9 (3,900 XP) Proficiency Bonus +4
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14
Regeneration. A grotesque gargant regains 10 hit points at the start (2d8 + 5) bludgeoning damage.
of its turn as long as it is within the Deep Haze. The gargant dies Bile Blast. Each creature in a 10 foot cone from the gutbuster hulk
only if it starts its turn with 0 hit points and doesn’t regenerate. must succeed on a DC16 Constitution saving throw or take 9 (2d8)
Misty Camouflage. The grotesque gargant has advantage on Dexterity acid damage and are burning (2d8 acid).
(Stealth) checks to hide in any area obscured by mist or fog, includ- Hurl Fetid Flesh (Recharge 5–6). The gutbuster rips off a chunk of its
ing the deep haze of Drakkenheim. mutated flesh and hurls it towards a space it can see within 120 feet
of it. Each creature within 10 feet of that point must succeed on a
Actions DC 14 Constitution saving throw, taking 28 (8d6) necrotic damage
Multiattack. The grotesque gargant makes two slam attacks. on a failed save, or half as much damage on a successful one.
Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 22
(4d6 + 8) bludgeoning damage.
Hurl Delerium Chunk. Ranged Weapon Attack: +12 to hit, range 120/300
ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage and the target
gains the prone condition. Hit or miss, the chunk then explodes.
The target and each creature within 10 feet of us must make a DC
20 Constitution saving throw. On a failed save, a creature takes an
extra 27 (8d8) necrotic damage and gains 1 level of Contamination.
On a successful save, it only takes half as much damage. In addition,
ALPHA PLAYTEST
an arcane anomaly occurs in the middle of the area.
Alpha Playtest 9
ALPHA PLAYTEST Hunter Hulk
A hunched and bloated form lurches out of the shadows. It has
Juggernaut Hulk
The creature is composed of rippling muscles, and leather
straps holding rusted steel scraps as bits of armor forming a
two massive tentacle arms that end in large talon-like hooks. pauldron, bracers, and belt. Its head is enclosed in a massive
The creature’s head has two large octarine eyes yet where a metal dome with no discernable face. Still, the creature’s
mouth should be there is only a fleshy surface. Instead the heavy breathing can be heard from within the dome and it
creature has a massive snarling maw in its gut with jagged still seems completely aware of its surroundings. In each hand
bone teeth and a large purple tongue. It squeals hungrily as its it carries a makeshift metal blade, made from scrap beams
arms flail towards you, ready to pull you into its open mouth. from a house, or possibly the remnants of an old door, or part
But suddenly, it vanishes before your eyes, yet you can still of a wagon. It’s clearly filed these metal scraps to a fine blade
hear its hungry squeals. and they are caked in rust and dried blood.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 16 (+3) 7 (-2) 15 (+2) 5 (-3) 23 (+6) 10 (+0) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Skills Stealth +5, Perception +5, Survival +5 Senses blindsight 30 ft., passive Perception 10
Senses darkvision 60 ft., passive Perception 10 Languages –
Languages – Challenge 5 (1,100 XP)
Challenge 5 (1,100 XP) Proficiency Bonus +3 Proficiency Bonus +3
ALPHA PLAYTEST
Additionally, creatures who fail their save are knocked prone.
Bonus Actions
Rip and Tear. The Juggernaut can make one rusty blade attack
against a prone creature.
10 Monsters of Drakkenheim
ALPHA PLAYTEST
Protean Abomination
A mass of flesh and tissue quivers and wobbles, its multiple
appendages range from outstretched humanoid arms, wriggling
tentacles, gangly limbs with talons or clasping claws. The crea-
ture pulls itself forward squealing and whining from multiple
deformed mouths, multiple, multi-colored eyes in misplaced
arrangements move and shift within the form. Tumors form
and shrink across its form, as the creature spots you, a chaotic
chorus of cries cascades out of its chomping mouths.
Protean Abomination
Huge aberration, unaligned
Armour Class 14 (natural armor)
Hit Points 168 (16d12 + 64)
Speed 30 ft., climb 10 ft.
DELERIUM DREGS
STR DEX CON INT WIS CHA
21 (+5) 8 (-1) 18 (+4) 5 (-3) 10 (+0)CHA 5 (-3)
ALPHA PLAYTEST
restrained, and unable to breathe, and it must succeed on a DC 15
Constitution saving throw at the start of each of the abomination’s
turns or take 19 (3d8 + 5) bludgeoning damage. If the abomination
moves, the engulfed target moves with it. The abomination can have
only one creature engulfed at a time.
Alpha Playtest 11
ALPHA PLAYTEST Lenore von Kessel
Queen Lenore von Kessel has been transformed into a
monster by the Haze.She stands six feet tall, her body clad in
a once-opulent green dress adorned with gold filigree, now
muddied and tattered. About her neck is an astonishing yet
tarnished golden necklace set with eleven emeralds. Her long,
thin limbs and chalky white skin are cracked and rigid like
stone, and her hair has become a writhing mass of thick, wet,
black-red tendrils each ending in toothy maw.
Radiant Gaze. When a creature that can see Lenore’s eyes starts
its turn within 30 feet of her, Lenore can force it to make a DC 14
Constitution saving throw if she isn’t incapacitated and can see the
creature. The creature takes 22 (4d10) radiant damage on a failed
save, or half as much on a successful one. In addition, creatures who
fail this saving throw gain one level of contamination.
Unless surprised, a creature can avert its eyes to avoid the saving
throw at the start of its turn. If the creature does so, it can’t see
Lenore until the start of its next turn, when it can avert its eyes again.
If the creature looks at Lenore in the meantime, it must immediately
make the save.
If Lenore sees herself reflected on a polished surface within 30
feet of her and in an area of bright light, she becomes blinded and
incapacitated for 1d6 hours.
Actions
Multiattack. Lenore makes three attacks with her tentacle hair.
Tentacle Hair. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) necrotic damage. A
ALPHA PLAYTEST
target hit by one or more of these attacks on a turn must succeed on a
DC 14 Constitution saving throw or gain one level of contamination.
12 Monsters of Drakkenheim
ALPHA PLAYTEST
Lenore, the Contaminated Queen
Curing Lenore’s contamination is a vexing problem, and
through her madness she attempts to manipulate any who try
to help her, twisting them instead to further her contaminated
power. Should Lenore’s mutations evolve, she may become an
ever greater threat than before.
DELERIUM DREGS
Radiant Gaze. When a creature that can see Lenore’s eyes starts
its turn within 30 feet of her, Lenore can force it to make a DC 19 saving throw or become frightened (save ends).
Constitution saving throw if she isn’t incapacitated and can see the Octarine Wall (1/day). Lenore summons an octarine spectral,
creature. The creature takes 44 (8d10) radiant damage on a failed shimmering wall within 120 feet of her. The wall can be up to 90
save, or half as much on a successful one. In addition, creatures who feet long, 30 feet high, and 1 inch thick. Alternatively, she can
fail this saving throw gain one level of contamination. shape the wall into a sphere up to 30 feet in diameter centered on
Unless surprised, a creature can avert its eyes to avoid the saving a point she can see within range.
The wall consists of three Octarine layers. When a creature
throw at the start of its turn. If the creature does so, it can’t see
attempts to reach into or pass through the wall, it does so one layer
Lenore until the start of its next turn, when it can avert its eyes
at a time through all the wall’s layers. As it passes or reaches through
again. If the creature looks at Lenore in the meantime, it must each layer, the creature must make a DC 19 Constitution saving throw
immediately make the save. or be affected by that layer’s properties as described below.
If Lenore sees herself reflected on a polished surface within 30 The wall can be destroyed by taking at least 100 radiant or
feet of her and in an area of bright light, she becomes blinded and force damage.
incapacitated for 1d6 hours.
1. The creature takes 10 (3d6) necrotic damage on a failed save
Tendrils. Lenore’s hair has grown to great lengths, and through and half as much on a successful one. The creature also gains
contamination seems to take on a life of its own, like multiple long one level of contamination and is dazed on a failed save.
tendrils whipping out from her. These tendrils can latch onto sur- 2. The creature takes 18 (5d6) necrotic damage on a failed save
faces and pull her in any direction. Lenore gains a flying speed of 40 and half as much on a successful one. The creature also gains
feet (included in her stat block), but can not move more than 30 feet two levels of contamination and is defenseless on a failed save.
away from a solid surface, which includes walls, ceilings, or anything 3. The creature takes 35 (10d6) necrotic damage on a failed save
she could conceivably latch onto. and half as much on a successful one. The creature also gains
three levels of contamination and is helpless on a failed save.
Epic Resistance. The epic boss chooses one condition, spell, or
other effect currently affecting them and rolls 1d20. On an 11 or
higher, the effect ends on it. An epic boss can use this action even
if it would otherwise be unable to take actions, its actions are
being controlled by another creature, or if a spell or effect alters
its game statistics.
ALPHA PLAYTEST
Alpha Playtest 13
ALPHA PLAYTEST The Pale Man
A hunched and frail looking man stands before you draped in a thick black cloak that covers most of his body, save for two hands
wearing thick leather gloves, and a glimpse of a withered, pale face. His lidless eyes are open wide and yellow, with glints of octarine
upon them, his lipless mouth reveals yellowing prominent teeth, and a sickly green tongue that resembles a large fat worm darts in and
out of his mouth as he speaks. His appearance is disturbing, like the thin skin holding him together is hanging off of his sickly form.
Looking closely you start to realize several beetles, roaches, maggots, and other fat and fleshy insectoid creatures skittering along his
cloak, out from his sleeves, across his neck, and trailing behind him as he moves. His raspy voice is stilted, and has a distinct sound of
clicking, writhing things upon it.
The Pale Man If the first creature he touched is a former humanoid who suffered
a monstrous transformation, and the second creature is a willing
Medium Aberration humanoid creature with a character level or challenge rating equal
to or higher than the challenge rating of the transformed creature,
he restores the fully contaminated creature to its original form,
Armor Class 15 (Magic armor) then the humanoid creature immediately undergoes a monstrous
Hit Points 75 (+75 per player character) transformation as if it had gained six contamination levels.
Speed 30 ft., climb 30 ft. The second creature touched cannot prevent or negate these
contamination levels or an ensuing transformation in any way, or
STR DEX CON INT WIS CHA else the procedure fails with no effect.
10 (+0) 15 (+2) 17 (+3) 20 (+5) 17 (+3) 13 (+1) Epic Actions
The Pale Man always takes his turn on initiative count 20. On its
DELERIUM DREGS
Saving throws Int + 10, Con +8, Wis +8, Cha +6 turn, the Pale Man can use his movement and interaction as normal.
Skills Arcana +10, Deception +6, Perception +8, History +10 However, he does not take an action or bonus action on his turn
Damage Resistances bludgeoning, piercing, slashing, from unless forced to do so by a spell or other effect. Instead, the Pale
nonmagical weapons Man takes one of the following epic actions at the end of each
player character’s turn.
Damage immunities necrotic, poison
Condition immunities charmed, frightened, paralyzed, petrified, Contaminating Touch. Melee Spell Attack: +10 to hit, reach 10 ft.,
poisoned, restrained one target. Hit: 10 (3d6) necrotic damage, and the target must
succeed on a DC 16 Constitution saving throw or receive one level
Senses Darkvision 120 ft., Passive Perception 15 of contamination.
Languages Common and any 5 languages Delerium Orb. Choose one ability score, then choose cold, fire,
Challenge 15 Proficiency Bonus +5 lightning, necrotic, psychic, or radiant damage. The target must
succeed on a saving throw using the chosen ability score; it takes
6d6 damage of the chosen type on a failed saving throw, or half as
Insect Body. The Pale Man can occupy another creature’s space and
much on a successful one.
vice versa, and the Pale Man can move through any opening large
Forced Mutation. The Pale Man targets a creature who has 1 or
enough for a Tiny insect.
more mutations and magically alters the mutation. The Pale Man
Crawling Flesh. When the Pale Man is reduced to 0 hit points, it chooses one of the target’s existing mutations to remove and
breaks apart into a swarm of contaminated insects in the same replaces it with a different one of his choice.
space. Unless the swarm is destroyed, the Pale Man swarm returns Infest the Flesh (1/round). Each creature within 30 feet of the Pale
to its cocoon and reforms 1d6 days later. Man must succeed on a DC 16 Dexterity saving throw or take 22
Aura of fleshy Insects. Any creature of the Pale Mans choosing who (5d8) necrotic damage and be restrained by masses of swarming
starts their turn within 60 feet of the pale man must make a DC 16 fleshy bugs.
constitution saving throw or take 22 (5d8) necrotic damage and gain Contaminate (1/round). Each creature restrained by the Pale Man’s
one level of contamination. Infest the Flesh must succeed on a DC 16 Constitution saving
throw or gain one level of contamination.
Siphon Contamination. The Pale man has researched ways to reduce Abrupt Contaminant (1/round) The Pale Man targets a creature who
a creature’s contamination levels, and even remove a monstrous has 1 or more levels of contamination. That creature takes 7 (2d6)
transformation. The Pale Man must first touch either a willing necrotic damage for each level of contamination it has.
humanoid creature with one or more levels of contamination, or Epic Resistance. The epic boss chooses one condition, spell, or
ALPHA PLAYTEST
a former humanoid creature whose current form is the result of a other effect currently affecting them and rolls 1d20. On an 11 or
monstrous transformation. He can then touch a different willing higher, the effect ends on it. An epic boss can use this action even
humanoid creature. if it would otherwise be unable to take actions, its actions are
If both creatures touched were willing humanoid creatures, the being controlled by another creature, or if a spell or effect alters
pale man removes all contamination levels and mutations from the its game statistics.
first creature, then the second creature he touched gains a number
of contamination levels equal to the number of levels removed from
the first creature.
14 Monsters of Drakkenheim
ALPHA PLAYTEST
DELERIUM DREGS
ALPHA PLAYTEST
Alpha Playtest 15
ALPHA PLAYTEST
Ratlings
Small monstrosity
RATLINGS
ALPHA PLAYTEST
Shield Shove. The burrow warden attempts to shove a creature
Bonus Actions within 5 feet of it with its shield. The target must succeed on a DC
Ratling Cunning. The ratling takes the Dash, Disengage, or Hide action. 13 Strength saving throw or be pushed up to 5 feet away from the
burrow warden and be knocked prone.
16 Monsters of Drakkenheim
ALPHA PLAYTEST
Ratling Guttersnipe Warlock of the Rat God
Out from the shadows appears a cloaked ratling, a wicked A small ratling cloaked in old rags carries a bone-wand in
blade carved from delerium in hand. A hand crossbow at one hand and a skull set with delerium shards within its
their side with a quiver of poison tipped bolts. They fire at sockets in the other. An eldritch glow crackles in the ratling’s
you, then dash from the shadows, lunging to attack. eyes beneath its drawn hood as it incants a spell, pulsing
energy thrums in its small, clawed, hands.
RATLINGS
Keen Smell. The ratling has advantage on Wisdom (Perception)
Keen Smell. The ratling has advantage on Wisdom (Perception) checks that rely on smell.
checks that rely on smell.
Pack Tactics. The ratling has advantage on an attack roll against a
Actions
creature if at least one of the ratling’s allies is within 5 feet of the Balefire. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft., or range 120
creature and the ally isn’t incapacitated. ft., one target. Hit: 25 (4d10 + 3) necrotic damage, and the target is
burning (2d10 necrotic).
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4
Contaminated Blade. Melee Weapon Attack: +4 to hit, reach 5 ft., (1d4 + 2) piercing damage.
one target. Hit: 6 (1d6 + 3) piercing damage, and the target must Spellcasting. The warlock casts one of the following spells, using
make a DC 10 Constitution saving throw. It takes 14 (4d6) necrotic Charisma as their spellcasting ability (spell save DC 13):
damage on a failed save, or half as much on a successful one. In At will: mage armor (self only), minor illusion, thaumaturgy
addition, creature who fails this saving throw by 5 or more gains 1 1/day each: augury, invisibility, major image
level of Contamination.
Conjure Swarms (recharges on a short rest). The ratling warlock
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 conjures two swarms of rats which appear in unoccupied spaces
+ 3) piercing damage. within 60 feet of it. The swarms act immediately after the warlock in
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one initiative. The swarms remain for 1 minute or until destroyed.
target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.
Bonus Actions
Bonus Actions Teleport. The ratling warlock magically teleports to an unoccupied
Ratling Cunning. The ratling takes the Dash, Disengage, or Hide action. space it can see within 60 feet of it.
ALPHA PLAYTEST
Alpha Playtest 17
ALPHA PLAYTEST
Giant Ratling Ratling Alchemist
Towering over the furry horde around it, this ratling is nearly This ratling sports a pair of thick goggles and an impressive
the size of an ogre. Its coarse and matted fur hangs in ragged custom-built crossbow. Wearing a scraped together acid
patches, exposing sinewy muscles that ripple beneath its greasy stained leather coat, and a bandolier of bubbling flasks and
skin. Oversized, jagged incisors protrude from its gnarled vials that hangs along its belt. It mixes glowing liquids that
muzzle, and it brandishes its long, hooked claws slick with the fume and sizzle, and prepares to hurl them towards you.
dark sheen of old blood. Despite its bulk, the creature moves
with an unsettling swiftness, its thick, scaly tail swaying men-
acingly to counterbalance the heavy thud of its gnarled paws.
Ratling Alchemist
Small monstrosity, chaotic evil
ALPHA PLAYTEST
vantage on Strength attack rolls, ability checks, and saving throws. Reactions
Covering Fire. When a melee attack reduces a ratling the machinist
can see to zero hit points, the mad machinist can make one ranged
attack against the attacker.
18 Monsters of Drakkenheim
ALPHA PLAYTEST
Swarm of Ratlings Ratling Pathogenist
A teeming mass of chittering ratlings roil forth. Fur and Cloaked in a thick leather jacket and a crude custom made
claws spill like crashing waves, surging forth with dozens of gas mask, this ratling scurries forth clutching a worn satchel
hungry biting mouths to consume everything in their path. brimming with poisons and potions. An acrid smell wafts off
the ratling, combined with burnt hair, and something putrid
and rotten. Its fur mottled, and burned away in patches
across its neck, arms, and legs. Its flesh covers in sores,
blisters, and infected wounds. It rummages through its bag
Swarm of Ratlings before producing a vial and tossing it forcefully to the ground
at your feet.
Huge swarm of small monstrosities (chaotic evil)
Armor Class 13
Hit Points 100 (20d10 - 10)
Speed 30 ft., burrow 15 ft., climb 30 ft. swim 30 ft.
Ratling Pathogenist
Small monstrosity, chaotic evil
STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 8 (-1) 8 (-1) 10 (+0) 5 (-3)
Armor Class 13 (armor scraps)
Damage Resistances Bludgeoning, Piercing, Slashing Hit Points 70 (20d6)
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Speed 30 ft., swim 30 ft., climb 30 ft.
Petrified, Prone, Restrained, Stunned
STR DEX CON INT WIS CHA
Senses Darkvision 60 ft, passive Perception 10
7 (-2) 19 (+4) 10 (+0) 17 (+3) 15 (+2) 7 (-2)
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3 Skills Arcana +6, Deception +1, Stealth +7
Swarm. The swarm can occupy another creature’s space and vice Senses Darkvision 60 ft., Passive Perception 10
versa, and the swarm can move through any opening large enough Languages Common
RATLINGS
for a Small ratling. The swarm can’t regain hit points or gain tempo- Challenge 7 Proficiency Bonus +3
rary hit points.
Chittering Mass. The swarm of ratlings has advantage on attack rolls Keen Smell. The ratling has advantage on Wisdom (Perception)
against any creature in its space. checks that rely on smell.
Scampering Survivors. When the swarm of ratlings is reduced to 0 hit Plaguebringer Aura. any creature who starts its turn within 10 feet of
points, it leaves behind 1d4 ratling warriors in its space. the Ratling Pathogenist must succeed on a DC14 Constitution saving
throw or take 5 (1d10) necrotic damage.
Actions
Actions
Multiattack. The swarm makes one bite attack against each creature
in its space. Filthy blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) necrotic damage.
Bite. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the
swarm’s space. Hit: 28 (8d6) piercing damage, or 14 (4d6) piercing Metastasize. A creature within 15 feet of the ratling pathologist
damage if the swarm has half of its hit points or fewer, and the who is infected with a disease immediately takes 9 (2d8) necrotic
target is grappled (escape DC 14). damage and must succeed on a DC14 constitution saving throw or
be affected by one of the following conditions of the pathogenist’s
Bonus Actions choice. Addled, Clumsy, or Enfeebled. The condition immediately
Scurrying Horde. The swarm of ratlings takes the Dash action. ends if the ratling pathogenist chooses a different condition to effect
the target the next time this ability is triggered.
Infection. (3/day) The Ratling Pathogenist inflicts a creature it can
see within 60 ft. with a magical disease. At the start of each of the
target’s turns, it must make a Constitution saving throw. The crea-
ture takes 13 (2d12) necrotic damage on a failed saving throw, or half
as much on a successful one. If a target succeeds on three of these
saves, the disease ends. A lesser restoration spell cast on the target
ends this spell early.
ALPHA PLAYTEST
Bonus Actions
Rampant Sickness. The Ratling Pathogenist can spread its infection to
another creature within 5 feet of an already infected target.
Alpha Playtest 19
ALPHA PLAYTEST
Maw Vermin
A grotesque form lays before you. At first it appears as
nothing but a mound of rotten meat and a smell of hot Maw Vermin
garbage, but as it turns to look at you its form becomes more Huge Monstrosity
apparent. Its pinkish flesh is covered in patchwork fur, a
rat-like snout and eyes protrude from its rolling form and it Armor Class 15 (natural armor)
reaches towards you with three long, gangly, gnarled arms. Hit Points 161 (14d12 + 70)
Its midsections suddenly opens wide with a yawning moan as Speed 20 ft.
a large purple tongue flops out between massive jagged teeth
slurping and slathering gobs of vile saliva out of it as it drags STR DEX CON INT WIS CHA
itself towards its next meal. 23 (+6) 13 (+1) 20 (+5) 2 (-4) 12 (+1) 5 (-3)
ALPHA PLAYTEST
DC 15 Dexterity saving throw. The launched creature automatically
fails this saving throw. On a failed save, a target takes 21 (6d6) acid
damage and becomes burning (4d6 acid). While burning in this
way, a creature is also restrained.
20 Monsters of Drakkenheim
ALPHA PLAYTEST
Oracle of the Rat God The Rat Prince
Wrapped in ritual robes and carrying a skull-tipped staff, This ratling stands head-and-shoulders over the others, and
this wizened albino ratling chants prayers and hymns in a has black-brown fur and a wicked grin… some of his front-
high-pitched squeak in praise to the Rat God. Her beady red most teeth are Delerium crystals. He wears scavenged bits of
eyes flare with zealous passion. light armor, tattered dark blue rags, and a gold crown which
is slightly too small for his head.
Saving Throws Dex +6, Int +4, Wis +7 STR DEX CON INT WIS CHA
Skills Arcana +4, Insight +7, Perception +7, Religion +4 12 (+1) 19 (+4) 13 (+1) 9 (-1) 15 (+2) 9 (-1)
Resistances necrotic, poison, psychic
Skills Acrobatics +7, Athletics +5, Perception +5, Stealth +7
Immunities charmed, frightened
Senses Darkvision 60 ft., Passive Perception 15
Senses Darkvision 60 ft., Passive Perception 10
Languages Common Challenge 3 (700 XP)
Languages Common
Challenge 9 Proficiency Bonus +3 Keen Smell. The ratling has advantage on Wisdom (Perception)
RATLINGS
checks that rely on smell.
Keen Smell. The ratling has advantage on Wisdom (Perception)
checks that rely on smell. Pack Tactics. The ratling has advantage on an attack roll against a
creature if at least one of the ratling’s allies is within 5 feet of the
Actions creature and the ally isn’t incapacitated.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 Actions
(1d4 + 2) piercing damage.
Multiattack. The rat prince makes three attacks: two with his short
Death Toll. One creature the ratling oracle can see within 120 feet of swords, and one with his contaminated bite, or three with his
it must make a DC 15 Wisdom saving throw. The creature takes 26 hand crossbow.
(4d12) necrotic damage on a failed saving throw, or half as much on
a successful one. In addition, on a failed saving throw the target is Short sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
weakened (save ends). Hit: 7 (1d6 + 4) piercing damage.
Squeak of Doom. (1/day). The ratling oracle unleashes a chittering Contaminated Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
cry which foretells the day the ratlings will eat the world. Creatures target. Hit: 4 (1d4 + 4) piercing damage, plus an extra 10 (3d6)
of the ratling oracle’s choice within 60 feet of it who can hear the necrotic damage, and the creature must make a DC 11 Constitution
chittering must make a DC 15 Charisma saving throw. Creatures take saving throw or gain 1 level of Contamination.
55 (10d10) psychic damage on a failed save, or half as much on a Hand Crossbow. Ranged Weapon Attack: +6 to hit, range 30/120 ft.,
successful one. one target. Hit: 7 (1d6 + 4) piercing damage, plus 10 (3d6) necrotic
Spellcasting. 1/day each – divination, scrying damage. In addition, the target must make a DC 15 Constitution
saving throw or gain 1 level of Contamination
Bonus Actions
Bonus Actions
Ratling Cunning. The ratling takes the Dash, Disengage, or Hide
action. Cunning Action. The Rat Prince can take the Dash, Disengage, or
Hide action as a bonus action on each of his turns.
Reactions
Reactions
Tail Barbs. When a creature the ratling oracle can see within 60 feet
ALPHA PLAYTEST
of it succeeds on a d20 Test, the seer can force the triggering creature Sacrificial Pawn. When the Rat Prince targeted by attack or a spell
to reroll the d20 and use the lower roll. which targets only him, he can use his reaction to redirect the attack
to another ratling within 5 feet of him. The chosen ratling becomes
the new target instead..
Alpha Playtest 21
ALPHA PLAYTEST
Rat Crown-Prince
Should the Rat Prince achieve his dream of rising above the
other ratlings, he could become a far more dangerous threat as
a chosen champion of the Rat God
Ratling Crown-Prince Swift Stride. The Rat Crown-Prince moves his speed.
Meld into Shadow (1/ round). The Rat Prince becomes invisible until
Medium monstrosity it makes an attack.
Delerium-Infused Blades. Melee or Ranged Weapon Attack: +10 to
hit, reach 5 ft., or range 30/60 feet, one target. Hit: 16 (3d6 + 6)
Armor Class AC 19 (armor scraps) necrotic damage.
Hit Points 40 plus 40 per player character Summon Ratlings (1/ round). 2d4 ratling warriors appear burrowing
Speed 50 ft., swim 30 ft., climb 30 ft. up from below in unoccupied spaces within 60 feet of the Rat
Prince. These Ratling Warriors have 1 hit point each, and remain
until killed.
STR DEX CON INT WIS CHA
Crossbow. Melee or Ranged Weapon Attack: +10 to hit, range 30/60 ft.,
15 (+2) 23 (+6) 15 (+3) 9 (-1) 17 (+3) 13 (+1) one target. Hit: 10 (1d10 + 5) force damage. The target also suffers
one of the following effects of the Rat Prince’ choice; he can’t
Skills Stealth +14 select the same option more than once per round:
Senses Darkvision 120 ft., Passive Perception 10 Poison. The target must make a DC 16 Constitution saving throw,
RATLINGS
Languages Common taking 18 (4d8) poison damage on a failed save, or half as much
damage on a successful one. On a failure, the target is also
Challenge 10 Proficiency Bonus +4
poisoned for 1 minute. The poisoned target can repeat the saving
throw at the end of each of its turns, ending the effect on itself on
Keen Smell. The ratling has advantage on Wisdom (Perception)
checks that rely on smell. a success.
Acid Burst. The target and each creature within 10 feet of it must
Tooth and Claw Aura. The rat crown-prince inspires other ratlings to make a DC 16 Dexterity saving throw, taking 14 (4d6) acid damage
violence. A creature adjacent to a ratling that starts its turn within on a failed save, or half as much damage on a successful one.
30 feet of the Rat Crown-Prince takes 10 (3d6) force damage.
Mindkiller. If the target is concentrating on a spell, it takes
Epic Actions an additional 25 (5d10) psychic damage unless it chooses to
The Rat Crown-Prince always takes his turn on initiative count 20. immediately end its concentration.
On its turn, the Rat Prince can use his movement and interaction Epic Resistance. The epic boss chooses one condition, spell, or
as normal. However, he does not take an action or bonus action on other effect currently affecting them and rolls 1d20. On an 11 or
higher, the effect ends on it. An epic boss can use this action even
his turn unless forced to do so by a spell or other effect. Instead, the
if it would otherwise be unable to take actions, its actions are
Rat Crown Prince takes one of the following epic actions at the end
being controlled by another creature, or if a spell or effect alters
of each player character’s turn. its game statistics.
Contaminated Bite (1/ round). Melee Weapon Attack: +10 to hit, reach
5 ft., one target. Hit: 4 (1d4 + 4) piercing damage, plus an extra
10 (3d6) necrotic damage, and the creature must make a DC 11
Constitution saving throw or gain 1 level of Contamination.
ALPHA PLAYTEST
22 Monsters of Drakkenheim
ALPHA PLAYTEST
Rat King
A writhing column consisting of a knotted mass of entwined
rat-tails wobbles towards you. Supporting the bloated
tail-spire is a score of drooling ratlings merged together, their
clawed feet scampering frantically to propel this horrendous
heap of rat-flesh. Their beady eyes glimmer with eerie glow as
the wriggling tails whip up volatile eldritch energy.
Rat King
Large aberration (chaotic evil)
Armor Class 17 (natural armor)
Hit Points 170 (20d10 + 60)
Speed 30 ft., burrow 15 ft., climb 30 ft. swim 30 ft.
RATLINGS
Actions
Multiattack. The Rat King makes two tail whip attacks, then uses
Psychic Blast or Spellcasting.
Tail Whip. Melee or Ranged Spell Attack: +8 to hit, reach 5 ft., or range 120
ft., one target. Hit: 33 (8d6 + 5) psychic damage, and the target must
make a DC 16 Intelligence saving throw. On a failed saving throw,
becomes dazed and slowed until the end of the rat king’s next turn.
Psychic Blast (recharge 5-6). The Rat King emits a keening cry of psion-
ic power. Creatures in a 60 foot cone must make a DC 16 Intelligence
saving throw or suffer 21 (6d6) psychic damage and become jinxed
(1d10) (save ends).
Spellcasting. The rat king casts one of the following spells, requiring
no material components and using Charisma as the spellcasting
ability (spell save DC 16):
At will: mage hand, thaumaturgy
1/day each: black tentacles, telekinesis
Psychic Blast (recharge 5-6). The Rat King emits a keening cry of psion-
ic power. Creatures in a 60 foot cone must make a DC 16 Intelligence
saving throw or suffer 21 (6d6) psychic damage and become jinxed
(1d10) (save ends).
ALPHA PLAYTEST
Alpha Playtest 23
ALPHA PLAYTEST
Trolls
Storm Troll
Its gray and white skin is stretched tightly over its muscular form.
Its wide set mouth shows rows of jagged teeth below beady stormy Winter Troll
blue-black eyes set in the center of its large bald head. Ripples of
electrical currents pulse through its body, its veins glow electric
Its blue and white skin is encrusted with icicles jutting off its
blue like a network of lightning bolts across its skin.
flesh at the elbows, knees, and forming a mane of ice around
its head. Even the creature’s teeth look to be made of sharp
icicles. Its breath, like a cold winter wind, is tinged with frost
and snow.
Storm Troll
Large giant (any alignment)
Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Winter Troll
Speed 40 ft.
Large giant (any alignment)
STR DEX CON INT WIS CHA Armor Class 15 (natural armor)
18 (+4) 13 (+1) 20 (+5) 7 (-2) 11 (+0) 6 (-2) Hit Points 105 (10d10 + 50)
Speed 40 ft.
TROLLS
ALPHA PLAYTEST
bolt at a point it can see within 300 feet of it. Each creature within
10 feet of that point must make a DC 16 Dexterity saving throw. On Freezing Breath (recharge 5-6). The troll exhales an icy rime in a 30-
a failed saving throw, a creature takes 18 (4d8) lightning damage foot cone. Each creature in that area must make a DC 16 Constitu-
and becomes shocked (save ends). On a successful saving throw, a tion saving throw. On a failed saving throw, a creature takes 18 (4d8)
creature takes half as much damage and isn’t shocked. cold damage and becomes frozen (escape DC 15). On a successful
saving throw, a creature takes half as much damage and isn’t frozen.
24 Monsters of Drakkenheim
ALPHA PLAYTEST
Magma Troll
Its flesh is like molten rocks, accented by glowing veins of
red. Its eyes, two burning pools of lava. It lets out a roar that
sounds like an erupting volcano, and grinding rocks. Its steps
leave behind pools of liquid hot magma, which drips from its
hands and mouth as well.
Magma Troll
Large giant (any alignment)
Armor Class 15 (natural armor)
Hit Points 105 (10d10 + 50)
Speed 40 ft.
TROLLS
Damage Immunity fire
Damage Vulnerability cold
Condition Immunities burning
Senses darkvision 60 ft., passive Perception 10
Languages Giant
Challenge 7 (2,900 XP) Proficiency Bonus +3
Regeneration. The troll regains 10 hit points at the start of its turn. If
the troll takes cold damage, this trait doesn’t function at the start of
the troll’s next turn. The troll dies only if it starts its turn with 0 hit
points and doesn’t regenerate.
Actions
Multiattack. The troll makes two fiery claw attacks and one volcan-
ic bite attack. It can replace its bite attack with Sulphurous Belch,
if available.
Volcanic Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) fire damage.
Fiery Claw. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range
120 feet, one target. Hit: 18 (4d6 + 4) fire damage, and the target is
burning (4d6 fire).
Sulfurous Belch (recharges 5-6). The magma troll burps a blinding
ALPHA PLAYTEST
cloud of ash and sulfur in a 20-foot radius around it. Each creature
in the area when the cloud appears must make a DC 16 Constitution
saving throw. On a failed save, a creature takes 14 (4d6) fire damage
and becomes blinded until it or another creature within 5 of it uses
an action to clean the ash from their eyes. On a successful saving
throw, a creature takes half as much damage and isn’t blinded.
Alpha Playtest 25
ALPHA PLAYTEST Eldritch Troll
The mottled faded purple skin of this massive creature is ac-
cented by erupting delirium crystals along its spine, shoulders,
and forearms. Its large, frog-like octarine eyes glare out at
Eldritch Troll
Large giant (any alignment)
Armor Class 17 (natural armor)
Hit Points 105 (10d10 + 50)
you. Its skin writhes and crawls as new appendages burst Speed 40 ft.
forth from it, in a constant state of mutation.
STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 20 (+5) 7 (-2) 11 (+0) 5 (-3)
Regeneration. The troll regains 10 hit points at the start of its turn. If
the troll takes force or psychic damage, this trait doesn’t function at
the start of the troll’s next turn. The troll dies only if it starts its turn
with 0 hit points and doesn’t regenerate.
Actions
Multiattack. The troll makes two Claw attacks and one Bite attack.
It can replace its bite attack with corrupting blast if available
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6
+ 5) piercing damage plus 9 (2d8) necrotic damage, and the target
TROLLS
ALPHA PLAYTEST
and can climb difficult surfaces, including upside down on ceilings,
without needing to make an ability check.
Reflective flesh. The Troll becomes invisible until it makes an attack.
Crystalized Carapace. The Troll’s armor class becomes 20.
26 Monsters of Drakkenheim
ALPHA PLAYTEST Fungal Trolling
Resembling a large purple and white mushroom, the Trollings
throb and ooze with contaminated energy. They appear ready
to burst as their grim little expressions whine and wail.
Fungal Trolling
Medium Giant (Neutral)
Armor Class 13 (natural armor)
Hit Points 15 (2d8 + 6)
Speed 30 ft., climb 30 ft.
TROLLS
indistinguishable from a patch of mushrooms.
Death Burst. When the fungal trolling dies, it explodes in a burst
of mind-affecting spores. Each creature that isn’t a troll within 10
feet of it must make a DC 13 Wisdom saving throw, taking 9 (2d8)
psychic damage on a failed save, or half as much damage on a
successful one. In addition, creatures that fail their saving throw
become weakened (save ends).
Actions
Spore Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 13 (3d6 + 3) necrotic damage.
ALPHA PLAYTEST
Alpha Playtest 27
ALPHA PLAYTEST
Troll Hag Troll Hag Coven
It is rare for three Troll Hags to converge, but not unheard of.
Often when three troll Hags find a secluded swamp to infest with
Massive mounds of rippling warted flesh, covered in molds
their fungal growths, they will work together to harness their pow-
and fungal growths that protrude from their hunched backs, ers and utterly change the very nature of the heart of the swamp,
with inky black scraggly hair and beady red eyes. The Troll hag causing the entire area to fill with their fungal delights.
is covered in tattered burlap and decaying foliage that hide its A coven of Troll Hags often results in a small army of
features. It scurries about on swollen, stumpy limbs, carrying a fungal trolls emerging and disrupting nearby villages, farms,
massive cauldron and ladle as it stirs an acrid concoction. and anyone unlucky enough to travel near their swamps. The
trees and foliage change to fungal growths that confuse and
disorient anyone attempting to navigate it.
If three Troll Hags form a Coven their AC becomes 15, and
Regeneration. The troll regains 10 hit points at the start of its turn. Actions
If the troll takes fire or acid damage, this trait doesn’t function at The Troll Hag may replace either its fungal staff or slimeball attack
the start of the troll’s next turn. The troll dies only if it starts its turn with the following.
with 0 hit points and doesn’t regenerate. Infesting curse. Ranged Spell Attack: +6 to hit, range 120 ft., one target.
Actions Hit: 19 (3d10 + 3) poison damage, and the target is infested (10).
Multiattack. The Troll Hag makes one fungal staff attack and one slime Garden of Fungal Delights. (Recharge 6) The Hag Coven pours their
ball attack. It can replace either attack with one use of Spellcasting. strange brew upon the mushroom patches around them, immedi-
ately spawning 7 (2d6) Fungal Trollings
Fungal Staff. Melee Spell Attack: +6 to hit, reach 5 ft., one creature.
Hit: 16 (3d8 + 3) psychic damage, and the target must succeed on a Rapid Growth (1/day) if all three Troll Hags use their action to target
DC 14 Intelligence saving throw or become addled (save ends). the same fungal trolling within 60 feet of them with this ability, that
troll erupts in size and becomes a humongous fungus troll. While
Slimeball. Ranged Spell Attack: +6 to hit, range 30/120 ft., one target. the Hags are using this ability they must concentrate on it as if
Hit: 19 (3d10 + 3) acid damage, and the target is burning (3d10 acid). concentrating on a spell. If any of their concentrations are broken
Spellcasting. The troll hag casts one of the following spells, using before the third one spends its action, the ability is not wasted but
Wisdom as the spellcasting ability (spell save DC 14): they must start over. During this time, the fungal trolling they target
At will: druidcraft, mage hand, minor illusion is immobilized and defenseless.
2/day each: bestow curse (5th-level version), plant growth
1/day: contact other plane, scrying
Bonus Actions
Spore Step. The troll hag magically teleports to an unoccupied space
they can see within 60 feet of them.
Reactions
ALPHA PLAYTEST
Spawn Trolling. When the troll hag takes damage, they create one
fungal trolling which appears in an unoccupied space within 5 feet
of the troll hag. The spawn acts immediately after the triggering
creature’s turn, then after the troll hag’s turn on subsequent rounds.
28 Monsters of Drakkenheim
ALPHA PLAYTEST Humongous Fungus Troll
Standing almost 12 feet tall, this massive mycelium lumbers
forth with plant like tendrils lashing about. A shower of toxic
Humongous Fungus Troll
spores surround it, some occasionally falling to the ground Huge Giant (neutral)
to sprout tiny mushrooms. With each step it takes, fungal Armor Class 18 (natural armor)
networks move through the ground around it. Hit Points 50 plus 50 per player character
Speed 40 ft.
TROLLS
Rotting Aura. Any creature who starts it’s turn within 30 feet of the
Humongous Fungus Troll takes 10 (3d6) necrotic damage.
Epic Actions
On its turn, the humongous fungus troll can use its movement and
interaction as normal. However, it does not take an action or bonus
action on its turn unless forced to do so by a spell or other effect.
Instead, the humongous fungus troll takes one of the following epic
actions of its choice at the end of each player character’s turn:
Spore Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one
creature. Hit: 20 (3d8 + 6) bludgeoning damage.
Grasping Tendrils. Melee Weapon Attack: +10 to hit, reach 60 ft., one
creature. Hit: 21 (3d10 +5) slashing damage and if the target is Huge
or smaller, the humongous fungus troll pulls the target 20 feet.
Entangling Mycelia (recharges when bloodied). Mushroom roots
sprout in a 30-foot radius centered on the humongous fungus
troll. Each creature of the troll’s choice in that area when the
plants appear must succeed on a DC 15 Strength saving throw or
become entangled (escape DC 15).
Spawn Trolling (1/round). The humongous fungus troll creates a
fungal trolling which appears in an occupied space within 10 feet
of it. The fungal trolling acts immediately after the troll uses this
action, then acts after the humongous troll’s turn on subsequent
rounds.
Epic Resistance. The epic boss chooses one condition, spell, or
ALPHA PLAYTEST
other effect currently affecting them and rolls 1d20. On an 11 or
higher, the effect ends on it. An epic boss can use this action even
if it would otherwise be unable to take actions, its actions are
being controlled by another creature, or if a spell or effect alters
its game statistics.
Alpha Playtest 29
ALPHA PLAYTEST Oak Troll
What at first appears to be a large pile of autumn leaves rises
up and reveals a grotesque wood carved face and gnarled oak
wooden claws and feet. Its body is cloaked in a thick array of
leaves all in hues of oranges, yellows, and reds. As it lurches
forward it sounds like the autumn wind blowing through a
lush forest, the sounds of its grunts and moans like creaking
boughs of ancient trees, and its thumping footsteps like wood-
en branches hitting the forest floor.
Oak Troll
Huge Troll
Armor Class 17 (natural armor)
Hit Points 92 (8d12+ 40)
Speed 30 ft.
Regeneration. The troll regains 10 hit points at the start of its turn. If
the troll takes fire damage, this trait doesn’t function at the start of
the troll’s next turn. The troll dies only if it starts its turn with 0 hit
points and doesn’t regenerate.
Forest Sense. The Oak Troll is aware of any creature within 120 feet of
it if it is in a natural forested area.
Shroud of Leaves. The Oak Troll is covered head to toe in a shroud
of thick leaves. While it has this shroud it is immune to all damage
except fire damage. If the Oak Troll takes any fire damage the leaves
all burn away revealing the gnarled oak wood body of the troll and it
loses this protection.
Actions
Multiattack. The Oak Troll makes two gnarled claw attacks and one
bite attack
Gnarled Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one crea-
ture. Hit: 12 (2d6 +5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 23
(4d8 +5) piercing damage and the creature is bleeding (2d8) as thick
splinters peirce and remain in the creatures flesh.
ALPHA PLAYTEST
Bonus Actions
Abundant Growth. The Oak Troll regrows its Shroud of Leaves.
Leaf Burst. As long as the Oak Troll has its shroud of Leaves it can
shed its shroud of leaves in a burst. Each creature within 15 feet of
the Oak Troll must succeed on a DC 16 Dexterity saving throw. On a
failed save a creature is blinded until the end of their next turn. Do-
ing so removes the Oak Trolls Shroud of Leaves, leaving it vulnerable.
30 Monsters of Drakkenheim
ALPHA PLAYTEST
TROLLS
ALPHA PLAYTEST
Alpha Playtest 31