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ABOUT THIS BOOK
Although the Aedra and Daedra may not have as much introduces some of the new creatures from the
of a direct connection to the mortal plane as they bestiary. Chapter 5 adds new thematic spells,
would like, that doesn't mean their influence is including exclusive spells used by the new vampire
insignificant. This book intends to take a closer look class, while Chapter 6 covers items and artifacts used
at the blessings and curses that have been bestowed to bless the bearer or defeat the cursed. Chapter 7
on the denizens of Tamriel. Chapter 1 delves into the introduces a host of new monsters and their stat
stories of some of the most dangerous creatures that blocks.
the daedra have introduced to Nirn. Chapter 2 and 3 This book is meant to inspire dungeon master's and
supplements the race and class options in the Basic players alike in the world's greatest roleplaying
Rules, including the addition of new terrifying Cursed setting using the world's greatest roleplaying game.
Classes. Chapter 4 presents a small adventure which
CONTENTS
Preface....................................................3 Cursed Class: Lycanthrope...........40 Chatper 5: Spells..............................70
Chapter 1: Monster Lore.................4 Cursed Class: Vampire...................44 Chapter 6: Item & Artifacts..........84
Undead: Relentless Voracity .........4 Barbarian............................................52 Chapter 7: Bestiary.........................94
Vampires: Dark Desires.................16 Crusader..............................................53 App. A: Misc. Creatures...............138
Lycanthrope: Ravenous Beasts . 25 Mage.....................................................56 App. B: Nonplayer Characters..146
Chapter 2: Character Races.........38 Ranger..................................................57 App. C: Monster Lists...................147
Revenant.............................................38 Sorcerer...............................................58 App. D List of Diseases................149
Chapter 3: Classes...........................39 Chapter 4: Exile's Barrow.............61
LICHES
Through the use of necromancy and black magic,
liches have ascended from their mortal lifespan,
turning themselves into powerful immortal creatures.
Mannimarco, a mage of the Psijic Order lost himself in
the dark arts, becoming the first lich of Tamriel. They
are the most dangerous undead creatures due to their
immortality and their skill in powerful magic.
However, they usually spend their time continuing
their own studies, rather than terrifying villagers.
SKELETONS
Skeletons, by definition, consist primarily of bone,
with few or no organs or fleshy bits remaining. In
other words, skeletons don't have the habit of
dropping bits and pieces of themselves on the ground,
unlike their zombie counterparts. This reason alone
makes them a preferred animation to enterprising
necromancers. Also, skeletons tend to be more sturdy
and dexterous than zombies, making them noticeably
faster and, in many ways, more dangerous.
Undead commonly occur in three basic types: spirit, Discoveries of the draugr and their link to the dragon
flesh, and fleshless. Spirit revenants like the ancestor cults
ghost, wraith, and dwarven ghost, can only be harmed
by weapons that are enchanted or made of refined It wasn't until my seventh month with the creatures
substances such as silver. Ancestor ghosts, the most that they seemed to accept me. Well, "accept" isn't
common spirit revenant, are harmless, apart from the really the proper word, but they seemed to have
minor curses they lay upon their victims. Wraiths are decided that I posed no threat to them and gradually
similar to ghosts, but they are capable of inflicting ceased their attacks. Though more than capable of
wounds to the careless explorer. Dwarven ghosts are fending them off (a combination of fire and turning
more dangerous still, but they generally appear only spells are generally sufficient), I admit that I tired of
in Dwarven ruins. having to be ever vigilant in their presence.
Flesh revenants, or 'zombies' as they are often called I'll never know whether there was some sort of
in the West, are known as 'bonewalkers' in agreement communicated among them, for the only
Morrowind. Magic preserves the bonewalker's fleshy utterances they make seem to be in that heathen
DAUGHTER OF COLDHARBOUR
The truth, however, is even darker than the fiction.
Lamae did not die from her wounds. Instead, her body
was rapidly healing, stitching together the wounds
that had ravaged her. This supernatural restoration
frightened the nedes to the point that they intended
to murder the poor woman, choosing to set her on fire
and burn out the disease that was corrupting her. She
awoke during the ceremony and slaughtered them all.
She ripped the throats of the women, ate the eyes of
the children, and raped their men as cruelly as Bal
had ravished her.
After Lamae had regained composure over herself,
she reflected on what she had done, horrified of what
she became, and called out to Arkay, who had
forsaken her. In retaliation for his neglect, Lamae set
out to spread the disease of vampirism to the
VAMPIRE HIERARCHY
While no two vampire clans are identical, there is a
fairly standard pecking order that is observed in
almost every tribe of vampires. In the more savage
clans, vampires have a set hierarchy based on
strength, brutality, and fear. In these clans, there is
likely to be an ancient vampire that leads over the
group, but it is also common for the leadership to
change hands frequently, as new vampires gain the
upper hand and kill the previous, taking over the
throne. Much like an orc stronghold, these clans will
have a fairly flat structure, with the clan leader being VAMPIRE LORDS
the one to have challenged, and defeated the previous Vampire Lords are particularly powerful vampires,
leader, followed by a small group of trusted advisers, typically pure-bloods selected by Molag Bal, or their
and then the rest of the rabble. kin. They possess the unique ability to transform into
In more sophisticated groups, vampires sort a fearsome beast creature known as the Vampire
themselves more similarly to a government than a Lord. Much like a lycanthrope and their hybrid form, a
guild. Either one elected leader, or a council of Vampire Lord can polymorph between their
vampires, oversee the entire clan, with each council humanoid body and their terrifying hybrid form,
member taking on important houses within the clan. which resembles a vampiric werebat. During their
It is common to see these council members leading transformation, they sprout bat like wings from their
other lairs, convening regularly to ensure the success back, their muscles swell as they grow in size, their
of the clan. skin changes color into pale greys to blue, and their
facial features become sharp and angular with
pointed ears and menacingly sharpened teeth and
nails.
ANCIENT VAMPIRES
An ancient vampire is simply a vampire that has
survived longer than most, several hundred, or even
thousands of years. During this time, they have
mastered their dark gifts, and the blood of thousands
of mortals has strengthened them to legendary skill.
WERESHARK WEREWOLF
Weresharks are brutal and merciless stalkers that A werewolf is a savage predator. In its humanoid
attack fast and furiously. In their humanoid form, they form, a werewolf has heightened senses, a fiery
are muscular brutes that have cruel and arrogant temper, and a tendency to eat rare meat. Its wolf form
personalities. They have a crude sense of humor and is a fearsome predator, but its hybrid form is more
enjoy bullying others. terrifying by far – a furred and well-muscled
Weresharks prefer a life near the sea or ocean, living humanoid body topped by a ravening wolf's head. A
in port cities, seaside towns, or on ships leading gangs werewolf can wield weapons in hybrid form, though it
of pirates. They are known to get into plenty of bar prefers to tear foes apart with its powerful claws and
fights and are quick to anger. bite.
Most werewolves flee civilized lands not long after
WERETIGER becoming afflicted. Those that reject the curse fear
what will happen if they remain among their friends
Weretigers are ferocious hunters and warriors with a and family. Those that embrace the curse fear
haughty and fastidious nature. Lithe and sleekly discovery and the consequences of their murderous
muscular in humanoid form, they are taller than acts. In the wild, werewolves form packs that also
average and meticulously groomed. Weretigers grow include wolves and dire wolves.
to enormous size in animal and hybrid form, but they
fight in their more refined humanoid form when they
can. They don't like to pass on their curse, because THE BLESSINGS OF HIRCINE
every new weretiger means competition for territory A call for Bosmer to follow the will of Hircine
and prey. It is the will of Hircine that the Bosmer become as we
Weretigers live in jungles on the fringes of were in the Dawn Age. Before Y'ffre trapped us in a
humanoid civilization, traveling to isolated single shape, before he told us our story and took away
settlements to trade or revel. They live and hunt alone our freedom.
or in small family groups. The gift of Hircine is the gift of a second shape. The
sacrament of Hircine is the scent of prey on the wind,
the taste of blood on the tongue. Praise Hircine and his
Houndsmen! Rise up and reject the tyranny of shape
and story!
REVENANT
Increase trait to the following: Your Agility,
Intelligence, and Willpower scores increase by 1.
Additionally, the aura from your Ancestor's Wrath
Having met a cruel and undeserved end, you have trait now uses necrotic damage instead of fire.
returned to the realm of the living. As a revenant, you Nord Revenant. If you want to play a nord revenant,
thirst for revenge against those who wronged you in modify the nord’s Attribute Score Increase trait to the
life, or seek to complete a final, critical task you left following: Your Strength attribute score increases by
unfinished. 2.
The revenant subrace can be applied to any race Redguard Revenant. If you want to play a redguard
that has a subrace, and replaces that race’s existing revenant, modify the redguard’s Attribute Score
subrace options. Alternatively, you can apply this new Increase trait to the following: Your Agility score
subrace to a race without subrace options using the increases by 1, and your Strength increases by 1.
modification options provided below.
Your DM might also allow you to take this subrace ATTRIBUTE SCORE INCREASE
for a slain character. In that case, your character rises Your Endurance score increases by 1.
from the dead with its original subrace replaced (or
with the necessary modifications made to its base RELENTLESS NATURE
traits), filled with a determination to seek vengeance Your DM assigns a goal to you—typically, one related
or complete its mission. to your character’s death. The goal must be a specific
task you can complete, such as slaying an enemy or
RACIAL ADJUSTMENTS liberating an area and its people. Until you fulfill that
goal, you gain the following benefits:
For races that don’t have subrace options, taking on
the revenant subrace means making changes to your • If you are below half your hit point maximum at the
character’s base traits, as follows. start of your turn, you regain 1 hit point.
Altmer Revenant. If you want to play an altmer • If you die, you return to life 24 hours after death. If
revenant, modify the altmer’s Attribute Score your body is destroyed, you reform within 1 mile of
Increase trait to the following: Either your the place of your death at a spot determined by the
Intelligence or your Willpower attribute score DM. If your equipment was also destroyed, you do
increases by 2, your choice. not regain it.
Argonian Revenant. If you want to play an argonian • You know the distance and direction between you
revenant, modify the argonian's Bite trait to use and any creature involved in your goal, such as a
necrotic damage as its damage type. person you seek vengeance against or someone you
Bosmer Revenant. If you want to play a bosmer pledged to defend. This awareness fails if the
revenant, modify the bosmer’s Attribute Score creature is on another plane of existence.
Increase trait to the following: Your agility score
increases by 2. When your goal is complete, you finally find rest. You
die and cannot be restored to life.
CURSED CLASSES 1st level, a character can not start as a cursed class.
The very nature of the cursed class is that a character
To start this chapter, we must introduce the Cursed must experience the event that has cursed them.
Class. Unlike the classes presented in the Basic Rules,
cursed classes are unique and come with a few PREREQUISITES
restrictions. As such, cursed classes fill a unique niche Taking up a cursed class through multiclassing
that represent extraordinary circumstances a involves meeting certain prerequisites, but these
character can experience. requirements are different from multiclassing into a
standard class. Unlike a standard class, you do not
USING CURSED CLASSES require to meet the ability score prerequisites for
A cursed class requires a rare event to occur before a your current class, and you only require to meet an
character can even attempt to access their basic ability score prerequisite for the cursed class if the
elements. Cursed classes might confer lost knowledge, class specifically states the need to do so.
supernatural abilities, enigmatic magic, or mythical A cursed class does require that you complete an
martial abilities. In any case, this unique power comes event to prompt the ability to join the class. This event
with an incredible cost. could include being bitten by a vampire or were-
Mechanically, you can enter a cursed class by the creature, by completing an ancient rite for lichdom, or
way of the multiclassing rules, with one specific by being touched by a daedric prince.
restriction: you must have triggered the required
event before being able to gain a level in the cursed EXPERIENCE POINTS
class. These events typically come at the discretion of Just as with the standard rules for multiclassing, the
the DM, but a player can work with their DM experience point cost to gain a level is always based
respectfully to see if the desired curse works with the on your total character level, not your level in a
overall story. particular class.
A cursed class typically offers access to unique game
mechanics available only to members of that class. HIT POINTS AND HIT DICE
Such mechanics should reflect both the benefits and Each cursed class specifies the hit points you gain
the detriments that represent the curse. Given the from it. You add together the Hit Dice granted by all
dangers that becoming cursed can present to a your classes and cursed classes to determine your
character, it is best to reserve the opportunity to join a pool of Hit Dice. If the Hit Dice are the same die type,
cursed class until after 5th level. you simply pool them together.
PREREQUISITES PROFICIENCIES
Tools: None
In order to advance as a lycanthrope, you must meet Saving Throws: None
the following prerequisites: Skills: Choose one from Animal Handling, Perception,
• You must have contracted the Sanies Lupinus or Survival
disease. The next time you level, you can choose to
gain your first level as a lycanthrope, granting you EQUIPMENT
the Beast Shape of the creature that infected you. The lycanthrope cursed class does not grant any
• You can't already be a vampire. The disease that special equipment.
causes vampirism and the disease that cause
lycanthropy are not compatible and can't be mixed, BEAST SHAPE
unless an extraordinary event allows it.
When you become cursed, you can use a bonus action
• If you have previously been cured of lycanthropy, to magically assume your were-creature shape that
you can't contract the disease again. you have been cursed with for 1 minute. You can use
this feature twice. You regain expended uses when
THE LYCANTHROPE you finish a long rest. As your character gains levels in
Level Features Beast Shape the lycanthropy class, you can use this feature more
1st Beast Shape, Lycanthropy 2 often. Refer to the Beast Shape column of the
2nd Supernatural Athlete 2
lycanthrope table.
After 1 minute has passed you revert to your
3rd Beastial Strength 3 humanoid form unless you expend another use of this
4th Attribute Score Increase, Animal 3 feature. You can revert to your normal form earlier by
Vigor using a bonus action on your turn. You automatically
5th Extra Attack 3 revert if you fall unconscious, drop to 0 hit points, or
6th Beastial Strength Improvement 4 die.
While you are transformed, the following rules
7th Beast Totem 4
apply:
8th Attribute Score Increase, Savage 5
Feeding • Your retain your game statistics except as specified
by lycanthrope type. You gain the lycanthrope's
9th Beastial Strength Improvement 5
speeds, traits, and actions that don't involve
10th Lycanthropy Mastery Unlimited equipment. You are proficient with the
lycanthrope's natural attacks, such as its bite or
claws, which deal damage as shown in the
lycanthrope's statistics.
• You gain any immunities granted by your were-
creature statistics.
• You can’t cast spells, and your ability to speak or
take any action that requires hands is limited to the
capabilities of your beast form. Transforming
doesn’t break your concentration on a spell you’ve
already cast, however, or prevent you from taking
actions that are part of a spell, such as call
lightning, that you’ve already cast.
THE VAMPIRE
Cantrips Spells Spell
Level Features Known Known Magicka Level
1st Vampirism, Bloodline, Spellcasting 3 2 4 1st
2nd Nightstalker's Footsteps, Supernatural Resistance 3 3 6 1st
3rd -- 3 4 14 2nd
4th Attribute Score Improvement, Vampire's Seduction 4 5 17 2nd
5th -- 4 6 27 3rd
6th Bloodline Feature 4 7 32 3rd
7th -- 4 8 38 4th
8th Attribute Score Improvement, Embrace of Shadows 4 9 44 4th
9th -- 5 10 57 5th
10th Bloodline Feature, Regeneration 5 11 64 5th
BLOODLINE SPELLS
You gain bloodline spells at the vampire levels listed.
ANCESTRAL PROTECTORS
Starting when you choose this path at 3rd level,
spectral warriors appear when you enter your rage.
These warriors distract a foe you strike and hinder its
attempts to harm your companions. While you’re
raging, the first creature you hit with an attack on
your turn becomes the target of the warriors. Until
the start of your next turn or until your rage ends,
that target has disadvantage on any attack roll that
doesn’t target you, and creatures other than you have
resistance to the damage of the target’s attacks.
SPIRIT SHIELD
Beginning at 6th level, the guardian spirits that aid
you can provide supernatural protection for your
allies. If you are raging and a creature you can see
within 30 feet of you takes damage, you can use your
reaction to reduce that damage by 2d8.
When you reach certain levels in this class, you can
reduce the damage by more: by 3d8 at 10th level and
by 4d8 at 14th level.
RANGER
or failed.
• When you make a Willpower (Perception) check to
detect a hidden creature or object, or a Willpower
Rangers of Tamriel use special marks to indicate (Insight) check to determine if someone is lying to
campsites, dangerous areas, evil creatures, foul magic, you, you can expend one superiority die to add it to
monster activity, hidden caches of supplies, safe the roll. You can use this feature after seeing the
passage, shelter and graves or tombs. total but before learning if you succeeded or failed.
RANGER ARCHETYPE
At 3rd level, a ranger gains the Ranger Archetype
feature. Here is the newest option, in addition to those
in the Basic Rules.
UNEARTHLY RECOVERY
At 18th level, you gain the ability to overcome
grievous injuries. As a bonus action when you have
fewer than half of your hit points remaining, you can
regain a number of hit points equal to half your hit
point maximum.
Once you use this feature, you can’t use it again until
you finish a long rest.
CYRODIIL
Heroes that find themselves in the great Imperial
province are likely to come across word of draugr
sightings in the Jerall Mountains. It's not unlikely,
however, that the exiled traveled even further, finding
themselves in the Colovian Highlands or the Valus
Mountains bordering Morrowind. Innkeepers in
Chorrol, Bruma, and Cheydinhal are probably familiar
with undead related rumors.
TREASURE
The dragon priest is wearing a Dragon Mask called
Arthosiis (see Chapter 6). The dragon bones behind
the altar have aged poorly. Most crumble into dust
when touched, but two small bones from the left hind
foot can be salvaged. The bones can be sold to a
collector for 500 septims, or could be manufactured
into dragon bone equipment, if a skilled smith and
more bones were found.
3RD LEVEL
Command Undead
4TH LEVEL
Corpse Explode
BLACK HAND
1st-level destruction
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: Instantaneous
Your hands emanate with caustic darkness. Make a
melee spell attack against a creature you can reach.
On a hit, the target takes 3d10 acid damage.
At Higher Levels. When you cast this spell at 2nd
level or higher, the damage increases by 1d10 for each
level above 1st.
CAUSE FEAR
1st-level necromancy
BANE OF THE UNDEAD Casting Time: 1 action
9th-level restoration Range: 60 feet
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self
Components: V, S You awaken the sense of mortality in one creature you
Duration: Concentration, up to 1 minute can see within range. The target must succeed on a
Willpower saving through or become frightened for
You create a stationary 60 foot diameter circle of the duration. A target with 25 hit points or fewer
protection on the ground beneath you. Any undead makes the saving throw with disadvantage. The spell
creature that enters the circle must make a Willpower has no effect on constructs or undead.
saving throw. On a failed saving throw, the undead
creature takes 10d6 radiant damage, and half as much
on a successful one.
While in the circle, an undead creature has their
speed halved and anyone attacking the creature has
advantage on their attacks. An undead creature must
make the Willpower saving throw when it enters the
wall for the first time on a turn or if it ends its turn
there.
PLAGUE
5th-level necromancy
Cast Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You attempt to infect a creature that you can see
within range. The target must make an Endurance
saving throw. On a failed save, the creature takes 6d6
necrotic damage and becomes infected with this
plague. The creature takes half as much damage on a
successful save and is not infected.
An infected creature must make an Endurance
SHADOW BLIND
Illusion cantrip
Cast Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
You attempt to create a cloud of black shadows that SHADOW IMAGE
covers the eyes of a creature that you can see within 2nd-level illusion
range. The target must make a Willpower saving
through. On a failed save, the creature is blinded, as Cast Time: 1 action
though it were in darkness. Range: Self
At the end of its turn, the creature can repeat the Components: V, S
saving throw against the spell. If it succeeds on its Duration: Concentration, up to 1 minute
saving throw, the spell ends. The spell can be You create a shadow image of yourself that lasts for
dispelled, and wind of moderate or greater speed (at the duration of the spell. The shadow appears in an
least 10 miles per hour) disperses it. Darkvision has unoccupied space within 5 feet of you, or the closest
no effect on the magical darkness. unoccupied space that you can see if no space near
you is available. As a bonus action on your turn, you
can move the shadow up to 30 feet to a space you can
see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you
were in the shadow's space, but you must use your
own senses. Additionally, when both you and your
shadow are within 5 feet of a creature that can see
your shadow, you have advantage on attack rolls
against that creature, given how distracting the
shadow is to the target.
VAMPIRIC CLOUD
4th-level necromancy
Cast Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a 20-foot-radius sphere of black fog
centered on a point within range. The sphere spreads
around corners, and any creature that is within the
cloud or enters the cloud for the first time must make
a Willpower saving throw. On a failed save, the
VIRTUE WEAKNESS
restoration cantrip 5th-level destruction
Casting Time: 1 action Cast Time: 1 action
Range: Touch Range: 120 feet
Components: V, S Components: V, S
Duration: 1 round Duration: Concentration, up to 1 minute
You touch one creature, imbuing it with vitality. If the You send a black, oily sphere of negative energy at a
target has at least 1 hit point, it gains a number of creature that you can see within range. You choose
temporary hit points equal to 1d4 + your spellcasting acid, cold, fire, lightning, necrotic, poison, or radiant
ability modifier. The temporary hit points are lost and then make a ranged spell attack. If attack hits, the
when the spell ends. creature becomes vulnerable to damage of the type
you chose for the duration of the spell.
WALL OF BONES
5th-level necromancy
Cast Time: 1 action
Range: 120 feet
Components: V, S, M (a small piece bone)
Duration: Concentration, up to 10 minute
A magical wall of bones springs forth from the earth
at a point you choose within range. The wall is 6
inches thick and is composed of ten 10-foot-by-10-
foot panels. Each panel must be contiguous with at
least one other panel. Alternatively, you can create 10-
foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it
appears, the creature is pushed to one side of the wall
(your choice). If a creature would be surrounded on
all sides by the wall (or the wall and another solid
surface), that creature can make a Agility saving
throw. On a success, it can use its reaction to move up
to its speed so that it is no longer enclosed by the
wall.
The wall can have any shape you desire, though it
can’t occupy the same space as a creature or object.
the wall doesn’t need to be vertical or resting on any
RING OF INSTINCT
Ring, very rare (requires attunement)
A lycanthrope that wears this ring gains the following
benefit:
While in your Beast Shape form, you can make one
MACE OF MOLAG BAL additional attack whenever you use the Attack action
Weapon (mace), rare (requires attunement) on your turn.
Within this Bestiary, you will find game statistics and several books while reading through. This also
lore for 75 monsters suitable for your Elder Scrolls includes some of the unique creatures found in the
campaign. Many of these monsters are classic Exile's Barrow adventure detailed in Chapter 4.
creatures that fit within any setting, while monsters The lore captured in this book is based on the
such as the Dragon Priest, are iconic creatures to the official lore created from the best selling Elder Scrolls
Elder Scrolls world. games, but some of the information may be based on
This chapter should be used in conjunction with the our personal interpretations of the creatures. Feel
official Monster Manual and adopts a similar free to use these creatures to suit your game, whether
presentation. If you are unfamiliar with the monster staying true to the canon, or adjusting to adhere to the
stat block format, read the introduction of the story you are trying to tell.
Monster Manual before proceeding further. It explains The creatures listed in this bestiary are organized
stat block terminology and gives rules for various alphabetically. A few are grouped under a banner
monster traits – information that isn't repeated here. heading; for example, the “Skeletons” section contains
The creature stats are shown with the traditional stat blocks for various kinds of skeletons, including
D&D ability scores so they can be easily brought into the shambles and the bone colossus. Immediately
any realm. Keep this in mind when saving throws or following this chapter are two appendices that
checks are required. contain additional stat blocks. Appendix A gathers a
Within this chapter, you will find many undead handful of beasts that don't warrant longer entries.
creatures that continue the stories and lore told in Appendix B contains lists of creatures by type and
earlier chapters, along with many useful creatures challenge rating. These lists can help you find
that can be used in nearly any game. While some of monsters that are appropriate for your adventure or
the creature found within are unique to the Elder campaign.
Scrolls and unique to Blessing and Curses, there are If you're looking for ways to use undead,
many creatures that have been included solely for lycanthropes, or vampires described in this chapter,
convenience, so that you don't require to flip between the lore and notes in chapter 1 might inspire you.
DRAUGR DEATHLORD
Deathlords are the elite warriors, second in command
to the dragon priest. They are exceptionally powerful
and are capable of using their voice to conjure the
breath of a dragon.
DRAUGR OVERLORD
Overlords are capable warriors rather than simple
draugr. In life they may have been captains or
lieutenants, commanding small groups in battle. They
have a simple understanding of the Thu'um and are
able to use their voice to control the battlefield.
DRAUGR SCOURGE
Scourges are the most adept magic wielders of the
draugr armies, using destruction magic and conjured
VARIANT: POLTERGEIST
A poltergeist is a different kind of specter – the confused,
invisible spirit of an individual with no sense of how he or she
died. A poltergeist expresses its rage by hurling creatures and
objects using the power of its shattered psyche.
A poltergeist has a challenge rating of 2 (450 XP) and gains
the following additional trait:
Invisibility. The poltergeist is invisible.
The poltergeist has the following action options in place of the
specter's Life Drain:
Forceful Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 10 (3d6) force damage.
Telekinetic Thrust. The poltergeist targets a creature or
unattended object within 30 feet of it. A creature must be
Medium or smaller to be affected by this magic, and an object
can weigh up to 150 pounds.
If the target is a creature, the poltergeist makes a Personality
check contested by the target's Strength check. If the
poltergeist wins the contest, the poltergeist hurls the target up
to 30 feet in any direction, including upward. If the target then
comes into contact with a hard surface or heavy object, the
target takes 1 d6 damage per 10 feet moved.
If the target is an object that isn't being worn or carried, the
poltergeist hurls it up to 30 feet in any direction. The
poltergeist can use the object as a ranged weapon,attacking
one creature along the object's path (+4 to hit) and dealing 5
(2d4) bludgeoning damage on a hit.
A VAMPIRES LAIR
A vampire chooses a grand yet defensible location for
its lair, such as a castle, fortified manor, or walled
abbey. It hides its coffin in an underground crypt or
vault guarded by vampire spawn or other loyal
creatures of the night.