Shades of the Dead (D&D 5E Monster/‘In the Footsteps of Hercules’ Bonus Content)

Shades of the Dead (D&D 5E Monster/‘In the Footsteps of Hercules’ Bonus Content)

Following is a writeup for Shades of the Dead, undead creatures modeled on those met by characters in classic works like The Odyssey and Dante’s Inferno. We developed them as a kind of monster that might be encountered by pilgrims in certain areas of the Footsteps of Hercules, a system free sourcebook devoted to pilgrimage trail created by Skirmisher Publishing. Characters in the official playtest sessions for this supplement met such creatures both in the Stygium, a subterranean burial ground described in the sourcebook, and in their subsequent foray into Hades itself.

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Shades of the Dead

Shades are the semi-corporeal spirits of the dead, shadowy creatures that normally dwell in various netherworlds but which might sometimes be called into the worlds of the living with appropriate powers and for any number of reasons. All can speak and communicate amongst themselves and with others within the limits of their condition.

Because of their insubstantial natures, Shades tend to be very weak and, under normal circumstances, do not pose much of a threat to living beings (especially tough ones like adventurers). If exposed to blood, however, their strength increases, and if attacking in numbers or driven by Devils, Necromancers, or the like they can become considerably more dangerous.

            Lesser Shades have very few distinguishing characteristics, simply being shadowy vestiges of their former selves, and any self-awareness or memories of their lives they have tends to be driven by their regrets and sins. If they meet those they knew in life memories might be jogged and they might assume more recognizable forms.

            Greater Shades are much more distinct in form and often appear to be armed, armored, and otherwise equipped as they were in life. They are thoroughly unrepentant and have an awareness of the crimes they committed in life and which they sometimes try to perpetuate in death.

            Heroic Shades have very distinct individual forms and are always armed, armored, and otherwise equipped as they were in life, often with iconic items that make them recognizable. They have total awareness of any harm they might have caused in life and, given the opportunity, will give speeches justifying their actions.

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Shade, Lesser

Medium Undead, any evil

Armor Class: 10

Hit Points: 9 (2d8)

Speed: 30 ft.

STR                            DEX                CON               INT                 WIS                 CHA

6/10 (-2/+0)    11 (+0)            11 (+0)            6 (-2)               10 (+0)            6 (-2)

Skills: Stealth +2 (+4 in dim light or darkness)

Damage Vulnerabilities: Radiant

Damage Resistances: Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: Necrotic, poison

Condition Immunities: Exhaustion, paralyzed, petrified, poisoned, prone, restrained

Senses: Darkvision 60 feet, Passive Perception 10

Languages: Common (Greek)

Challenge: 1/4 (25 XP)

Strengthened by Blood. If this Shade is within 5 feet of a wounded living creature it will become more substantial and its Strength will increase from 6 to 10, improving the effectiveness of its attacks.

Actions

Fist. Melee Weapon Attack: +0 [+2] to hit, reach 5 ft., one creature. Hit: 1 (1d4-2) [2 (1d4)] bludgeoning damage.

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Shade, Greater (former Bandit)

Medium Undead, any evil

 

Armor Class: 15 (studded leather, shield)

Hit Points: 22 (4d8+4)

Speed: 30 ft.

 

STR                            DEX                CON               INT                 WIS                 CHA

8/12 (-1/+1)    12 (+1)            12 (+1)            8 (-1)               12 (+1)            8 (-1)

 

Skills: Perception +3, Stealth +3 (+5 in dim light or darkness)

Damage Vulnerabilities: Radiant

Damage Resistances: Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: Necrotic, poison

Condition Immunities: Exhaustion, paralyzed, petrified, poisoned, prone, restrained

Senses: Darkvision 60 feet, Passive Perception 13

Languages: Common (Greek)

Challenge: 1/2 (100 XP)

Strengthened by Blood. If this Shade is within 5 feet of a wounded living creature it will become more substantial and its Strength will increase from 8 to 12, improving the effectiveness of its attacks.

Actions

Shortsword. Melee Weapon Attack: +1 [+3] to hit, reach 5 ft., one creature. Hit: 2 (1d6-1) [4 (1d6+1)] piercing damage.

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 Shade, Heroic

Medium Undead, any evil

 

Armor Class: 18 (breastplate, shield)

Hit Points: 44 (8d8+8)

Speed: 30 ft.

 

STR                            DEX                CON               INT                 WIS                 CHA

12/16 (+1/+3) 14 (+2)            14 (+2)            11 (+0)            15 (+2)            12 (+1)

 

Skills: Perception +4, Persuasion +3, Stealth +2 (+4 in dim light or darkness)

Damage Vulnerabilities: Radiant

Damage Resistances: Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: Necrotic, poison

Condition Immunities: Exhaustion, paralyzed, petrified, poisoned, prone, restrained

Senses: Darkvision 60 feet, Passive Perception 14

Languages: Common (Greek)

Challenge: 3 (450 XP)

Strengthened by Blood. If this Shade is within 5 feet of a wounded living creature it will become more substantial and its Strength will increase from 10 to 20, improving the effectiveness of its attacks.

Actions

Multiattack. This Shade can take two attack actions, using any combination of its weapons or appropriate actions.

Sword. Melee Weapon Attack: +3 [+5] to hit, reach 10 ft., one creature. Hit: 5 (1d8+1) [7 (1d8+3)] slashing damage.

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