Other Content
Other Content
This page lists official content from other sources, such as levelup5e.com.
- Necromancer (wizard archetype)
- Warmage (wizard archetype)
Zombies
Zombies
Zombies are animated corpses stripped of any spirit or intelligence they bore in life. Most often, zombies are created by necromancers or other evil spellcasters, although it’s not unheard of for zombies to arise spontaneously in areas marked by profound evil or unholy energy.
Death In Action. Zombies bear whatever wounds or decay they suffered before their animation. Although the necromantic energies involved in animating a zombie greatly slow further decay, all zombies eventually molder away.
Unlive To Serve. Zombies can be given basic orders by their creators. “Guard this door,” “attack that creature,” and “defend me” are common commands. A zombie attempts to execute its orders in the most straightforward way possible, heedlessly exposing itself to danger. Without orders, a zombie either attacks nearby creatures or remains entirely motionless.
Undead Nature. A zombie doesn’t require air, sustenance, or sleep.
Wraiths
Wraiths
A wraith is an incorporeal spirit of pure hatred and malice. Its very existence destroys life around it. It leaves a trail of desiccated plants in its wake, and fleeing wildlife precedes its passage.
Vile Transformation. A wraith is formed when a humanoid with an evil alignment dies. The humanoid’s spirit, dedicated to cosmic evil and warped by depravity, becomes so suffused with negative energy that it is transformed at the moment of death into a font of cold, nullifying force. It turns its back on its former ambitions, dedicating itself to a new goal: the destruction of all life.
Sire of Specters. A wraith can create a specter from the spirit of a humanoid creature that has recently died by violence. This specter obeys the commands of the wraith that created it. A wraith left unchecked can create an army of undead that can devastate a countryside, leaving behind nothing but dead land and rotting corpses.
Undead Nature. A wraith doesn’t require air, food, drink, or sleep.
Vampires
Vampires
Intelligent nocturnal undead driven by their thirst for blood, vampires are obsessed with and pained by the memories of their sunlit mortal days. Most vampires are burned by sunlight, though others have different weaknesses.
Twisted Hunters. It’s said that the first vampires were nobles cursed for their cruelty to their subjects, and indeed vampirism is often an affliction of the upper class. Vampires’ former dalliances and elegant pastimes become twisted obsessions tainted by their constant hunger for blood. A vampire may stalk the empty halls of the castle it once ruled, or hunt the mortal it once loved, seeking shreds of the emotions it once felt. A very few vampires resist their urge to prey on mortals and become stern protectors of the world that fears them.
Blood Bonds. True vampires are intensely aware of the blood bond that links them with the vampire that created them, an undead lineage that may stretch back centuries.
Resting Place. Every vampire’s lair contains a resting place, usually a coffin or sarcophagus, where the vampire must rest for at least an hour each day to recuperate its powers. This resting place is sprinkled with soil from its mortal homeland. If this soil is scattered or is subjected to a bless , hallow , or similar spell, the vampire is destroyed when reduced to 0 hit points.
Titans
Titans
Titans are towering demigods with divine blood coursing through their veins. Whereas titanic creatures like the kraken and tarrasque were employed as weapons by the gods, true titans are the scions of the gods: semi-divine figures often disavowed for the parts they played in ancient tragedies.
Relics of the Past. Mortal history does not record what happened in the days when titans walked the earth, but clues can be found in ancient myths. In some stories, titans ruled the Material Plane with the gods’ favor. In others, the titans’ feuds and betrayals embroiled the gods in catastrophic wars that threatened the divine order. In any case, titans have all but vanished from the mortal world. A few still govern astral fiefdoms on behalf of their divine parents. Others are imprisoned in the mythical palaces they once ruled, now sunk beneath the sea or swallowed by immense dungeon complexes.
Dangerous Prisoners. Sometimes ancient prisons are breached by earthquakes or the reckless interference of adventurers, and a titan awakens and walks the earth again. Many titans have no ambition beyond destruction. Others wish to take up their crowns and rule, sweeping aside the works of mortals and ushering in a new age of titans.
Immortal Nature. A titan doesn’t require air, sustenance, or sleep.
Skeletons
Skeletons
Skeletons are fleshless corpses imbued by necromantic energies with a mockery of life. Most often, spellcasters create skeletons to act as guards and servants, but it’s not unheard of for skeletons to arise from cursed grounds where the living are outnumbered by the unburied dead.
Following Orders. Skeletons follow their creators’ instructions to the best of their limited ability. They understand language and can follow detailed instructions, but their ability to think independently is limited. If ordered to cross a dangerous river, a skeleton may take a detour to use a bridge. In the absence of a bridge, however, it will risk a dangerous swim rather than build a raft or search for a safe place to cross.
Shreds of Memory. If left to its own devices, a skeleton without orders may mimic habitual activities from its previous life. A skeleton will abandon such pursuits to attack living creatures, unless it has been specifically ordered otherwise.
Undead Nature. A skeleton doesn’t require air, sustenance, or sleep.
Salamanders
Salamanders
Natives of the Elemental Plane of Fire, salamanders are sinuous, snake-like beings with glowing yellow eyes and beaked faces. On their home plane, they are stern mercenaries and joyless crafters, but salamanders let loose on the Material Plane become giddy and playful.
Size Equals Status. Salamanders increase in size as the age, with the largest ruling as domineering tyrants. They relish wielding power over creatures smaller than them, and serve larger creatures resentfully. Salamanders begin life as two-foot-diameter, obsidian-shelled eggs, which their parents abandon in magma pools to gestate. Salamander nymphs, also known as fire snakes, are wild and independent of salamander society. If a nymph survives its first year, it matures into an adult, and finally joins the lowest ranks of salamander society.
Living Forges. Salamanders generate intense heat, burning anything within close proximity. Salamanders are able to heat and shape metal with their bare hands, and those that dedicate themselves to metalcraft count themselves among the finest smiths in the multiverse.
Sahuagin
Sahuagin
Sahuagin are aquatic humanoids with a strong resemblance to—and affinity for—sharks. They cannot survive long out of water, but in their native environment they are formidable indeed. Those who travel the world’s oceans ignore sahuagin at their peril.
Undersea Marvels. Sahuagin have overcome technological obstacles that some of their undersea neighbors have found insurmountable. They learned of metalsmithing from surface-dwellers centuries ago and have since established their own forges in undersea caves and on islands in waters they control. They have also developed a written language, which they carve into tablets of soft stone. With writing has come cartography, history, and magical traditions. Their religion is focused around a well-developed pantheon of undersea deities, with the shark god most revered of all.
Always Moving. Sahuagin typically follow sea currents, demanding tribute from ships and seaside communities along their route. Those who do not pay can count on being raided, but those who do find that the shark-folk may come to their aid in a crisis.
Consistent as the Tide. Sahuagin believe they own the seas, and disagreeing with them is dangerous. They are loyal, disciplined warriors, and they keep careful records of anyone who gives them trouble. They take umbrage with those who would magically alter the currents they follow, which occasionally brings them into conflict with storm giants and other powerful magical beings. However, those who work with the sahuagin, rather than against them, find them dependable. Sahuagin place considerable value on upholding one’s end of a deal, be it an employment contract, a trade agreement, or a personal promise.