Pact DC: 10 Amon Aoskar Dahlver-Nar The Void before the Altar 1 The Flayed God Pact DC: 10 1 The Tortured One Pact DC: 10 1 The Grinning Hound Pact DC: 10 1

Sense: Darkvision 60 ft. Cantrips: message, sacred flame, Cantrip: poison spray Proficiency: Artisan's Tools Passive: Advantage on attack rolls against binders thaumaturgy Passive: AC= 13 + Dex mod Cantrip: vicious mockery and warlocks. Passive: Reroll 1s on fire damage for 1st level and Passive: No error when teleporting Spell: dissonant whispers (1/short) Passive: Advantage on Int and Cha higher spells. Spell: protection from evil and good Reaction: when you are attacked, grant checks to uncover information Weapon: Horns. 1d4 bludgeoning damage. (1/short) attacker advantage. Action: Sense most influential creature • If you move in a 10 ft. straight move before attack, Action: Teleport up to half your around target makes Str save or is knocked prone • In exchange, share harm: 1 target, 30 Spell: disguise self (casting time: 1 Action: Breathe fire: 10 ft. cone, 1d6 fire damage, movement speed ft., Cha save. Fail: takes half damage Dex save for half (level 6: 2d6, level 14: 3d6) from attack. (max damage. 10. Level minute) • Concentrate on this effect for 1 round, release as 10: max damage 20) Spell: charm person (1/short) (6th level: an action for twice the damage dice. suggestion 1/short) Spell: hellish rebuke (1/short) (level 10: 2/short)

Ronove Shax Aym The Iron Maiden Sea Sister Queen Avarice Mother of Minotaurs Pact DC: 10 1 Pact DC: 10 1 Pact DC: 12 2 Pact DC: 12 2

Cantrip: mage hand Damage Resistance: Lightning. Proficiency: medium armor, shields Proficencies: Medium armor, battleaxes, Passive: Base speed +10 ft. Proficiencies: Nets and tridents. Passive: Advantage on all Intimidation and greataxes Spell: feather fall at will disadvantage on Persuasion against dwarves Passive: Dex instead of Str for unarmed strike attack Language: Aquan. Passive: Speed is not reduced due to armor Fighting Style: Great Weapon Fighting and damage rolls Cantrips: chill touch, shocking grasp. Bonus Action. Create halo of fire. Until beginning of Bonus Action: End a transmutation spell • Deal monk Martial Arts damage Passive: Breathe water and air, swim next turn: affecting you • • Unarmed strikes are magical speed equal to movement speed You have resistance to fire damage. Passive: When you score a critical or Passive: Only need to eat, sleep, and drink 1/3 as • Creatures that hit you must make a Dex save or often. • Advantage on Athletics checks made take 1d10 fire damage reduce a creature to 0 HP with a melee • Exhaustion level is -1 to swim • Action: Flame touch: 1 target, range touch, spell attack, you can make one melee Passive: mage hand can lift 10 lbs./2 binder levels Spell: speak with animals (aquatic attack. Hit: 1d10 fire. (5th level: 2d10, weapon attack • 11th level: 3d10, 16th level: 4d10) Control as a bonus action animals only) Spell: enlarge/reduce (enlarge only) • Action: shove attempt with mage hand. Uses a Spell: shatter (1/short) (bonus action) (1/long) Cha + prof check for the shove. Target takes 1d6 Reaction: When you take damage from a force on a shove. 5th level: 2d6, 11th :3d6, 17th: melee attack, move 10 feet. 4d6 • Does not provoke Opportunity Attacks Spell: Level 11: telekinesis (1/short)

Ipos Leraje Focalor Prince of Fools Pact DC: 12 2 The Green Herald Pact DC: 12 2 The Turnfeather Pact DC: 12 2 The Tortured One Pact DC: 13 3

Passive: No penalty while on other planes Proficiency: shortbow and longbow Proficiency: poisoner's kit, shortsword Cantrip: shocking grasp Weapon: Cold Iron Claws. 1d4 magical slashing Fighting Style: Archery Passive: No Stealth disadvantage from Passive: Breathe water and air, swim speed, and damage. (12th level: 1d6) Passive: Bows: ignore ammunition, ignore cover, advantage on checks to swim • Bonus Action: Make one unarmed strike when other than total, ignore weather conditions wearing armor Passive: At beginning of your turn, creatures within 5 you take the Attack action with an unarmed strike. Bonus Action: Make a longbow or shortbow attack Bonus Action: Take Dash, Disengage, or feet, Cha save. Fail: until beginning of your next Don’t add ability score to damage. when you take the Attack action (don’t add Hide action (1/short) turn: modifier to damage) Passive: When you hit a creature with both claw Passive: Rogue Sneak Attack as rogue of • Disadvantage on Int, Cha, and Wis saves attacks, deal +2d6 damage. (7th: +3d6) Passive: Hide even when lightly obscured by natural • Cannot take bonus actions half level Bonus Action: Truesight until beginning of next turn phenomena and do so with advantage Passive: Checks made to discern your emotions (1/short) Ammunition: 1d4 New Moon Arrows. 1 minute Passive: Summon bird companion have disadvantage. You have advantage on saves Passive: When another vestige's ability calls for a duration. +1d8 radiant damage. Hit: (raven stats) (1 minute ritual) against reading your mind. saving throw, the target has disadvantage (1/long) shapechanger makes Con save or is reverted to Passive: When you deal lightning damage, a creature Action: See though bird's eyes original form for 1d6 rounds (1/short) within 5 feet makes a Dex save or takes half Spell: invisibility (1/short) damage. (level 10: 2/short) Spell: blindness/deafness (1/short) Spell: lightning bolt (1/long)

Paimon Primus Xanathar Andras The Dancer The One and Prime The Eye The Grey Knight Pact DC: 13 3 Pact DC: 13 3 Pact DC: 13 3 Pact DC: 15 4

Proficiencies: rapiers, shortswords Proficiencies: medium armor, morning star Cantrip: fire bolt Proficiencies: medium armor, Passive: add half prof. bonus on non-proficient Dex Passive: Advantage on checks pertaining to laws Passive: Advantage on saves to resist greatswords, lances, longswords checks Action: Consult Primus on Divine Law (may be Bonus Action: Dance until beginning of next turn: functionally random) conditions imposed by magic Spell: find steed • Passive: Deal +1d8 damage on a melee attack Passive: +1d6 force damage when you make a single Passive: Recover use of one of the Passive: Wis (Animal Handling) is 10 once per turn (level 11: +2d8) attack on your turn. following features on a short rest minimum Passive: immune to being charmed • Passive: Advantage on Dex (Perform) checks and Spell: slow (1/long) Passive: Score a crit on 19 or 20 Dex (Acrobatics) checks Spell: command (target a creature once a day) Spell: fear (1/long) Passive: When you melee attack, make it • Passive: You do not provoke Opportunity Attacks Action: Set a rule for 1 minute. Creatures in 30 ft., Cha save at beginning of turn. Fail: follow the rule • Reaction: When you are attacked, Dex (Perform) Action: Sleep Ray: 1 target, 60 feet, Wis with disadvantage. In exchange, deal for 1 turn. If you break the rule, its effect ends, and check, DC equal to attack roll, to avoid attack save. Fail: fall asleep for 1 minute. +6d6 you take 4d6 psychic damage. (1/short) Rules: (1/short) Target wakes if it takes damage or if Reaction: When a creature in 30 feet Spell: haste (1/long) • No creature can move further than 10 feet a round. another creature wakes it. (1/long) attacks, Wis save. Fail: creature • No creature can cast or concentrate on a spell Action: Death Ray. 1 target, 60 feet, spell instead attacks a creature you choose from a chosen school of magic. attack. Hit: 8d6 necrotic (1/long) (1/short) • Creatures can make only 1 attack each round.

Haures Karsus Savnok Dantalion The Dreaming Duke Pact DC: 15 4 Hubris in the Blood Pact DC: 15 4 The Instigator Pact DC: 15 4 The Star Emperor Pact DC: 16 5

Cantrips: minor illusion, vicious mockery Cantrips: prestidigitation, mage hand Proficiency: medium armor (heavy Passive: Add Cha instead of Int to Int Passive: Move through creatures and Damage Resistance: Spells armor, if already proficient) skill checks. objects as difficult terrain. No dashing, Spell: detect magic (as ritual) Action: summon any armor you are Passive: Advantage on Int checks does not provoke Opportunity Attacks. Spell: magic missile proficient in. Dismiss as bonus action concerning nobility. 2d10 force and shunted if ending move Passive: Attune to magic items takes Action: swap places with a willing Small Spell: sanctuary inside object or creature. only 1 minute or Medium creature within 30 feet Spell: detect thoughts (telepathy) Passive: Immune to being charmed Passive: Instantly recognize a vestige's Spell: death ward (self only) (remains • Bonus Action: send telepathic Action: End an enchantment spell seal. Advantage on Arcana checks ended until you rebind) message. Target can reply with a affecting you about vestiges Passive: Reduce damage from attacks by bonus action. Spell: major image (1/short) Action: Spell attack against a creature. 3. Heavy armor: reduce by 5 (does not Spell: dimension door (1/short) Spell: phantasmal killer (1/long) Hit: end magic item attunement. stack with other reductions) (level 18: at will) Spell: dispel magic or counterspell Spell: compulsion (1/long) (2/long) (level 12: 3/long, level 19: Spell: dominate person (1/long) 4/long) Level 15: Spell: teleport (1/long)

Kas Otiax Tenebrous Andromalius The Bloody Handed The Key to the Gate The Shadow that Was Pact DC: 16 5 Pact DC: 16 5 Pact DC: 16 5 The Woeful Jester Pact DC: 18 6

Proficiencies: medium armor, Proficiencies: thieves' tools Action: end 3rd level or lower magical light (1/short) Passive: You can't be surprised while End nonmagical lights (no action, 100 ft. range) longswords, shortswords Sense: see through fog conscious Sense: See normally in magical and nonmagical 1 Bonus Action: Summon black blade Weapon: Fog Hammer. Range: 10 ft. darkness. Passive: Cha (Deception) and Dex • Magical longsword Spell attack roll. 2d6 + Cha Action: sense presence of creatures within 100 ft. (Sleight of Hand) checks against you Spell: darkness. Select 1 effect: • Deals either necrotic or slashing (your bludgeoning damage. (Level 15: attack have disadvantage • Darkness is difficult terrain (level 15: also silent) choice) twice. Level 19: attack 3 times.) Passive: You are aware of the location of • Str save or be restrained. Repeat save at • Add Cha to damage Spell: fog cloud (bonus action) beginning of turn. Other creatures can break you creatures in 10 ft. Passive: Weapon attacks ignore undead Spell: knock (1/short) free with DC 15 Str check. Reaction: impose disadvantage on an • CR 3 or lower undead in darkness under your damage resistances Level 15: Spell: cloudkill (1/long) attack, check, or save made by a control (as per animate dead) creature in 60 ft. (1/short) Passive: Cha (Deception) is 10 minimum Passive: +1d4 cold +1d4 necrotic on melee weapon Passive: When you melee weapon attack, attacks Spell: hideous laughter

target makes Con save or is blinded Spell: blink (reaction cast, roll first d20 immediately) Spell: irresistible dance (1/long) (1/short) until end of your next turn (1/short)

Chupoclops Geryon Zagan Acererak Harbinger of Forever Pact DC: 18 6 The Deposed Lord Pact DC: 18 6 Duke of Disappointment Pact DC: 18 6 The Devourer Pact DC: 20 7

Weapon: Bite: Hit: 1d8 piercing Sense: See normally in magical and Passive: Max HP increases by half binder level Damage Resistance: cold, lightning, Passive: Range of unarmed strikes nonmagical darkness Damage Resistance: poison poison Sense: You can track creatures by scent. Also, you increases by 5 ft. Action: Creature in 30 ft., Con save. Fail: can detect the presence of creatures in 30 ft. Passive: undead attacking you make a Passive: melee attacks ignore 3d6 acid + 3d4 acid at beginning of Passive: advantage on attacks against snake Wis save or lose the attack incorporeal undead damage resistance turn (level 17: 4d8/4d4) creatures • Successful save: immune for 24 hours Passive: Advantage on saves against being poisoned Passive: You are aware of the location of Passive: fly speed. You must end your Passive: Unarmed strikes deal 1d4 bludgeoning or Passive: Heal instead of taking necrotic creatures in 10 ft. move on solid ground, or you fall. piercing damage from any source other than Bonus Action: shift to Ethereal Plane or Action: Creatures in 30 ft., Wis save. Fail: Bonus Action: When you hit with an unarmed strike, cantrips. you can grapple. While in grapple: return to your plane. Move no further frightened for 1 minute (1/short) Spell: false life (as 4th level spell) (bonus • Passive: Advantage on attack rolls against a than 15 ft. Spell: eyebite (1/long) creature you are grappling action) (1/short) Level 18: Spell: fly (bonus action) • Action: pin a creature you are grappling with Spell: finger of death (1/long) (1/short) another successful grapple check • Bonus Action: Deal 2d8 + your Strength mod bludgeoning to a creature you are grappling Spell: fear (1/short)

Eurynome Balam Eligor Mother of the Material King of Killers The Bitter Angel Dragon’s Slayer Pact DC: 20 7 Pact DC: 20 7 Pact DC: 22 8 Pact DC: 22 8

Spell: speak with animals, locate animals Proficiencies: hand crossbows, Fighting Style: Dueling Proficiencies: medium armor, shields, battleaxes, longswords, warhammers. or plants, beast sense (all as ritual) scimitars, disguise kit, poisoner’s kit Passive: Fly speed equal to movement Passive: Str becomes 19 if lower Spell: animal friendship, water walk, Fighting Style: Two Weapon Fighting speed Passive: 1/turn, add 2d8 fire, lightning, cold, acid, or barkskin Passive: Advantage on initiative rolls Reaction: reroll an attack, check, or save. poison to a melee attack Spell: commune with nature (1/short) Passive: Dex (Stealth) is 10 minimum Use the result, even if worse (1/short) Spell: find steed Passive: add prof. modifier to Animal Handling. Spell: wind walk (1/long) Reaction: reroll an attack, check, or save. Bonus Action: Until the end of your next While riding your mount: Spell: polymorph (1/short) Use the result, even if worse (1/short) turn, you have advantage on attacks, Passive: Advantage on melee attacks on unmounted Spell: mirage arcane (1/long) Passive: Advantage on attacks against checks, and saves. (1/long) creatures smaller than your mount Passive: Force an attack to target you instead of your creatures that haven’t taken a turn yet mount Passive: Deal +8d10 to a creature that Passive: Mount takes half damage on a failed Dex hasn’t taken a turn yet (1/short) save, and none on a successful one

Pact DC: 25 Halphax Orthos The Angel in the Angle Pact DC: 25 9 Sovereign of the Howling Dark 9

Damage Resistances: bludgeoning, Senses: darkvision 60 ft., see in magical darkness, piercing, slashing blindsight 10 ft. Damage Resistances: cold, fire, lightning, thunder Passive: Checks on knowledge about Action: send messages, 25 words or fewer, up to 100 architecture have advantage miles Spell: tiny hut (as ritual) Passive: ranged weapon attacks against you have disadvantage Spell: wall of stone (1/short) Action: 1 target, 120 feet, ranged spell attack. Hit: Spell: imprisonment (only burial or 2d8 slashing + 2d8 thunder + Cha modifier force. hedge prison )(1/long) Target makes a Str save or be knocked prone Action: 60 foot cone, Dex save. Fail: 7d6 thunder + 7d6 bludgeoning and is knocked prone to the nearest edge of the cone. Success: half damage, and only pushed 10 feet (1/long)