Kobold Press Errata
On this page, you’ll find links to free downloads of the errata PDFs for various Kobold Press titles.
What Are Errata? An erratum is an error that appears in a book. Errata in roleplaying game books are typically rules and text changes made to a book after its initial printing, oftentimes to clarify an unclear rule or correct a mistake in the text. The errata described on this page focus on rules clarifications and typically don’t include the spelling or typo corrections that happen between printings.
The Errata Cycle. We will release errata at least once a year, typically in the first quarter. As this cycle is more frequent than the reprint on some of our titles, the errata found here might not be reflected in the latest printings of our books.
Which Printing Do I Have? For Kobold Press books, we print a “printer’s key” on the Credits page of each book that signifies the printing of the book. This key looks like 2 4 6 8 10 9 7 5 3 1. The lowest number in that group indicates the book’s printing number, so 4 6 8 10 9 7 5 3 indicates the third printing of the book.
Monsters
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
All errata in this document will appear in the next printing of the Creature Codex.
Page 2: In the Additional Design credits line, add designers Dave Breitmaier and Serina and Leon Towns-von Stauber.
Page 11: In the Ahu-Nixta’s statistics, replace the Speed line with the following:
Speed 30 ft., fly 30 ft. (hover), swim 30 ft.
Page 34: In the Queen of Serpents’s statistics, replace the Saving Throws line with the following:
Saving Throws Con +8, Wis +9, Cha +10
Page 37: In the Ankou Sou Herald’s statistics, change its Intelligence ability score to 17 (+3).
Page 38: In the Ankou Soul Seeker’s statistics, change its Charisma saving throw to +6.
Page 46: In Baba Yaga’s statistics, change her Charisma ability score to 20 (+5).
Page 48: In the Bar Brawl’s statistics, change its Wisdom ability score to 10 (+0).
Page 50: In the Giant Albino Bat’s statistics, change its Wisdom ability score to 13 (+1).
Page 51: In the Bearfolk Chieftain’s statistics, change its Dexterity saving throw to +5.
Page 54: In the Bloody Bones’s statistics, change its passive Perception to 10.
Page 62: In the Chuhaister’s actions, replace the Rock attack with the following:
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 33 (5d10 + 6) bludgeoning damage.
Page 69: In the Cueyatl Warrior’s statistics, change its Strength saving throw to +3.
Page 70: In the Simhamukha Dakini’s Innate Spellcasting trait, replace the spell searing smite with the spell divine favor and replace the spell thunderous smite with the spell thunderwave.
Page 73: In the Dark Voice’s statistics, change its Intelligence ability score to 11 (+0).
Page 75: In Demon Lord Chemosh’s Innate Spellcasting trait, replace the spell crown of madness with the spell hold person.
Page 79: In Demon Lord Rangda’s Innate Spellcasting trait, replace the spell witch bolt with the spell magic missile (7 darts).
Page 81: In Demon Lord Typhon’s actions, replace the Multiattack action with the following:
Multiattack. Typhon makes three attacks: two with his snake bites and one with his tail or his Enthralling Touch.
Page 82: In the Alnaar’s statistics, change its Charisma ability score to 12 (+1).
Page 103: In the Fire Imp’s statistics, change its Deception skill to +4.
Page 113: In the Light Dragon Wyrmling’s statistics, change its Charisma saving throw to +3.
Page 119: In the Adult Wasteland Dragon’s statistics, change its Perception skill to +7 and its Stealth skill to +6. In its attacks, increase the dragon’s to-hit bonus to +14 for its Bite, Claw, and Tail attacks. Finally, in its Frightful Presence action and its Warped Energy Breath action, increase each saving throw DC to 19.
Page 121: In the Dragonborn Edjet’s statistics, change its Strength saving throw to +5 and its Constitution saving throw to +4.
Page 122: In the Dragonborn Elementalist’s Elemental Focus trait, replace the spell blade ward with the spell poison spray.
Page 125: In the Dragonborn Ouroban’s Spellcasting trait, replace the spell elemental weapon with the spell magic circle.
Page 136: In the Dust Goblin Chieftain’s statistics, change its Dexterity saving throw to +6 and its Intelligence saving throw to +4.
Page 142: In the Deathsworn Elf’s statistics, add “darkvision 60 ft.” to its Senses line.
Page 143: In the Enchanter Elf’s Spellcasting trait, replace the spell friends with the spell minor illusion.
Page 147: In the Shadow Fey Pattern Dancer’s Spellcasting trait, replace the spell friends with the spell prestidigitation.
Page 156: In Fey Lord Reynard’s Legendary Actions, replace the Rapier legendary action with the following:
Rapier (Humanoid or Hybrid Form). Reynard makes a rapier attack.
Page 169: In the Elder Ghost Boar’s statistics, change its Charisma ability score to 7 (−2).
Page 171: In the Ghost Dwarf’s actions, replace the Ghostly Axe attack with the following:
Ghostly Axe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf’s hand after it is thrown.
Page 173: In the Darakhul Shadowmancer statistics, change its Armor Class to 13 (16 with mage armor).
Page 174: In the Darakhul Shadowmancer’s Spellcasting trait, replace the spell ray of sickness with the spell color spray.
Page 175: In the Necrophage Ghast’s Spellcasting trait, replace the spell ray of sickness with the spell color spray and replace the spell friends with the spell chill touch.
Page 187: In the Void Giant’s Spellcasting trait, replace the spell crown of madness with the spell hold person.
Page 203: In the Manastorm Golem’s statistics, change its Hit Points to 91 (14d8 + 28) and change its Strength ability score to 6 (−2).
Page 220: In the Horned Serpent’s statistics, change the Dexterity ability score to 16 (+3).
Page 240: In the Swolbold’s statistics, change its Wisdom ability score to 12 (+1) and change its passive Perception to 11.
Page 257: In the Lou Carcolh’s Sticky Tongues trait, replace the last sentence with the following sentence:
Killing a tongue ends the restrained condition, and the lou carcolh can’t use that tongue for the next 24 hours.
Page 258: In the Werebat’s statistics, change its Strength ability score to 14 (+2).
Page 258: In the Werebat’s Shapechanger trait, replace the second sentence with the following sentence:
Its statistics, other than its AC, are the same in each form with the except that only its hybrid and bat forms retain its flying speed.
Page 258: In the Werebat’s actions, replace its Mace attack with the following:
Mace (Humanoid and Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Page 260: In the Great Mandrake’s statistics, change its Wisdom ability score to 11 (+0) and change its passive Perception to 10.
Page 261: In the Ancient Mandriano’s statistics, add the following Languages line between the Senses and Challenge lines:
Languages understands Common and Sylvan but can’t speak
Page 261: In the Ancient Mandriano’s actions, replace the Call the Dead action with the following:
Call the Dead (3/Day). The ancient mandriano animates one humanoid corpse within 60 feet. This works like the animate dead spell, except it only creates zombies, and the zombies always obey the mandriano. The mandriano can control up to twenty zombies at one time.
Page 264: In the Master of Demon Mountain’s Master of Ley Lines sidebar, replace the spell arcane gate with the spell magic jar.
Page 265: In the Master of Demon Mountain’s Spellcasting trait, replace the spell arcane gate with the spell magic jar.
Page 273: In the Moonchild Naga’s Innate Spellcasting trait, replace the spell friends with the spell prestidigitation.
Page 290: In the Black Sun Priestess’s statistics, change her passive Perception to 13.
Page 303: In the Ecstatic Bloom’s statistics, change its Wisdom ability score to 20 (+5).
Page 321: In the Scitalis’s statistics, remove its Charisma saving throw.
Page 322: In the Lesser Scrag’s actions, replace the Bite and Claw attacks with the following:
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Page 322: In the Greater Scrag’s statistics, change its Charisma ability score to 11 (+0).
Page 322: In the Greater Scrag’s actions, replace the Bite and Claw attacks with the following:
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) slashing damage.
Page 325: In the Servant of Yig’s statistics, change its passive Perception to 15.
Page 353: In the Thread-Bound Constrictor Snake’s actions, add the following attack:
Bite. Melee Weapon Attack: +6 to hit reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Page 357: In the Trollkin Shaman’s Spellcasting trait, replace the spell grasping vine with the spell stoneskin.
Page 362: In the Undine’s Spellcasting trait, replace the spell friends with the spell vicious mockery.
Page 367: In the Vampire Priestess’s Spellcasting trait, replace the spell ray of sickness with the spell protection from good and evil.
Page 368: In the Vampire Priestess’s Vampire Weaknesses trait, replace Stake to the Heart with the following:
Stake to the Heart. If a piercing weapon made of wood is driven into the priestess’s heart while she is incapacitated in her resting place, she is paralyzed until the stake is removed.
Page 380: In the Wickerman’s statistics, change its Dexterity ability score to 7 (−2) and change its passive Perception to 12.
Page 386: In the War Wyvern’s statistics, change its Intelligence ability score to 6 (−2) and its Charisma ability score to 6 (−2).
Page 390: In the Yakirian’s action, replace the second sentence in the Consume Heart action with the following sentence:
If the creature also died less than 1 minute ago, the yakirian gains the following benefits:
Page 398: In the Blood Mage’s traits, rename the Spellcaster trait to Spellcasting and, in the Spellcasting trait, replace the spell feign death with the spell fear.
Page 399: In the Doomspeakers in Midgard sidebar, replace the spell memento mori with the spell divine favor.
Page 399: In the Doomspeaker’s Spellcasting trait, replace the spell searing smite with the spell divine favor and replace the spell aura of vitality with the spell magic circle. In addition, remove the spell blinding smite from the 3rd-level spell list and add the protection from evil and good to the 1st-level spell list.
Page 400: In the Cleric of the Brew’s Spellcasting trait, replace the spell aura of vitality with the spell beacon of hope.
Page 402: In the Gear Mage’s Spellcasting trait, replace the spell blade ward with the spell ray of frost.
Page 404: In the Metee-Kolen-Ol’s Spellcasting trait, replace the spell blade ward with the spell minor illusion and replace the spell ray of sickness with the spell color spray.
Page 404: In the Necromancer’s statistics, change its Intelligence saving throw to +7.
Page 405: In the Necromancer’s Spellcasting trait, replace the spell ray of sickness with the spell protection from good and evil.
Page 410: In the Voidwracked Mage’s Spellcasting trait, replace the spell cause fear with the spell color spray and replace the spell ray of sickness with the spell false life.
Errata 05/29/2025
[New] Page 10: In the Challenging Benchmarks by Average Level table, correct the numbers in the 7 PCs column on the following rows: PC Level 2 from 1 to 3, PC Level 3 from 3 to 5, and PC Level 4 from 5 to 7.
[New] Page 18: In the second paragraph of the Proficiency Bonus heading, replace the reference to Chapter 1 with Game Master’s Guide.
[New] Page 25: Add new sidebar near the Actions heading: Player Advice: Many monsters have special attacks that allow them to automatically grapple creatures they hit. These monsters don’t need to make special ability checks to determine whether the grapple succeeds. A creature grappled by a monster can use its action to try to escape, as described in the Player’s Guide, except monsters have an escape DC that sets the target DC for the escape attempt rather than the monster making a contested roll.
[New] Page 31 and Page 44: Move the astral destroyer from the Monstrosity table on page 44 to the Aberration table on page 31.
[New] Page 34 Construct table: In the Construct table, correct the stone golem’s CR to 10 and the homunculus’s CR to 1.
[New] Pages 35 and 36: In the Dragon table, correct the CRs on the ancient dragons: black (20), blue (20), brass (17), bronze (19), copper (18), gold (21), green (19), red (21), silver (20), void (22), white (17), yellow (20).
[New] Page 38: In the Fey table, correct the Flinderbeast’s CR to 1.
[New] Page 42: In the Humanoid table, correct the witch kobold’s CR to 5.
[New] Page 62: In the black pudding’s statistics, add the missing passive statistics: Perception 8 Stealth 9
[New] Page 77: Replace the death knight’s Languages line with: the languages it knew in life
[New] Page 126: In the Duels bullet point of the Regional Effects, correct the Intelligence reference to 5 (−3)
[New] Page 132: Correct the adult gold dragon’s hit points to 301.
[New] Page 135, 136, 137: In the Hallucinogenic Gas trait, add the missing duration so that the terrified effect lasts until the start of the creature’s next turn.
[New] Page 137: Correct the ancient green dragon’s Claw attack’s damage to 15 (2d6 + 8) and its Wing Attack legendary action’s damage to 15 (2d6 + 8)
[New] Page 162: Correct the duergar’s hit points to 32 and remove the passive Perception reference from the Senses line.
[New] Page 175: Correct the gelatinous cube’s DEX with −4 instead of −3, and in the Ooze Cube trait, replace the save DC with 13, instead of 12.
[New] Pages 199–202: Add the Golem tag to the clay golem, flesh golem, iron golem, and stone golem type lines.
[New] Page 221: Correct the insatiable brood’s hit points to 64.
[New] Pages 249–251: Add the Elemental Nature trait to the dust, ice, magma, and steam mephits: Elemental Nature. The mephit doesn’t require air, food, drink, or sleep.
[New] Page 290: In the void piper’s Dagger action, correct the attack bonus to +6
[New] Page 296: In the war horse skeleton’s statistics, replace the “Bonus Actions” header with “Reactions”
[New] Pages 299 and 300: Add the Outsider tag to the androsphinx and gynosphinx type lines.
[New] Page 307: In succubus’s Change Shape action, add “Without wings, it loses its flying speed.” after the first sentence.
[New] Page 311: In the troll’s Claw action, replace piercing with slashing
[New] Page 367: Correct the mage’s hit points to 70.
[New] Page 368: In the mechanist’s Stealth line, replace the number with: 6 (11 without armor)
[New] Page 369: Replace the mechanist’s Quick Creation text with: The mechanist cobbles together various machine parts it is carrying and creates a Tiny Construct. The Construct appears in an unoccupied space within 5 feet of the mechanist and obeys the mechanist’s spoken commands. It uses the statistics of a solodron but it isn’t a mechadron or part of the Plan. The mechanist can have up to two such Constructs under its control at one time. Each Construct remains for 1 minute, until the mechanist dies, or until the mechanist uses this bonus action again to dismiss one or both of them.
[New] Page 374: Move the ancient red dragon to the Challenge 21 table.
[New] Page 378: In the hills terrain table, replace the ancient red dragon’s CR information with 21 (33,000 XP)
[New] Page 379 Mountain Terrain table: In the mountain, replace the ancient red dragon’s CR information with 21 (33,000 XP)
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
Aboleth, Nihileth
Pg 8: Undead Fortitude: Replaced “If non-radiant damage reduces a nihileth to 0 hit points, it makes a Constitution saving throw with a DC of 5+ the damage taken. If it succeeds, the nihileth drops to 1 hit point instead.” With “If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead.”
Pg 8: Fly speed: Replaced “(ethereal only)” with “(ethereal only, hover)”
Pg 9: Void Body: Moved to Reactions section and replaced “Divine damage” with “Radiant damage”
Pg 9: Tail Action: Spelled out the effect: “Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.”
Nihilethic Zombie
Pg 10: Void Body: Moved to Reaction section, and removed “As a reaction”
Pg 10: Void Body: Replaced “divine damage” with “radiant damage”
Abominable Beauty
Pg 11: Burning Touch: Moved to traits.
Ala
Pg 13: Added “Condition Immunities poisoned”
Pg 13: Lightning Kiss: Replaced with “One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.”
Algorith
Pg 14: Added “Damage Immunities poison”
Angel, Chained
Pg 20: Removed Dark Halo trait.
Pg 20: Fallen Glory: Deleted “Ranged Spell Attack.”
Pg 20: Redemption: Removed “an immediate fiery greatsword attack as a reaction. If the caster survives that attack” Replace with “a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives”
Pg 20: Fiendish Cunning: Changed ability text to “When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell’s level.”
Angler Worm
Pg 22: Added “Damage Immunities poison”
Anubian
Pg 24: Sand Step: Changed “can take a Hide action” to “can Hide as part of this movement”
Pg 24: Haboob: Changed first sentence to “The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian.”
Bastet Temple Cat
Pg 32: Creature Type: Replaced “beast” with “monstrosity”.
Bearfolk
Pg 33: Multiattack: Changed text to “The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite.”
Pg 33: Frenzy: removed “from nonmagical attacks”
Boreas
Pg 42: Creature Type: added (shapechanger) tag
Pg 42: Moved Petrification from Damage Immunities to Condition Immunities
Pg 42: Condition Immunities changed “poison” to “poisoned”
Pg 42: Truesight: Added range: 120 ft.
Bouda
Pg 44: Creature Type: Added (shapechanger) to end of type
Broodiken
Pg 45: Added “Damage Immunities poison”
Cambium
Pg 51: Ability Damage: Replaced “the cambium can choose to inflict 1d4 damage to one of the target’s ability scores. A greater restoration or greater magic is required to restore this damage.” with “one of its ability scores (cambium’s choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point.”
Cavelight Moss
Pg 53: removed “poisoned” from Condition Immunities
Chelicerae
Pg 54: Siphon Spell Slots: Replaced “However, the chelicerae can also draw out spell slots from drained spellcasters or creatures without magic ability. Instead of moving, the chelicerae can inflict 1d4 Wisdom damage to any creature grappled in its mandibles, adding 2 spell slots to its spell reservoir for every point of damage inflicted. A victim reduced to 0 Wisdom cannot power any more magical abilities. Victims do not heal ability damage or regain spell slots while this grapple is maintained.” with “The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature’s Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can’t offer any more power. A creature regains all lost Wisdom when it finishes a long rest.”
Chernomoi
Pg 55: Damage Resistances: Replaced “bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered” with “bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons”
Cikavak
Pg 58: Creature Type: Changed type from “beast” to “fey”
Clockwork Abomination
Pg 59: Creature Type: replaced with “Large construct (devil), lawful evil”
Clockwork Beetle Swarm
Pg 61: Damage Resistances: removed “from nonmagical weapons”
Clockwork Weaving Spider
Pg 66: Damage Immunities: removed “psychic”.
Pg 66: Unmaking: Replaced “or one of their possessions, chosen randomly from the list below, becomes unusable or damaged until repaired:” with “or one of their possessions becomes unusable or damaged until repaired (DM’s choice).”
Death Butterfly Swarm
Pg 71: Damage Resistances: Removed “against nonmagical weapons”.
Demon Lord, Camazotz
Pg 86: Bite: Replaced “DC 22 Constitution saving throw or take 1d4 Strength damage.” with “DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.”
Pg 86: Claw: Replaced “DC 22 Constitution saving throw or take 1d4 Strength damage.” with “DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.”
Pg 86: Fire Breath: Replaced “Camazotz can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) fire damage and 1d4 Constitution damage, or one-half fire damage and no Constitution damage with a successful DC 22 Dexterity saving throw.” with “Camazotz can breathe a 30- foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) damage, half of which is fire, the other half is necrotic, or half as much damage with a successful DC 22 Dexterity saving throw.”
Derro Shadow Antipaladin
Pg 93: Added Sunlight Sensitivity: “While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.”
Devil, Spawn of Arbeyach
Pg 97: Creature Type: Replaced “aberration” with “fiend (devil)”
Devil, Totivillus
Pg 102: Trust Aura: Replaced “fascinating and compelling that they’re affected as if by a sanctuary spell (affected creatures must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can’t attack Totivillus directly until the start of their next turn).” with “fascinating and compelling that they must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can’t attack Totivillus directly until the start of their next turn.”
Pg 102: Devil’s Mark: Replaced “All devils have advantage when they make spell or spell-like attacks against the devil-marked creature, and the creature has disadvantage on saving throws against such attacks.” with “All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils.”
Devil, Gilded
Pg 107: Betrayal of Riches: Replaced “on up to two items of value within” with “on up to two creatures within” Also references item slots. Changed “slot” to “location” in description and table. Removed the “Save” column in the table.
Devil, Ink
Pg 108: Devil’s Mark: Replace “All devils have advantage when they make spell or spell-like attacks against the devil-marked creature, and the creature has disadvantage on saving throws against such attacks.” with “All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils.”
Devil, Koralk
Pg 108: Descriptive Text: Replaced with “The fiendish hulk bears features taken from a nightmare scorpion, with three stinging tails and four limbs, and wields a massive scythe.”
Pg 108: Creature type Replaced “outsider” with “fiend (devil)”
Dismortuum
Pg 119: Terrifying Mask: Moved to Actions.
Dogmole Juggernaut
Pg 121: Bite/Claw: Replaced “reach 10 ft.,” with “reach 5 ft.,”
Doppelrat
Pg 123: Arcane Doubling: replaced “by taking the search action” with “as an action”
Dragon, Adult Cave
Pg 126: Ruff Spikes: Moved to Reactions section and reworded: “When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren’t within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes.”
Pg 126: Added “Condition Immunities poisoned”
Dragon, Young Cave
Pg 127: Ruff Spikes: Moved to Reactions section and reworded: “When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren’t within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes.”
Pg 127: Added “poison” to Damage Immunities
Pg 127: Added “Condition Immunities poisoned”
Dragon, Wyrmling Cave
Pg 127: Added “Condition Immunities poisoned”
Dragon, Mithral
Pg 132, 133, 134: Damage Immunities: Removed “charm”
Dragon, Ancient Void
Pg 139: Void Twist: Changed “2” to “7”
Dragon, Adult Void
Pg 140: Void Twist: Changed “2” to “5”
Dragon, Young Void
Pg 140: Void Twist: Changed to “As adult void dragon, but increase AC by 4.”
Dragon, Wyrmling Void
Pg 140: Void Twist: Changed to “As adult void dragon, but increase AC by 2.”
Dragon, Wind
Pg 142, 143, 144: Condition Immunities: Added “restrained”
Drake, Alehouse
Pg 148: Forgetful Spellcasting: Replaced with “When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting.”
Drake, Deep
Pg 152: Stinger: Changed “the target takes 1d4 Constitution damage per round. The target can repeat the saving throw at the end of each of its turns, ending the effect with a success.” TO “the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage.”
Drake, Elder Shadow
Pg 153: Damage Vulnerabilities: Removed fire, and added radiant to vulnerabilities.
Drake, Star
Pg 156: Nimbus of Stars: Moved to the trait section.
Eater of Dust
Pg 164: Damage Immunities: added “poison”
Pg 164: Damage Resistances: removed “poison”
Eel Hound
Pg 166: Slithering Bite: Replaced with “A creature an eel hound attacks can’t make opportunity attacks against it until the start of the creature’s next turn. “
Elemental Locus
Pg 169: Condition Immunities: Replaced “all” with “charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious”
Empty Cloak
Pg 176: Longsword: In Actions, replaced Longsword attack name with Razor Cloak.
Fate Eater
Pg 180: Condition Immunities: changed “sleep” to “unconscious”
Pg 180: Spectral Bite: Replaced with “Permanently loses proficiency in a random proficient skill and gains proficiency in random unproficient skill.”
Fellforged
Pg 182: Creature Type: Removed (undead) from this line.
Pg 182: Expelled Spirit: Replaced existing text with “Expelled Spirit. While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit.”
Fey Lords, Lord of the Hunt
Pg 188: Parry: Changed “3” to “6”
Fey Lords, Queen of Night and Magic
Pg 192: Shadow Rift: Replaced first line with “The Queen of Night and Magic creates a shadowy rift in a 20-foot sphere centered on a point she can see within 150 feet.”
Fey Lord, River King
Pg 194: Flood Blast: Replaced “shifted” with “pushed.”
Firegeist
Pg 202: Magical Light Sensitivity: Changed text: “While in magical light, the firegeist has disadvantage on attack rolls and ability checks.”
Forest Marauder
Pg 205: Light Sensitivity: Replaced with Sunlight Sensitivity: While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Frostveil
Pg 207: Freeze: Replace trait with “False Appearance. While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.”
Pg 207: Windborne: Replaced with “While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet.”
Genie, Al-Aeshma
Pg 211: Bound: Replaced “If it is not touching, it gains vulnerability to lightning and thunder.” with “If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder.”
Ghoul, Beggar
Pg 213: Pack Tactics: Revised as follows: “The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.”
Ghoul, Dharakul Fever Sidebar
Pg 215: Replaced “Failure costs the victim 1d6 Constitution damage and 1d4 Dexterity damage. The victim recovers from the disease by making successful saving throws on two consecutive days, but the accumulating Constitution damage makes this less likely with each passing day. Greater restoration cures the disease; cure disease allows the victim to make the daily Constitution check with advantage. Once the disease is cured, the victim recovers 2 Dexterity points per day naturally, but only magic can restore the lost Constitution.” with “On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.”
Ghoul, Emperor
Pg 218: Languages: Added Darakhul to Language list.
Giant, Flab
Pg 223: Added “Damage Immunities poison”
Giant, Jotun
Pg 226: Immortality: Removed “and are immune to life drain, ability damage, and ability drain” replace with “, are immune to life drain, and effects that reduce ability scores and hit point maximum.”
Giant, Thursir
Pg 227: Runic Blood: moved to Actions and replaced with “Runic Blood (3/day). Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can’t take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first.”
Goat-Man
Pg 231: Bleating Speech: Replaced with “A goat-man’s head is tusked, adorned with curling ram’s horns, and its beard often drips with gore.”
Grim Jester
Pg 240: Joker’s Shuffle: Moved from Reactions to Actions.
Herald of Blood
Pg 248: Damage Immunities: added “poison”
Herald of Darkness
Pg 249: Damage Immunities: added “poison”
Hundun
Pg 253: Brainless: Replaced the text with: “Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun’s mind confuses the caster as the spell for 1 round.”
Pg 253: Enlightened Befuddlement: Replaced with: “Inspired: Advantage on attack rolls, ability checks, and saving throws.” and “Distracted: Disadvantage on attack rolls, ability checks, and saving throws.”
Ice Maiden
Pg 254: Snow Invisibility: Replaced text: “In snowy environments, the ice maiden can turn invisible as a bonus action.”
Idolic Deity
Pg 255: Damage Immunities: removed “psychic”
Koschei
Pg 266: Drain Life: Replaced “The target dies if its maximum hit points are reduced to 0.” with “This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.”
Krake Spawn
Pg 269: Passive Perception: Replaced “20” with “12”
Leshy
Pg 272: Change Size: Remove “Diminutive” replace with “Tiny”
Liosalfar
Pg 277: Darkness Vulnerability: Change “radiant damage” to “necrotic damage”
Malphas
Pg 283: Light Sensitivity: removed and replaced with “Sunlight Sensitivity: While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.”
Mavka
Pg 286: Creature Type: removed “(fey)” tag.
Mimic, Map
Pg 289: Creature Type: replaced “aberration” with “monstrosity”
Mirager
Pg 291: Captivating Dance: removed “, but constructs are immune”
Monolith Champion
Pg 294: Damage Immunities: removed “psychic”
Monolith Footman
Pg 295: Damage Immunities: removed “psychic”
Morphoi
Pg 297: Creature Type: added “(shapechanger)” tag after “plant”
Moss Lurker
Pg 298: Poisoned Gifts: removed: “A moss lurker can contaminate wells, potions, meals, or unattended beverages with poisons that induce sleep, nausea, or paralysis. Someone who drinks or eats the contaminated liquid or food must make a successful DC 11 Constitution saving throw to avoid its effect, which can be unconsciousness, poisoning, or paralysis lasting 1 hour. The effect is chosen by the moss lurker at the time the poison is introduced.” And replaced with “A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake.”
Myconid, Deathcap
Pg 300: Slumber Spores: Removed “The target must succeed on a DC 13 Constitution saving throw or fall prone and unconscious for 1 minute.” replaced with “The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.”
Naina
Pg 302: Creature Type: added “(shapechanger)” tag after “dragon”, removed “(Medium fey when in humanoid form)”
Nichny
Pg 303: added “Damage Immunities poison”.
Pg 303: Condition Immunities: replaced “charm” with “charmed” replaced “fear” with “frightened” replaced “poison” with “poisoned”, and replaced “sleep” with “unconscious”
Oculo Swarm
Pg 309: Creature Type: Replaced “eyes” with “aberrations”
Pg 309: Damage Resistances: removed “from nonmagical weapons”
Oozasis
Pg 310: Waters of Unfathomable Consumption: corrected “DC 168” to “DC 16”
Ooze, Corrupting
Pg 311: Damage Immunities: added “poison”
Ostinato
Pg 312: Voracious Aura: Replaced “same amount.” with “same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0.”
Qwyllion
Pg 316: Creature Type: removed “(fey)” tag.
Risen Reaver
Pg 328: Infused Arsenal: Replaced “blade attacks.” with “blade attacks ( maximum of +3).”
Scheznyki
Pg 339: Condition Immunities: replaced “sleep” with “unconscious”
Selang
Pg 341: Sleep Poison: replaced “Dark satyrs coat their weapons with a sleep poison made from the brain fluids of dorrequi. Any creature not immune to poison injured by a selang blade or arrow must succeed on a DC 14 Constitution saving throw or fall asleep for 2d6 rounds.” with “An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake.”
Shadow Beast
Pg 345: Sunlight Powerlessness: Replaced with: “Sunlight Sensitivity: While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.”
Shellycoat
Pg 346: Condition Immunities: replaced “charm” with “charmed” replaced “unconsciousness” with “unconscious”
Sphinx, Gypsosphinx
Pg 359: added “Condition Immunities poisoned”
Star-Spawn of Cthulhu
Pg 368: Damage Immunities: added “poison”
Tophet
Pg 383: Damage Immunities: added “poison”
Treant, Weeping
Pg 388: Damage Resistances: removed “from nonmagical weapons”
Ushabti
Pg 394: Damage Immunities: removed “psychic”
Valkyrie
Pg 396: Harvest the Fallen: replaced “levels of the soul,” with “levels of the soul (maximum of +3),”
Witchlight
Pg 409: Damage Immunities: removed “psychic”
Vampire Warlock
Pg 426: Call the Blood: added “The target dies if this effect reduces its hit point maximum to 0.”
Various
[TYPE] Nature: Added “Undead Nature” or similar section denoting lack of need for air, food, drink, or sleep.
Spellcasting: Added “each” to numerical references.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
Pages 5, 360, 415, 417, and 419: Replace the misspelled “Theullai” with “Thuellai”
[New] Page 9: Replace the nihileth’s Saving Throws line with: Con +7, Int +9, Wis +7
[New] Page 11: Add “bludgeoning” as the missing damage type in the abominable beauty’s Slam attack.
Page 30: In the Baba Yaga’s Horsemen’s Spellcasting action, replace “bright dawn” with “bright day”
New] Page 69: Correct the Intelligence of the dau to 14 (+2) instead of 14 (+1).
[New] Page 88: Change the fetal savant’s creature type to “Humanoid (Derro)”
[New] Page 107: Replace the dogmole juggernaut’s Saving Throws line with: Con +8
[New] Page 166: Correct the Charisma of the erina and erina defender to 11 (+0) instead of 11 (+1).
[New] Page 245: Replace the Kobold Chieftain’s Saving Throws line with: Dex +5, Cha +5. Replace the Proficiency Bonus with: +3.
[New] Page 312: Correct the Dexterity of the sand silhouette to 12 (+1) instead of 12 (+2).
[New] Page 342: Correct the Constitution of the spider thief to 14 (+2) instead of 14 (+4).
[New] Page 366: Correct the Wisdom of the tosculi elite bow raider to 14 (+2) instead of 14 (+3).
[New] Page 372: Correct the Charisma of the tusked skyfish to 10 (+0) instead of 10 (+1).
[New] Page 379: Replace the valkyrie’s Saving Throws line with: Con +7, Int +5, Wis +8, Cha +8.
[New] Page 395: Replace the swarm of wharflings’ Hit Points line with: 66 (12d10).
[New] Page 409: Replace the dwarven ringmage’s Saving Throws line with: Int +7, Con +5, Wis +4.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
All errata in this document will appear in the next printing of the Tome of Beasts 2.
Page 6: In the Playtesters list, add the following playtester groups:
Adventures in Tabletop: Matt Dowis (GM); Ron Corn, Rich Noon, Rob Shemeley, Paul Mehaffey, Tyler McKerchie
Badger’s Bane: Josh (GM); Torie, Kelsey, Mike, Jason
Dungeon Delvers, Inc: Bret Jordan (GM); Troy Gallier, Michael Hicks, Robert Freeman, Nikolle Freeman
[New] Page 102: Replace arachnocrat devil’s Saving Throws line with: Dex +6, Int +5, Cha +7. Replace its Skills line with: Deception +10, Insight +5, Persuasion +7, Stealth +6
Page 144: In the Commander of Horn of Gold’s The Commander in Midgard sidebar, replace “Shadow Ream” in the first sentence of the second paragraph with “Shadow Realm”
Page 151: In the Flayed Wraith’s actions, replace the Howl of Agony action with the following:
Howl of Agony. The wraith screams its pain into the mind of one creature it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failure, the target takes 10 (3d6) psychic damage and is incapacitated until the end of its next turn as it doubles over in pain. On a success, the target takes half the damage and isn’t incapacitated.
Page 173: In the Shadow Giant’s statistics, change its Hit Points to 209 (22d12 + 66).
Page 185: In the Rum Lord Gremlin’s Aura of Drunkenness trait, replace the final sentence with the following sentence:
A creature that succeeds on the saving throw is immune to the Aura of Drunkenness of all rum gremlins for 24 hours.
Page 262: In the Scroll Mummy’s Innate Spellcasting trait, replace the spell ray of sickness with the spell ray of enfeeblement.
Page 322: In the Shadow Boxer’s Project Silhouette trait, replace the last sentence of the first paragraph with the following:
Each creature that starts its turn within 60 feet of the shadow and that can see the shadow must succeed on a DC 13 Wisdom saving throw or be incapacitated until the end of its turn and must use its movement on its turn to follow or move closer to the shadow.
Page 403: In Appendix: Creatures by Challenge, under the Challenge 1/8 heading, replace “ZZ-Appendix: Fennec Fox” with “Fennec Fox”
Page 404: In Appendix: Creatures by Challenge, under the Challenge 7 heading, move the Aalpamac to the top of the list.
Page 406: In Appendix: Creatures by Terrain, under the Any Terrain heading, remove the following creatures, which also removes the CRs 11, 12, and 19 rows: Ouroban, Ecstatic Bloom, Ghost Dragon, Thorned Sulfurlord, Vampiric Knight, Herald of Fire, Undead Phoenix, Living Star
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
The updates in this document appear in the 2nd printing of Tome of Beasts 3 and in the 2023 Pocket Edition.
Page 2: Add Thomas Halliwell to the Backer Designer credit line.
Page 39: In the Aphasian Abomination’s Made of Magic trait, replace the final sentence with the following sentence:
An aphasian abomination targeted by dispel magic takes 21 (6d6) force damage plus an extra 7 (2d6) force damage for each spell level beyond 3rd, if the spell is cast using a higher spell slot.
Page 80: In the Chaos Creeper’s Wondrous Cornucopia trait, change the bullet points to numerals 1 through 8.
Page 151: In the Bakery Drake’s Multiattack action, change “dough drake” to “bakery drake”
Page 157: In the Vapor Drake’s statistics, add the following line after Condition Immunities:
Senses darkvision 60 ft., passive Perception 12
Page 166: In the Pike Guard Captain Dwarf’s traits, replace Pike Mastery with the following:
Pike Mastery. A pike deals one extra die of its damage when the captain hits with it (included in the attack).
Page 166: In the Pike Guard Captain Dwarf’s reactions, replace Brace Pike with the following:
Brace Pike. As the pike guard.
Page 205: In the Shire Giant’s statistics, add the following line after Skills:
Senses passive Perception 10
Page 222: In the Grolar Bear Alpha’s statistics, replace the Challenge line with the following:
Challenge 8 (3,900 XP)
Page 232: In the Hinderling’s statistics, replace the Challenge line with the following:
Challenge 1/4 (50 XP) Proficiency Bonus +2
Page 243: In the Imperator’s Muster the Legions reaction, replace the second sentence with the following sentence:
The penguins arrive on initiative count 20 of the next round, acting as allies of the imperator and obeying its telepathic commands.
Page 254: In the Ghost Hunter Kobold’s actions, replace the Shortsword action with the following:
Shortsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage plus 13 (3d8) radiant damage.
Page 255: In the Ghost Hunter Kobold’s actions, replace the Flame Jet action with the following:
Flame Jet. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 60 ft., one target. Hit: 19 (4d6 + 5) fire damage. If the target is a creature or a flammable object that isn’t being worn or carried, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
Page 292: In the Nullicorn’s actions, replace the Spread Blight action with the following:
Spread Blight (Recharge 5–6). The nullicorn’s Void horn flashes and emits a brief ripple of darkness. Each creature within 20 feet of the nullicorn must make a DC 13 Constitution saving throw. On a failure, a creature takes 18 (4d8) necrotic damage and contracts the nullifying blight disease (see the Nullifying Blight trait) On a success, a creature takes half the damage and doesn’t contract the disease.
Page 317: In the Porcellina’s statistics, add the following line after Skills:
Senses passive Perception 12
Page 327: In the Rafflesian’s descriptive text, replace the first sentence with the following:
This conical red flower is a tight bud of scarlet petals.
[New] Page 330: In the servitor rakshasa’s Spellcasting action, replace cause fear with fear
Page 347: In the Slithy Tove’s Distraction trait, replace the final sentence with the following sentence:
On a successful saving throw, the creature has advantage on saving throws against the Distraction of all slithy toves for the next 24 hours.
Page 347: In the Slithy Tove’s Musk of Clumsiness action, change the second sentence to the following sentence:
Each creature in that area must make a DC 13 Constitution saving throw.
Pages 383 to 401: In the footer of each page, replace Tome of Beasts 2 with Tome of Beasts 3.
Page 413: In the Challenge 3 list, remove Wilderness Crone.
Page 414: In the Challenge 6 list, add Wilderness Crone after Wild Sirocco.
Page 415: Move the Ancient Sand Dragon from beneath the Challenge 25 header to beneath the Challenge 23 header.
Page 418: In the Any terrain table’s CR 11 (7,200 XP) line, replace Golem (Siege) with Goblin Siege Engine.
Page 419: In the Arctic terrain table’s CR 3 (700 XP) line, remove Wilderness Crone. In the Arctic terrain table’s CR 6 (2,300 XP) line, add Wilderness Crone.
Page 419: In the Badlands terrain table and Desert terrain table, change Dragon (Sand Adult) to CR 18 (20,000 XP) and change Dragon (Sand Ancient) to CR 23 (50,000 XP).
Sourcebooks
The word “[new]” appears before the latest changes to this document.
Errata 5/29/2025
[New] Page 38: Replace the Jest bard’s Martial Tumbler feature with:
Bardic Performance
3rd-Level Jest Feature
You gain the following Bardic Performance option.
Bardic Performance: Martial Tumbling
You can tumble over, around, and under your enemies, laughing all the while and inspiring your allies to do the same. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can use the Disengage action and can move through a hostile creature’s space, regardless of its size, while disengaging. Each ally that starts its turn within range of your performance can move through a hostile creature’s space, regardless of the creature’s size, without provoking opportunity attacks.
[New] Page 44: In Extended Counterspell feature’s first sentence, replace 14th-level with 15th-level.
The word “[new]” appears before the latest changes to this document.
Errata 5/29/2025
[New] Pages 18, 19, and 20: Replace all instances of “Pedocracy” with “Noocracy”
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
Page 38: After the first paragraph of the animated scrolls spell, add the following:
You can’t have more than one animated paper animal at a time. If you cast this spell while you already have an animated paper animal, you instead cause it to adopt a new form. Choose any beast that has a challenge rating of 0. Your animated paper animal transforms into the chosen creature.
Page 53: At the end of the spell description for conjure mock animals, add the following sentence:
Exploding mock animals do not deal this damage to other mock animals.
Page 94: Correct the Range on the memento mori cantrip to “5 feet” and replace the second sentence with the following sentence:
Each creature within range that can see you must succeed on a Charisma saving throw or be stunned until the end of its next turn.
Page 129: In the Justice Domain cleric domain’s Justice Domain Spells table, replace the fist of iron* spell with the divine favor spell.
Page 131: In the Moon Domain cleric domain’s Luminescent Aura feature, replace the first sentence with the following sentence:
At 6th level, you can use an action to emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level.
Page 136: In the Circle of Oaks druid circle, add the following text after the Circle of Oaks Spells table:
Bonus Cantrip
When you choose the Circle of Oaks at 2nd level, you learn the tree heal cantrip (see page 116). Members of your circle often touch each tree as they stroll through a wooded area, just in case the tree might be in need of assistance.
Forest Binding
Starting at 2nd level, you can request to be bound to a specific forest, gaining access to additional spells. This binding is conditional upon the good will of the forest and is never given automatically. Typically, the forest requires a service of you before binding you to it. Such service might include replanting trees in an area destroyed by war or fire, eliminating a great pestilence within the forest, removing certain contaminants from the forest’s borders, or opposing an enemy of the forest. While you are bound to a forest, as long as you are on the same plane as that forest, you gain an additional spell slot of each level of druid spell you can cast (1st level and higher).
Page 137: In the Circle of Roses druid circle’s Circle Spells feature, replace the friends cantrip with the poison spray cantrip.
Page 171: In Anuraag’s Crucible’s creature table, replace entries 12 and 19 with “Griffon” and “Gargoyle”, respectively.
Page 204: Correct the Casting Time of torrent of fire to 1 action.
Page 204: In the thunder bolt spell, add the following sentence at the end of the spell:
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Page 208-209: Add the following text to the end of the Ritual Focus section:
To expend a ritual focus, pay twice the cost of the material component in the ritual. This might represent the material component’s construction of higher-quality materials, or it might simply mean using more of the listed material component, whichever is most appropriate. If a ritual’s material component normally does not cost any gold, to expend its ritual focus, spend 100 gp.
Group Spellcasting. The final aspect unique to elven ritual magic is the ability of the caster to enlist the aid of other casters to increase the effectiveness of the spell. When the primary caster casts the spell, each aiding caster must expend a 1st or higher spell slot during the ritual, though only the primary caster needs to have the elven ritual spell on their spell list. An aiding caster can be of any level, so long as the aiding caster can cast spells of 1st level or higher. Casters that can’t normally cast ritual spells, such as sorcerers and paladins, can still aid the primary caster.
Page 211: In the celebration spell’s description, replace the At Higher Levels section with the following section:
Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional hour for each spellcaster other than yourself, up to a maximum duration of 3 hours.
Page 211: In the clearing the field spell’s description, replace the At Higher Levels section with the following new section:
Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional hour for each spellcaster other than yourself, up to a maximum duration of 8 hours.
Page 212: In the encroaching shadows spell’s description, replace the At Higher Levels section with the following new section:
Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional 12 hours for each spellcaster other than yourself, up to a maximum duration of 48 hours.
Page 212: In the extract essence spell’s description, replace the At Higher Levels section with the following new section:
Group Spellcasting. When other spellcasters aid you in casting this spell, an additional three days’ worth of food can be extracted for each spellcaster other than yourself, up to a maximum of 27 days’ worth of food extracted by the spell.
Page 212: In the guest of honor spell’s description, replace the At Higher Levels section with the following new section:
Group Spellcasting. When other spellcasters aid you in casting this spell, the spell lasts for an additional 10 minutes for each spellcaster other than yourself, up to a maximum duration of 90 minutes.
Page 213: In the shadowy retribution spell’s description, replace the At Higher Levels section with the following new section:
Group Spellcasting. When other spellcasters aid you in casting this spell, an additional shadow is conjured for each spellcaster other than yourself, up to a maximum of 6 shadows materializing when you are reduced to 0 hit points.
Page 213: In the shadow retribution spell’s description, replace the second sentence in the Ritual Focus section with the following sentence:
If you use group spellcasting, the additional undead are still shadows.
Page 213: In the shadowy retribution spell’s Ritual Focus section, replace “banshee” with “specter”
Page 213: In the vine trestle spell’s description, replace the At Higher Levels section with the following new section:
Group Spellcasting. When other spellcasters aid you in casting this spell, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each spellcaster other than yourself, supporting up to a maximum of 810 pounds with a maximum damage threshold of 12.
Page 237: Correct the prerequisite for the Rune Mastery feat to Rune Knowledge.
Page 243: In the Uruz Rune, replace the first sentence of the Power (4th level) with the following sentence:
When the wielder of a shield that’s been inscribed with the uruz rune uses an action to Dash, the wielder can shove or make one melee weapon attack as a bonus action.
Page 251: In the shadow hands spell’s description, replace the second sentence with the following sentence:
Any creature caught in the shadow takes 2d4 necrotic damage and is frightened until the end of its next turn; a successful Wisdom saving throw halves the damage and negates the frightened condition.
Page 252: In the slither spell, add the following paragraph after the second paragraph and before the At Higher Levels section:
While in shadow form, you can’t talk or manipulate objects, and any objects you are carrying or holding can’t be dropped, used, or otherwise interacted with. In addition, you can’t attack or cast spells while in shadow form.
Page 273: In the ice burn spell’s description, add a new sentence after the first and adjust the second sentence so that the description reads as follows:
Make a ranged spell attack. On a hit, the target takes 3d10 cold damage and has disadvantage on all Dexterity checks and Dexterity saving throws until this damage is healed.
Page 278: Replace the body text of the Boreal Aura Eldritch Invocation with the following paragraph:
You can use an action to cause ice and snow to cascade around you in a frigid aura. The aura lasts until you lose concentration. For the duration, each time you hit with a melee attack, the attack deals an extra 1d6 cold damage, and when you are hit with a melee attack while the attacker is within 5 feet of you, the attacker takes 1d6 cold damage. This cold damage triggers before the attacker deals damage to you.
Page 310: In the forceful repurposing spell, remove the At Higher Levelssection and remove the second sentence. Replace the third sentence with the following sentence:
Make an ability check using your spellcasting ability against a DC of 13 + the spell’s level.
Page 329: In the Master of Fiends Planar Defense feature, replace the first sentence of the second paragraph with the following sentence:
In addition, if you have a 5th-level spell slot available and a celestial or fiend attacks you, you can expend that spell slot to cast the dispel evil and good spell as a reaction.
Page 343: In the second paragraph of the book of Eibon, replace the arcane gate spell with the gate spell.
Page 344: In the Lust Domain Gifts of Lust feature, replace the friends cantrip with the message cantrip.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
[New] Page 34: In the Beer Domain’s Beer Domain Spells table, replace bolstering brew with suggestion in the 3rd-level line, and replace mass healing word with bolstering brew* in the 5th-level line.
[New] Page 37: In the Channel Divinity Snow Walker feature, add a new sentence at the end of the first paragraph: This effect lasts for 1 hour.
Page 50: Replace the body text of the Boreal Aura Eldritch Invocation with the following paragraph:
You can use an action to cause ice and snow to cascade around you in a frigid aura. The aura lasts until you lose concentration. For the duration, each time you hit with a melee attack, the attack deals an extra 1d6 cold damage, and when you are hit with a melee attack while the attacker is within 5 feet of you, the attacker takes 1d6 cold damage. This cold damage triggers before the attacker deals damage to you.
[New] Page 50: In the Wintry Blast feature, replace the first sentence with: Starting at 14th level, you can use an action to send a blast of wintry air toward a creature you can see within 60 feet of you.
[New] Page 58: In the Winter’s Form feature, replace the last sentence of the second bullet point with: While in this form, your hands become icy fists, which you can use to make unarmed strikes. When you hit with an icy fist, your fist deals 1d4 bludgeoning damage plus cold damage equal to your Charisma modifier.
[New] Page 58: Replace text of the Winter’s Soul feature with: At 18th level, you gain immunity to cold damage and resistance to fire damage. (You don’t have this resistance when you use Winter’s Form, but you also no longer gain vulnerability to fire damage when you use that feature.) When you cast a spell that deals cold damage, any creature that gets a failure on its saving throw against the spell is also encased in ice, becoming grappled until it or a creature allied with it within 5 feet succeeds on a Strength check against your spell save DC. If the spell doesn’t normally allow a saving throw, the creature makes a Strength saving throw against your spell save DC to avoid being grappled. If the spell already causes the grappled condition, the creature has disadvantage on the saving throw.
Page 60: In the Serophage Magic feature, replace the first sentence with the following sentence:
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown below.
[New] Page 61: Replace the first paragraph of the Blood Barrier feature with: At 14th level, you gain the ability to draw blood from a creature with Intelligence 5 or higher that has been killed within the last 30 minutes and form it into swirling rings that surround you. You create a number of rings equal to your Charisma modifier, and the maximum number of rings you can have active at one time is equal to your Charisma modifier.
Page 82: In the Script Carver feat, replace the second sentence with the following sentence:
In addition, you can invoke the powers of each hieroglyph you have learned, provided the power isn’t a mastery power and you meet any other requirements, such as a minimum level.
Page 83: In the Invoking Hieroglyph Powers heading, replace the first sentence of the first paragraph with the following sentence:
Invoking one of a hieroglyph’s powers requires an action unless noted otherwise in the power’s description.
Page 83: In the Invoking Hieroglyph Powers heading, replace the last sentence of the second paragraph with the following sentence:
Unless otherwise noted, all hieroglyph powers can be used once each, and that expended use is regained when you finish a long rest.
Page 131: In the Ranger Spells list, remove biting arrow from the 1st level list.
Page 160: In the blood tide spell, replace the third paragraph with the following paragraph:
Magical healing stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.
[New] Page 176: In the conjure mock animals spell, add a new sentence at the end of the spell’s description: Exploding mock animals don’t deal this damage to other mock animals.
Page 184: In the decay spell, replace the first paragraph with the following paragraph:
Make a melee spell attack against a target you touch. On a hit, the target takes 1d10 necrotic damage. If you touch a Tiny or Small nonmagical object that isn’t being worn or carried, it takes the maximum damage from the spell instead.
[New] Page 193: Remove the ritual note from the enhance familiar spell and replace the first paragraph with: You temporarily imbue your familiar with power, making it larger, tougher, and more vicious. While the spell lasts, your familiar can attack, and it has all the statistics of the giant version of its type, except for the fish (quipper), which has the statistics of a reef shark. Your familiar retains all its special abilities as described in the find familiar spell.
[New] Page 196: In the feather travel spell, replace the first sentence with: A willing creature you touch (along with its clothing and other gear) transforms into a feather and drifts on the wind.
[New] Page 217: In the insightful maneuver spell, replace the spell’s description with: With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Make a melee spell attack. On a hit, the target has vulnerability to one type of damage (your choice) until the end of your turn. In addition, if the target has any other vulnerabilities, you learn them.
[New] Page 219: In the kareef’s entreaty spell, replace the word “willing” with the word “friendly” in the second sentence.
Page 258: In the summon avatar spell’s fourth bullet point (Avatar of Yog’Sothoth), remove “(see page 71)”
[New] Page 260: In the symbol of sorcery spell, change the Duration to “Until dispelled or triggered” and replace the spell’s description with: You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must succeed on a Wisdom saving throw or be stunned for 8 hours. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Once the symbol is triggered, the spell ends.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
The word “” appears before the latest changes to this document.
Page 11: In the Witch table’s 20th row, replace “Spell Exchange” in the Features column with “Spirit Shroud”
Page 23: In the Pestilent Domain Spells table’s 5th level row, replace feign death with speak with dead
[New] Page 147: In the brimstone spell, replace the first sentence with: You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground on a space within range that is no larger than 5 feet on a side.
Page 153: In the claws of darkness spell, change the spell’s Range to 10 feet, the Duration to Instantaneous, and replace its text with the following:
You shape shadows into long claws that grow from your fingers and reach toward a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 cold damage.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Page 172: In the dream glimpse spell, replace the last sentence with the following sentence:
Once a creature has been affected by this spell, it can’t be affected by it again for 24 hours.
[New] Page 178: In the feast of flesh spell, the target’s bite attack deals piercing damage. Add “piercing” to the penultimate sentence of the first paragraph.
[New] Page 196: In the lunar transfer spell, replace the first paragraph with: This spell instantly summons a glittering moonbeam that transports one sleeping creature or object of your choice that you can see within range to a destination you select. If you target a creature hostile to you, it can make a Wisdom saving throw. On a successful save, the spell fails, and you appear in the target location instead. A transferred creature wakes up as soon as it arrives at its destination. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by a creature hostile to you. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether the creature or object arrives there successfully.
Page 204: In the nothing to see here spell, change the Duration to Concentration, up to 1 hour
Page 210: In the power word rebound spell, replace the Casting Time with “1 reaction, which you take when an injured creature you can see within 60 feet of you is hit by an attack that targets only one creature” and replace the first sentence with the following sentence:
You utter a word of power as a weapon or spell hits a creature below half its hit point maximum that you can see within range.
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Errata 5/29/2025
[New] Page 11: Replace the text of the Bardic Performance Channel Spirits feature with: You put on a performance dedicated to reaching across the veil into the realms where spirits reside, weaving word and song to draw them through and power your performance. When you use your Bardic Performance feature and as part of each bonus action spent maintaining it, you can choose up to three hostile creatures, who can hear or see you. Each target must succeed on a WIS save against your spell save DC or be frightened until the start of your next turn.
[New] Page 12: Replace the text of the Power from the Grave feature with: Even apart from a specific spirit, you can call on the dead to empower your attacks. As a bonus action, you can imbue your weapon with necrotic energy for 1 minute. When you hit a creature with a melee weapon attack, the weapon deals extra necrotic damage equal to your CHA modifier (minimum of 1). You can use this feature a number of times equal to your PB and regain all expended uses when you finish a long rest.
[New] Page 15: Replace the 3rd-level row of the Spelunker’s Progression table with: Attuned to Darkness, Shadowy Ambush, Spelunker Calling Spells.
[New] Page 16: Replace the name of the 3rd-level Friend of Darkness feature with: Attuned to Darkness.
[New] Page 20: Replace the Unmoored Heritage’s Always Learning trait with: During a long rest, you can pick a single skill that you aren’t proficient with and spend 1 hour training in it. Until you use this feature again, you are proficient in the chosen skill.
[New] Page 25: Replace the Source Resistance talent with the following:
School Resistance
Your study of a specific school of magic has given you some resistance to spells that draw from it. Choose one of the eight schools of magic (abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation) and gain the following benefits:
- When you are targeted by a spell from your chosen school of magic, you have advantage on the save.
- When you take damage from a spell from your chosen school of magic, you can reroll the highest damage die, but you must keep the new result.
You can select this talent multiple times, selecting a different school of magic each time.
[New] Page 39: In the falling sky spell, replace the last sentence with: A flying creature in the area takes an extra 1d8 bludgeoning damage, and if it fails the save, it begins to fall, unless it can hover.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
The updates in this document appear in the 3rd printing of Midgard Heroes Handbook.
Page 14: In the Dhampir’s Blood Ties entry, replace the final sentence in the second paragraph with the following:
They quickly become true monsters, seeing a living creature’s fear as envy of their station.
Page 14: In the Dhampir’s Cultural Masks entry, replace “half-orcs and half-elves” with “elfmarked” in the final sentence of the first paragraph.
Page 14: In the Dhampir’s Cultural Masks entry, replace the fifth sentence of the second paragraph with the following sentence:
These groups rarely find warm welcome with outsiders, but they are often tolerated for their diverse adventuring skills.
Page 15: In Dhampir Traits, replace the Dark Thirst trait with the following:
Dark Thirst. You can bite as an unarmed strike against an incapacitated target or one you have grappled. Your bite deals 1 piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and you gain temporary hit points equal to the necrotic damage dealt. Once you gain temporary hit points with this trait, you can’t do so again until you finish a short or long rest.
Page 15: In Dhampir Traits, replace the Predatory Charm trait with the following:
Predatory Charm. You have proficiency in the Persuasion skill. In addition, if you spend at least 1 minute conversing or interacting with a humanoid you or your allies haven’t attacked within the last 24 hours, you have advantage on your next Charisma ability check against that humanoid. Regardless of the result, you can’t use your Predatory Charm on that humanoid again until 24 hours have passed. If you roll a 20 on the die for the Charisma check, the humanoid is a willing target for your bite attack.
Page 15: In Dhampir Traits, replace the Undead Resilience trait with the following:
Vampiric Resilience. You have advantage on saving throws against disease, and you have resistance to necrotic damage.
Page 15: In Dhampir Traits, replace the Languages trait with the following:
Languages. You can speak, read, and write Common and one extra language of your choice.
Page 15: Remove the final sentence of the Northlands Dwarves entry so that the final sentence in the entry now reads as follows:
The Northern dwarves are especially accomplished at ring-making and smithwork, and their society of bear-shirted berserks is celebrated for its ferocity.
Page 38: Replace the Shield Bearer feature in the Shieldbearer Martial Archetype with the following:
Beginning when you choose this archetype at 3rd level, when you take the Attack action, you can make an attack with your shield as a bonus action. Your shield is an improvised weapon that deals bludgeoning damage equal to 1d4 + your Strength modifier.
Page 40: In the Oath of Radiance paladin oath’s Oath Spells table, replace the aura of life spell with the death ward* spell and replace the banishing smite spell with the flame strike* spell. Add the following note at the end of the table:
*If using Deep Magic for 5th Edition, replace these spells with inspiring speech and sun’s bounty, respectively.
Page 42: In the Oath of Thunder paladin oath’s Oath Spells table, replace the elemental weapon spell with the thunderclap* spell, replace the conjure volley spell with the not this day!* spell, and replace the swift quiver spell with the rain of blades* spell. Add the following note at the end of the table:
*indicates a spell described in this book
New] Page 49: Replace the text of the warhammer’s Sundering Strike feature with: As an attack, make an attack with your warhammer against a creature wielding a weapon, including natural weapons. If the attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon, unless it is a natural weapon. This attack has no effect on magical weapons unless your warhammer is also magical.
Page 50: In the Composite Bow’s Staggering Shot option, replace the second sentence with the following sentence:
If this attack hits, the target takes damage as normal and must make a Constitution saving throw.
Page 55: In the Apocalypse Domain cleric domain’s Apocalypse Domain Spells table, change the table to the following:
Cleric Level | Spells |
1 | bane, hellish rebuke+ |
3 | blindness/deafness, enthrall |
5 | bestow curse, fear |
7 | blight, confusion |
9 | contact other plane, telekinesis+ |
+If using Deep Magic for 5th Edition, replace these spells with grim siphon and souleater, respectively.
Page 55: In the Beer Domain cleric domain’s Beer Domain Spells table, add a plus (+) by the suggestion spell and replace the aura of vitality spell with the mass healing word spell. Add the following note at the end of the table:
+If using Deep Magic for 5th Edition, replace this spell with bolstering brew
Page 58: In the Cat Domain cleric domain’s Cat Domain Spells table, replace the beast sense spell with the animal messenger spell.
Page 58: Replace the Emissary of the Cat feature of the Cat Domain with the following:
At 17th level, you become a natural lycanthrope. You use the statistics of a weretiger, though your form can be that of a werelion, werepanther, wereleopard, or other large cat, whichever is appropriate for your deity. Your alignment doesn’t change as a result of this lycanthropy, and you can’t spread the disease of lycanthropy.
Page 58: In the Clockwork Domain cleric domain’s Clockwork Domain Spells table, replace the conjure barrage spell with the glyph of warding spell.
Page 59: In the Darkness Domain cleric domain’s Darkness Domain Spells table, replace the night terrors* spell with shadow monsters* spell.
Page 59: In the Darkness Domain cleric domain’s Shadow Meld feature, remove the table and replace the last two sentences with the following sentences:
There’s a chance, if the GM allows, that 2d4 shadows might step through into your world when the effect ends. Such creatures might or might not be hostile.
Page 60: In the Hunger Domain cleric domain’s Hunger Domain Spells table, replace the ray of sickness spell with the false life spell, replace the hunger of the stars spell with the create food and water spell, and replace the grasping vine spell with the desiccating breathing* spell.
Page 61: In the Hunting Domain cleric domain’s Hunting Domain Spells table, add a plus (+) to the tiny hut+ spell and the faithful hound+ spell, replace the ensnaring strike spell with the longstrider+ spell, and replace the grasping vine spell with the power word pain* spell. Add the following note at the end of the table:
+If using Deep Magic for 5th Edition, replace these spells with strength of an ox, tracer, and heart-seeking arrow, respectively
Page 62: In the Justice Domain cleric domain’s Justice Domain Spells table, replace the thorn whip spell with the divine favor spell, replace the mage hand spell with the dominate person spell, and replace the holy ground spell with the hold monster spell.
Page 62: In the Labyrinth Domain cleric domain’s Labyrinth Domain Spells table, replace the misty step spell with the by the light of the moon* spell, replace the hypnotic pattern spell with the confound senses* spell, and replace the hallucinatory terrain spell with the moon trap* spell.
Page 63: In the Moon Domain cleric domain’s Moon Domain Spells table, replace the witch bolt spell with the guiding bolt+ spell and replace the crown of madness spell with the silence+ spell. Add the following note at the end of the table:
+If using Deep Magic for 5th Edition, replace these spells with agonizing mark and dome of silence, respectively
Page 63: Replace the description of the Moon Domain cleric domain’s Luminescent Aura feature with the following:
At 6th level, you can use an action to emit a nimbus of light in a 30-foot radius for a number of rounds equal to your cleric level. This acts as a light spell but provides only dim light. All weapons and ammunition are treated as silvered while they’re in the aura and for 1 round after leaving it. Opponents that end their turn in the aura must make a successful Dexterity saving throw or be limned in silver light, identical in effect to a faerie fire spell, until the end of their next turn. You can use this feature three times, and you regain expended uses when you finish a long rest.
Page 65: In the Prophecy Domain cleric domain’s Prophecy Domain Spells table, replace the hex spell with the alarm+ spell. Add the following note at the end of the table:
+If using Deep Magic for 5th Edition, replace this spell with insightful maneuver
Page 66: In the Void Domain cleric domain’s Void Domain Spells table, change the table to the following:
Cleric Level | Spells |
1 | bane, protection from evil and good+ |
3 | magic weapon+, rope trick |
5 | gaseous form, vampiric touch+ |
7 | confusion+, dimension door |
9 | cone of cold+, contact other plane |
+If using Deep Magic for 5th Edition, replace these spells with protection from the Void, destructive resonance, Void strike, nether weapon, and living shadows, respectively
Page 72: In the Genie Lord warlock patron’s Expanded Spell List table, replace the chromatic orb spell with the wind tunnel* spell.
Page 75: In the Light Eater warlock patron’s Expanded Spell List table, replace the ray of sickness spell with the bane spell.
Page 78: In the Clockwork wizard school’s Clockwork Savage feature, replace the final sentence with the following sentence:
You also gain proficiency with clockwork tools (tinker’s tools).
[New] Page 79: Replace the text of the Golem Form feature with: Beginning at 10th level, you can use an action to transform into a living construct. This feature works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores, and you can transform only into a Large or smaller construct with a CR no higher than half your wizard level. You don’t need to maintain concentration on this effect, but you can’t cast spells while transformed. The transformation lasts for a number of minutes equal to your wizard level or until you use a bonus action to revert to your normal form. Once you use this feature, you can’t use it again until you finish a long rest.
Pages 82–84 and 85–86: The Elementalist and Entropy wizard arcane traditions each underwent extensive updates after additional playtesting prior to printing them in Deep Magic for 5th Edition. These updates included text, rules, and formatting changes that are too numerous to easily include in this document. For example, a missing random damage table was added (see below), some aspects were renamed, and the elemental savant feature was reworked to divide it into separate elements. Please see Deep Magic for 5th Edition or the latest printing of Midgard Heroes Handbook for the fully updated text of these two arcane traditions.
Random Damage Type | |
d10 | Damage Type |
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Page 92: In the Bard Rune Spells list, move the unluck on that spell from the 2nd-level list to the 1st-level list.
Page 93: In the Sorcerer Rune Spells list, move the unluck on that spell from the 2nd-level list to the 1st-level list.
Page 93: In the Warlock Rune Spells list, move the unluck on that spell from the 2nd-level list to the 1st-level list.
Page 93: In the Wizard Rune Spells list, move the unluck on that spell from the 2nd-level list to the 1st-level list.
Page 132: In the Berkanan Rune’s Rune Bonus, replace Charisma (Diplomacy) with Charisma (Persuasion)
Page 134: In the Kaunen Rune’s Rune Mastery Power, replace the remove disease spell with the lesser restoration spell.
Page 134: In the Laukaz Rune’s Rune Bonus, replace Charisma (Diplomacy) with Charisma (Persuasion)
Page 136: Replace the description of the Uruz Rune’s Rune Power (4th level) with the following:
When the wielder of a shield that’s been inscribed with the uruz rune uses an action to Dash, the wielder can shove or make one melee weapon attack as a bonus action. Tracing the rune takes 1 minute, and the effect lasts for 1 hour.
Page 141: In the Bard Spells lists, move the unluck on that spell from the 2nd-level list to the 1st-level list, remove the soul of the machine (clockwork) spell from the 3rd-level list, and add the claws of the earth dragon (dragon) and mass surge dampener (chaos) spells to the 5th-level list. Change the 4th-level list to include only the following spells: binding oath (rune), chaotic form (chaos), cursed gift (rune), fluctuating alignment (chaos), inspiring speech (battle), Jotun’s jest (rune), labyrinth mastery (labyrinth), raid the lair (dragon), read memory (clockwork), reposition (battle), scale rot (dragon), wild shield (chaos), write memory (clockwork). Change the 6th-level list to include only the following spells: chaotic world (chaos) and extract knowledge (hieroglyph).
Page 142: In the Cleric Spells lists, remove the soul of the machine (clockwork), sphere of order (clockwork), Molech’s blessing (clockwork), and call the hunter (clockwork) spells from the 3rd, 6th, 7th, and 8th-level lists, respectively.
Page 143: In the Paladin Spells lists, remove the soul of the machine (clockwork) spell from the 3rd-level list.
Page 144: In the Sorcerer Spell lists, move the unluck on that (rune) spell from the 2nd-level list to the 1st-level list.
Page 145: In the Warlock Spell lists, move the unluck on that (rune) spell from the 2nd-level list to the 1st-level list.
Page 146: In the Wizard Spell lists, move the unluck on that (rune) spell from the 2nd-level list to the 1st-level list.
[New] Page 183: In the mosquito bane spell, replace the At Higher Levels text with: When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for every slot above 1st; thus, a 2nd-level slot kills up to 40 hit points of insects, a 3rd-level slot kills 55, etc., up to a maximum of 100 hit points for a 6th-level slot.
Page 191: In the shadow hands spell’s description, replace the second sentence with the following sentence:
Any creature caught in the shadow takes 2d4 necrotic damage and is frightened until the end of its next turn; a successful Wisdom saving throw halves the damage and negates the frightened condition.
Page 201: Correct the level on the unluck on that spell to 1st-level.
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Errata 5/29/25
[New] Page 6: In the ratfolk’s Speed trait, increase the swimming speed to 15, up from 10.
[New] Page 8: In the shadow fey’s trait list, add the Magic Ancestry and Trance traits from the elf at the end of the entry:
Magic Ancestry. You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance. Shadow fey don’t need to sleep. Instead, they enter a meditative trance state, remaining semiconscious for 4 hours a day. You choose whether or not you can dream while meditating. After resting in this way, you gain the same benefit that other creatures do from 8 hours of sleep.
[New] Page 10: In the Shadow Court heritage, replace the text of Gloam Sight with: When in dim light, you don’t suffer disadvantage on WIS (Perception) checks that rely on sight.
[New] Page 11: In the Zobecker heritage, add the Languages trait at the end: Languages. You know Common and two additional languages of your choice. Typical Zobecker heritage characters choose Draconic, Dwarvish, or Elvish.
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Errata 5/29/2025
[New] Page 41: Replace the text of the Quickness of the Gods feature with: At 6th level, your speed increases by another 5 feet. Also, as a reaction when you are attacked or as a bonus action on your turn, you can increase your Dexterity modifier by 5 until the end of your next turn. This benefit doesn’t affect your attack rolls or damage rolls. Once you use this feature, you can’t use it again until you finish a long rest.
[New] Page 46: In the Cry Havoc feature, replace the last sentence with: You lose all but two Havoc dice when you make no attack rolls against hostile creatures for 1 minute.
The word “[new]” appears before the latest changes to this document.
Errata 5/29/2025
[New] Page 183: In the Vehicle Descriptions section, add the following table of vehicle prices and speeds:
Vehicle | Cost | Travel Speed (Per Hour) |
Air Vehicles | ||
Aerostat | 40,000 gp | 4 mph |
Tandem Glider | 100 gp | 2 mph |
Winged Dragon | 35,000 gp | 2 mph (land), 4 mph (air) |
Land Vehicles | ||
Carriage | 100 gp | Animal-Drawn |
Kobold Crawler | 30,000 gp | 3 mph (land), 3 mph (climb) |
Mole | 45,000 gp | 2 mph (land), 3 mph (underground) |
Piston Runner | 25,000 gp | 5 mph |
Water Vehicles | ||
Nautilus | 40,000 gp | 3 mph (surface), 4 mph (underwater) |
Raft | 50 gp | 2 mph |
Steam-Powered Warship | 50,000 gp | 4 mph |
[New] Page 191: In the Obstacle Progress table, add a new row under the Equal to DC row: 1 to 4 over DC | +2
[New] Page 191: In the Phase 1: Resolve Obstacle heading under the Escalating DCs subheading, replace the text of the Medium Chase (5 Locations) bullet point with: The DCs for the second and third locations after the first each increase by 1. Then the DCs for the fourth and fifth locations each increase by 2.”
[New] Page 219: Replace the text of the element-infused template’s Actions heading with: When the element-infused creature deals damage with an action, bonus action, or attack, it can choose for any amount of that damage to be the type you chose when adjusting the statistics.
[New] Page 219: Replace the first sentence of the lightning-infused cloaker’s bite action with: Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 18 (4d6 + 4) lightning or piercing damage (the cloaker’s choice), and if the target is Large or smaller, the cloaker attaches to it.
[New] Page 220: In the Size and Type subheading of the lycanthrope template’s Statistics heading, replace “Shapechanger” with “Lycanthrope” and “Lycanthropes” respectively
[New] Page 220: Replace Shapechanger tag in the Elf Were-Elk’s type line with Lycanthrope so that it reads: Medium Humanoid (Lycanthrope)
[New] Page 224: Replace the text of the shadow template’s Actions heading with: When the shadow creature deals damage with an action, bonus action, or attack, it can choose for any amount of that damage to be cold.
[New] Page 224: Replace the first sentence of the shadow dire wolf’s bite action with: Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) cold or piercing damage (the wolf’s choice).
[New] Page 225: In the skeleton template’s Statistics section, replace the text of Abilities subheading with: The skeleton reduces the following base ability modifiers (before proficiency bonus is applied): INT to −2, WIS to −1, and CHA to −3. If a creature’s ability modifier was already lower, don’t replace the modifier—use it as is.
[New] Page 240: In the Celestial (Non-Angel) section’s Traits heading, add a bullet point under Celestial Resilience: Celestials CR 2 and below are resistant to only radiant damage.
[New] Page 285: In the NPC Generator table’s Lineage column, replace the following lineages with different lineages: Sprite with Kobold, Half-elf with Beastkin (Agile), Tiefling with Syderean (Fiendish), Gnome with Smallfolk (Gnomish), Halfling with Smallfolk (Halfling), Half-orc with Orc, Kenku with Beastkin (Avian), Lizardfolk with Beastkin (Aquatic), Aasimar with Syderean (Celestial)
[New] Page 285: In the NPC Generator table’s Midgard Lineage column, replace the following lineages with different lineages: Gnome with Smallfolk (Gnomish), Halfling with Smallfolk (Halfling)
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Errata 5/29/2025
[New] Page 14: Add a new sentence at the end of the second paragraph of the Leveling Up heading: Regardless of which class you choose when you gain a level, your combined total levels in all classes is known as your character level.
[New] Page 17: Replace the text of the Spell Slots subheading with: Determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin, ranger, and warlock classes, and a third of your level (rounded down) in the class if you have a subclass that gives you spellcasting when that class doesn’t normally have spellcasting, such as the Spell Blade subclass of the fighter. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
[New] Page 22: In the Spellcasting Focus heading’s first paragraph, replace the second sentence with: It works just like a component pouch.
[New] Page 24: In the Fast Movement feature, replace the first sentence with: Your walking speed increases by 10 feet while you aren’t wearing heavy armor.
[New] Page 24: On the 14th-level line of the Barbarian Progression table, replace Persistent Rage with Relentless Rage
[New] Page 26: Replace the text of the Frenzy feature with: You go into a frenzy when you rage. While raging, you can make a single melee weapon attack as a bonus action on each of your turns.
[New] Page 26: In the Mindless Rage feature, remove “while raging” from the first sentence of the second bullet point, and remove “during a frenzy” from the third bullet point.
[New] Page 27: In the Lizard option of the Primal Aspect feature, replace the first sentence with: Your walking speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.
[New] Page 30: In the Bardic Inspiration feature, replace the last sentence with: The die becomes a d8 at 5th level, d10 at 9th, and d12 at 14th.
[New] Page 30: Replace the first paragraph of the Celebrate Life bardic performance with: At 2nd level, while your Bardic Performance feature is active, allies within range can choose to expend one of their hit dice at the start of their turn. When they do so, they roll the expended die and recover a number of hit points equal to the number rolled + your CHA modifier.
[New] Page 31: Replace the text of the Valiant Inspiration Heroic Boon feature with: When a creature with one of your Bardic Inspiration dice successfully deals damage with an attack, the creature can expend and roll the die to deal extra damage equal to the number rolled. The extra damage is of the same type as that of the triggering attack (though the attacker chooses which type if there are more than one). Alternatively, when a creature with one of your Bardic Inspiration dice takes damage, the creature can use its reaction to expend and roll the die to reduce the amount of damage taken by an amount equal to the number rolled + your CHA modifier.
[New] Page 32: Replace the text of the victory bard’s Expanded Talent List feature with: When you gain a new talent, you can select it from the martial or technical talents list (see Talents in Chapter 4).
[New] Page 32: Replace the first sentence of the Unified Front feature with: When you are affected by a spell or feature that targets an area and requires a save—like the fireball spell or a dragon’s breath weapon—you can use your reaction to expend a Bardic Inspiration die and add the number rolled to your save against the effect.
[New] Page 32: Replace the first sentence of the Inspired Strike feature with: Once per turn, when you make a weapon or spell attack roll and have at least one use of your Bardic Inspiration feature available, you can roll a Bardic Inspiration die and add the number rolled to your attack roll.
[New] Page 39: Replace the first sentence of the Lux Malediction feature with: The Searing Radiance effect of your Channel Divinity feature now causes bright light shed by all sources of light you have created to become magical sunlight for 1 minute.
[New] Page 40: In the druid’s Starting Equipment, replace scimitar with sickle
[New] Page 45: Replace the last sentence of the Take Root feature with: When you do so, roll the die and regain hit points equal to the number rolled plus your CON modifier.
[New] Page 45: Replace the first paragraph of the Potent Forms feature with: You can select more powerful creatures for the known forms used with the Beast Form effect of your Wild Shape feature. When you gain this feature, you can choose any Beast or creature with the Animal tag with a CR of 1 or lower as a known form, and you use the hit points of the creature when you use Beast Form, not the Hit Points by Form Size table.
[New] Page 50: In the Spells Known of 1st Circle and Higher feature, add a new sentence at the end of the second paragraph: The spells you learn at 8th level and beyond can come from any school of magic.
[New] Page 50: In the Spells Known of 1st Circle and Higher feature, replace the last sentence of the third paragraph with: The replacement spell must be of a circle for which you have Arcane spell slots, and it must be an abjuration or evocation spell—unless you’re replacing the third spell you gained at 3rd level or any of the spells you chose at 8th level and beyond.
[New] Page 54: In the Transform aspect of the Shard of Creation feature, replace the first sentence of the first paragraph with: While touching the shard, you can use an action and expend 1 charge to transform it into any type of nonmagical weapon or shield or object of Medium size or smaller.
[New] Page 54: In the Transform aspect of the Shard of Creation feature, replace the first sentence of the second paragraph with: A transformed shard remains in its new form until you die, use an action to return it to its original state (expending no charges), or use an action to transform it again.
[New] Page 54: In the Augment feature, add a new sentence at the end of the second paragraph: In addition, when you gain a level in this class, you can choose one augment you know and replace it with another augment that you meet the prerequisites for. You can’t replace any unique augments you gain from your subclass.
[New] Page 58: In the Metallurgist Progression table, replace 9th with 11th
[New] Page 63: In the Unarmored Movement feature, replace the first sentence with: Your walking speed increases by 10 feet while you aren’t wearing armor or wielding a shield.
[New] Page 64: In the Obsidian Eyes feature, add a new sentence at the end of the first paragraph: You can have this effect active on only one creature at a time.
[New] Page 67: In the Divine Smite feature, remove “Divine” from the first sentence.
[New] Page 70: In the last sentence of the Aura of Devotion feature, replace 18th-level with 17th-level.
[New] Page 70–71: Replace the first paragraph of the Holy Nimbus feature with: As an action, you can emanate a nimbus of sunlight. For 1 minute, you emit sunlight in a 30-foot radius and dim light for an additional 30 feet. This light banishes areas of magical darkness created by the darkness spell or similar magic.
[New] Page 71: In the last sentence of the Aura of Vigilance feature, replace 18th-level with 17th-level.
[New] Page 77: In the Beast Spirit statistics, replace the Perception and Stealth line with: Perception 10+your PB+WIS | Stealth 10+twice your PB+DEX
[New] Page 77: In the Beast Spirit statistics, replace the first sentence of the Avian Form trait with: “The spirit has a flying speed equal to twice its walking speed.”
[New] Page 78: Replace the first paragraph of the Sneak Attack feature with: You know how to strike subtly and exploit a foe’s distraction. Once on your turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The weapon you use must have the Finesse property or be a ranged weapon.
[New] Page 81: Replace the second paragraph of the Kill Shot feature with: In addition, you can apply your Sneak Attack feature to any eligible weapon attack you make as part of an opportunity attack if you haven’t used your Sneak Attack feature yet on your turn in this round.
[New] Page 84: In the Enlarged Spell aspect of the Metamagic feature, replace the last sentence of the Circle, Cylinder, or Sphere bullet point with: For example, the antimagic field spell could be altered to affect a 15-foot-radius sphere (instead of a 10-foot-radius sphere).
[New] Page 87: Replace the first paragraph of the Embrace Chaos feature with: As a bonus action, you can roll on the Volatile Spell Effect table and suffer the effects as though you are the target of any effect or spell. If the number rolled is an even number, you gain a number of sorcery points equal to your PB. If the number rolled is an odd number, you gain a number of temporary hit points equal to your CON score, which last for 1 hour.
[New] Page 88: In the Volatile Spell Effect table, replace the second sentence of entry 47–48 with: A creature can make a CON save against your spell save DC at the end of each of its turns, ending the effect on itself on a success.
[New] Page 88: In the Volatile Spell Effect table, replace the first sentence of entry 55–56 with: Until you finish a long rest, your walking speed increases by 15 feet.
[New] Page 89: In the Volatile Spell Effect table, replace the second sentence of entry 93–94 with: A creature can make a WIS save against your spell save DC at the end of each of its turns, ending the effect on itself on a success.
[New] Page 90: Replace the Draconic Origin Spells table with this table:
Sorcerer Level | Spells |
3rd | elemental blade, dragon ancestor spell |
5th | fear, dragon ancestor spell |
7th | elemental shield, dragon ancestor spell |
9th | dominate, dragon ancestor spell |
11th | mass suggestion, dragon ancestor spell |
[New] Page 90: Replace the Dragon Ancestor Damage Type and Spells table with this table:
Dragon Type | Damage Type | 3rd Level | 5th Level | 7th Level | 9th Level | 11th Level |
Black or Copper | Acid | acid arrow | stinking cloud | stone shape | cloudkill | flesh to stone |
Blue or Bronze | Lightning | invisibility | lightning bolt | greater invisibility | conjure elemental (air) | chain lightning |
Brass, Gold, or Red | Fire | heat metal | fireball | wall of fire | flame strike | eyebite |
Green | Poison | barkskin | stinking cloud | blight | contagion | transport via plants |
Silver or White | Cold | hold | sleet storm | ice storm | cone of cold | wind walk |
Void | Necrotic | ray of enfeeblement | vampiric touch | blight | antilife shell | circle of death |
Yellow | Radiant | moonbeam | daylight | mass faerie fire | flame strike | sunbeam |
[New] Page 91: On the 3rd-level line of the Warlock Progression table, replace the text in the Features column with: Pact Magic (2/Rest), Warlock Subclass
[New] Page 92: In the Pact of the Blade feature, replace the first sentence of the third paragraph with: You can transform an existing melee weapon into your pact weapon by performing a special ritual while you hold the weapon.
[New] Page 94: Replace the text of the Echoes of Power aspect of the Heroic Boon feature with: When you successfully hit with one of your Eldritch Blast beams and roll a 10 on the damage die, you can roll the d10 again and add the number rolled to the result as extra force damage dealt by that beam.
[New] Page 101: In the Your Spellbook sidebar, add a new sentence at the end of the Copying a Spell into the Book subheading: Copying a spell from a scroll into your spellbook doesn’t consume or destroy the scroll.
[New] Page 102: Replace the Right of the Source Master aspect of the Heroic Boon feature with: Choose the Divine, Primordial, or Wyrd source of magic. When you add new non-ritual spells to your spellbook as part of gaining a level of wizard (including the level you gain this feature), you can choose spells from the Arcane spell list or spells from your chosen source. Each spell must be of a circle for which you have spell slots. In addition, you can now copy spells of your chosen source into your spellbook. Any spells gained in this way count as Arcane spells for you.
[New] Page 103: Replace the text of the Counterstrike feature with: When a creature succeeds on a save against an Arcane spell you cast and would take no damage or otherwise suffer no effects from the spell, it instead takes force damage equal to a number of d6 dice equal to the spell’s circle + your INT modifier. For example, if you have an INT modifier of +4 and a creature succeeds and takes no damage from your 4th-circle spell, the creature still takes 4d6 + 4 force damage.
[New] Page 108: Replace the second sentence of the Tinker’s Fascination trait with: When you make an ability check with a tool, you can roll a d8 and add the number rolled to the check.
[New] Page 120: In the Criminal background’s equipment, replace “traveler’s clothes” with “common clothes”
[New] Page 121: In the Homesteader background, replace the text of the Additional Proficiencies subheading with: Gain proficiency with navigator’s tools and with one tool or vehicle of your choice.
[New] Page 121: In the Homesteader background’s equipment, replace “heavy traveler’s clothes” with “common clothes”
[New] Page 122: In the Maker background’s equipment, replace “traveler’s clothes” with “common clothes”
[New] Page 123: In the Rustic background’s equipment, replace “traveler’s clothes” with “common clothes”
[New] Page 127: In the Psycanist talent, replace the third bullet point with: As a bonus action, you can attempt to lift, push, pull, or shove one Medium or smaller creature or object (up to 200 pounds) that you can see within 30 feet of you. A creature that succeeds on a STR save against your spell save DC [DC is equal to 8 + your INT modifier + your PB if you don’t have a spell save DC] is unaffected. On a failed save, the creature or object is pulled, pushed, or lifted 5 feet in the direction of your choice.
[New] Page 127: In the Ritualist talent, replace the fourth paragraph with: Each time you gain access to a new circle of spell slots by gaining a level in your spellcasting class, add one new ritual spell to your book. This new ritual must be from the same source of magic you originally chose, and it must be of a circle for which you have spell slots. For example, when a cleric reaches 5th level, they gain access to 3rd-circle spells, so the cleric would select one ritual spell of 3rd circle or lower to add to their ritual book.
[New] Page 127: Add a new paragraph at the end of the Ritualist talent: You can select this talent multiple times, choosing a different source of magic each time.
[New] Page 128: In the Armor Training talent, replace the second bullet point with: If you are wearing armor that would normally impose disadvantage on DEX (Stealth) checks, you don’t have disadvantage on the check from wearing the armor, though you may still have disadvantage from other sources.
[New] Page 128: Replace the first paragraph of the Furious Charge talent with: You’ve learned to press every advantage and hammer into enemies. Each time you move 20 feet in a straight line toward a creature and hit it with a melee weapon attack or an unarmed strike before the start of your next turn, the attack gains your choice of two of the following benefits:
[New] Page 129: Replace the third bullet point of the Hand to Hand talent with: You have advantage on ability checks made to initiate or escape a grapple. When you start your turn grappling or being grappled by a creature or start your turn restrained by a creature within 5 feet of you, that creature takes bludgeoning damage equal to your STR modifier.
[New] Page 129: In the Spell Hunter talent, replace the first bullet point with: When a creature you can see within your reach begins to cast a spell, as a reaction, you can make a single melee attack against that creature. On a hit, the attack deals additional damage of the attack’s type equal to the circle of the spell the creature is casting. On a critical hit, the spell is interrupted and isn’t cast. The spell slot or daily use isn’t expended, but the action, bonus action, or reaction required to cast the spell is.
[New] Page 130: Replace the second bullet point of Two Weapon Mastery with: When you take the Attack action and hit a creature, the bonus action attack granted by two-weapon fighting or the Quick Strike Martial Action deals additional damage equal to your PB against that creature.
[New] Page 130: Replace the fourth bullet point of Two Weapon Mastery with: When you score a critical hit or reduce a creature to 0 HP with the bonus action attack granted by two-weapon fighting or with either attack granted by the Quick Strike Martial Action, you can move up to half your speed without provoking opportunity attacks and make a single melee weapon attack against a creature or object within reach.
[New] Page 131: In the Covert talent, replace the third bullet point with: You don’t have disadvantage on WIS (Perception) checks that rely on sight when perceiving in dim light.
[New] Page 132: In the Quick talent, replace the first bullet point with: Your walking speed increases by 10 feet.
[New] Page 132: In the Scrutinous talent, replace the second bullet point with: Your passive Perception and passive Investigation scores are increased as if you had advantage on them (+5).
[New] Page 135: Add a new paragraph at the end of the Calculating Armor Class (AC) heading: If you have armor from another source, such as the Sturdy Natural Adaptation trait from the beastkin lineage or the Unarmored Defense trait from the monk, the armor values aren’t additive. Each of these features gives you a new way to calculate your armor, just like putting on a suit of scale mail armor changes your calculation from the base 10 + DEX modifier to 14 + DEX modifier (max 2). This makes the different calculations incompatible with each other, either requiring you to choose one or making the highest calculation override the others.
[New] Page 138: In the spear line of the Weapons table, remove “Thrown (20/60 ft.)” and add “Reach” in the Properties column.
[New] Page 145: In the net entry, remove the second sentence, which references ghosts.
[New] Pages 155–156: In each set of vehicle statistics, replace the +0 in INT, WIS, and CHA with an emdash ( — ).
[New] Pages 155–156: In the keelboat’s statistics, change the STR ability to +6 and change the damage in the Fire Ballista action to 22 (3d10 + 6).
[New] Page 156: In the war wagon’s Speed line, change 30 ft. to 25 ft., and in the abilities, change STR to +6. In the Rolling Death trait, replace the second sentence with: Those caught in its path must succeed on a DC 13 DEX save or take 22 (4d10) bludgeoning damage and be knocked prone.
[New] Page 156: In the war wagon’s Actions, replace the Ram and Volley actions with:
Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 23 (5d6 + 6) bludgeoning damage.
Volley. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 22 (3d10 + 6) piercing damage.
[New] Page 158: In the Scrolls heading, remove the last sentence, which references wizards copying spells.
[New] Page 162: In the apparatus of the crab magic item, remove the last sentence of the first paragraph, which references the Levers of the Apparatus table, and replace the second paragraph with: The apparatus of the crab is a Large object with AC 20 and 200 HP, it is immune to poison damage and psychic damage, and it has a walking speed of 30 feet and swimming speed of 30 feet, while its legs and tail are extended.
[New] Page 162: In the apparatus of the crab magic item, add two new paragraphs after the second paragraph:
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the apparatus takes 2d6 bludgeoning damage per minute from pressure. To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The sealed compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
A creature in the compartment can use an action to move as many as two of the apparatus’s levers up or down. After each use, a lever goes back to its neutral position. See the Levers of the Apparatus table for what each lever does.
[New] Page 168: Correct the price on the cape of the mountebank to 8,400 gp.
[New] Page 175: In the onyx dog option of the figurine of wondrous power magic item, replace the second sentence with: The mastiff has an INT of −1 and can speak Common.
[New] Page 181: In the mailbreaker magic item, replace the type text with: Weapon (Any melee Weapon That Deals Bludgeoning Damage)
[New] Page 183: In the pendulous periapt magic item, replace the second sentence with: When you make a weapon attack while wearing the necklace, you can forgo rolling a d20 and choose for the die roll to be a 1 (failing in this way doesn’t generate Luck).
[New] Page 185: On the fire giant’s line of the Potion of Giant Strength Type table, correct the price to 650 gp.
[New] Page 185: In the potion of resistance magic item, correct the price to 100 gp.
[New] Page 187: In the ring of jumping magic item, replace the jump spell with the longstrider spell.
[New] Page 188: In the ring of spell storing magic item, replace the first sentence of the second paragraph with: Any creature can store a spell it knows or has prepared of 1st through 5th circle in the ring by taking an action and touching the ring, expending a spell slot as if the creature had cast the spell.
[New] Page 188: In the ring of spell storing magic item, replace the first sentence of the third paragraph with: While wearing this ring, you can cast any spell stored in it, using the appropriate action. If the spell requires a trigger, the conditions for that trigger must be met to cast the spell.
[New] Page 188: In the ring of warmth magic item, replace the first sentence with: While wearing this ring, you are resistant to cold damage.
[New] Page 192: In the spell scroll magic item, remove the second paragraph, which references using a spell scroll of a higher circle, and remove the final paragraph, which references copying spell scrolls into spellbooks.
[New] Page 195: In the staff of the woodlands magic item’s list of spells, replace the locate animals or plants spell with wildsense. The charges needed to cast the spell remain the same.
[New] Page 195: In the sun blade magic item, replace the second paragraph with: The sword’s luminous blade emits sunlight in a 15-foot radius and dim light for an additional 15 feet. While the blade persists, you can use an action to expand or reduce its radius of sunlight and dim light by 5 feet each, to a minimum of 10 feet each.
[New] Page 202: In the ring of the flamekeeper magic item’s 5th-level heading, add a new sentence before the last sentence: The save DC for these spells is 15, and you use your INT, WIS, or CHA, whichever is higher, as your spellcasting ability when making spell attack rolls.
[New] Page 202: In the ring of the flamekeeper magic item’s 9th-level heading, add a new sentence at the end: The save DC for all spells cast through the ring is 17.
[New] Page 204: Replace the text of the Spending Luck heading with:
You spend Luck to add a 1-for-1 bonus to any check you make. For example, if you have 4 Luck and roll a 13 on the die, you can spend 2 Luck to make your result a 15 (leaving you with 2 Luck for later). Luck can’t stop a critical miss on a 1 or create a critical hit by adding up to 20 (see Critical Miss or Critical Hit in this chapter).
Alternatively, immediately after you make a check (attack, ability check, or save), you can spend 3 Luck to reroll a d20 used for the check.
Note that Luck gained from a failed attack or save can’t be used to enhance the same roll that generated the Luck—you only accrue Luck after you officially fail the roll!
[New] Page 207: In the Advantage and Disadvantage sidebar, replace the last paragraph with: You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. The GM can decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a situational call.
[New] Page 215: In the Light sidebar, replace the Sunlight paragraph with: Sunlight is always bright light that lets most creatures see normally. It also has special effects on certain creatures, such as kobolds and vampires.
[New] Page 218: In the Damage Types heading, add a missing damage type: Psychic. Mental abilities or abilities that assault the mind, such as an aboleth’s Psychic Bolt or a ghost’s Horrify, deal psychic damage.
[New] Page 219: In the Death heading, replace the second sentence of the first paragraph with: When damage reduces you to 0 HP and more damage remains to be taken from that effect, calculate how much damage would remain to be taken, as that roll-over damage might kill you outright.
[New] Page 219: In the Death Saves heading, add a new sentence at the end of the first paragraph: Like other saves, Luck can be applied to death saves.
[New] Page 228: In the Reactions heading, add a new paragraph at the end of the entry: If a creature is able to use more than one reaction in a turn, it can still use only one reaction per trigger. For example, if a fighter moves away from a hydra with five heads, provoking an opportunity attack, the hydra gets only one opportunity attack against that fighter, not five opportunity attacks. If a fighter, barbarian, and wizard move away from a hydra—and the hydra has at least three heads—it can make one opportunity attack against each one of them.
[New] Page 232: In the Unseen Attackers and Targets heading, replace the first sentence of the third paragraph with: When a creature you can see can’t see you, you have advantage on attack rolls against it.
[New] Page 235: In the Underwater Combat heading, replace the last sentence in the third paragraph with: The attack roll has disadvantage even within normal range unless the weapon is a crossbow or a weapon that is thrown like a javelin (such as a trident or dart).
[New] Page 235: In the Downtime Activities heading, replace the second sentence with: A downtime week consists of at least five days where a PC spends 8 hours each day pursuing the chosen activity.
[New] Page 240: In the first sentence of the second paragraph in the Primordial Source heading, replace the word “circle” with “source”
[New] Page 242: In the Cantrips heading, replace the second paragraph with: Your character class typically defines whether you can access cantrips and how many cantrips you know at each class level. Many cantrips increase in power as you do. Regardless of how you have the cantrip (such as from a class or a talent), you use your character level (see Leveling Up in Chapter 1), not your level in a spellcasting class, to determine the cantrip’s power.
[New] Page 266: In the conjure minor elementals spell, remove “M” from the list of components.
[New] Page 268: Replace the description of the create food and water spell with: You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to twenty Large or smaller creatures for 24 hours. The food is bland but nourishing, and it spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.
[New] Page 279: In the fire under the tongue spell, replace the last sentence with: Once you have spit out the flames, the fire goes out immediately unless it hits flammable material that can keep it fed, then the spell ends.
[New] Page 298: In the moonbeam spell, replace the At Higher Circles section with: When you cast this spell using a spell slot of 3rd circle or higher, the damage increases by 1d10 for each slot above 2nd.
[New] Page 299: In the pendulum spell, replace the last sentence of the first paragraph with: If all results are exhausted, the spell also ends.
[New] Page 312: In the spiritual weapon spell, correct the Duration to 1 minute
[New] Page 314: In the sunbeam spell, replace the last paragraph with: For the duration, a mote of brilliant radiance shines in your hand. It sheds sunlight in a 30-foot radius and dim light for an additional 30 feet.
[New] Page 334: In the fabricate spell, replace the last sentence of the third paragraph with: You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of tools used to craft such objects.
[New] Page 345: In the prayer of healing spell, replace the second sentence of At Higher Circles with: Once you have access to 3rd-circle spell slots or higher, the healing increases by 1d8 for each slot above 2nd.
[New] Page 349: In the symbol spell, correct the Casting Time to 1 minute
[New] Page 353: In the Frightened heading, replace the first bullet point with: A frightened creature has disadvantage on ability checks and attack rolls while it can sense the source of its fear.
[New] Page 353: Replace the text of the Incapacitated heading with: An incapacitated creature can’t take actions, bonus actions, or reactions.
[New] Page 374: At the top of the F list add: falling 212. See also falling damage
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
All errata in this document will appear in the next printing of the Tome of Heroes.
Page 21: In the Playing a Derro sidebar, in the third sentence of the third paragraph, correct the page reference to page 22.
Page 53: In the Roar of Defiance feature, replace the final sentence with the following sentence:
Once a creature takes damage from this feature, you can’t use this feature on that creature again during this rage.
[New] Page 64: Replace the text of the Ablative Inspiration feature, with: Starting at 14th level, when you take damage from a spell or effect that affects an area, such as the fireball spell or a dragon’s breath weapon, you can expend one use of your Bardic Inspiration as a reaction to redirect and dissipate some of the spell or effect’s power. Roll the Bardic Inspiration die and add the number rolled to your saving throw against the spell or effect. If you succeed on the saving throw, each friendly creature within 10 feet of you is also treated as if it succeeded on the saving throw.
Page 72: In the Channel Divinity: Grasp Not the Wind feature, replace the first sentence with the following sentence:
At 2nd level, you can use your Channel Divinity as a bonus action to end the grappled condition on yourself and gain a flying speed equal to your walking speed until the end of your turn.
Page 73: In the Dire Tempest feature, replace the first sentence with the following sentence:
At 17th level, you can use an action to create a 20-foot-radius tornado of swirling wind and debris on a point you can see within 120 feet.
Page 78: In the Sand Form feature, replace the first sentence of the final paragraph with the following sentence:
When you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it.
Page 78: In the Sand Dervish feature, replace the first sentence with the following sentence:
Starting at 6th level, you can use a bonus action to create a sand dervish in an unoccupied space you can see within 30 feet of you.
Page 87: Between the Massed Fighting feature and the Tactical Positioning feature, add the following feature:
Vigilance
At 10th level, when a friendly creature you can see is reduced to 0 hit points, you can use your reaction to move up to your speed toward it. This movement doesn’t provoke opportunity attacks.
[New] Page 88: Replace the second paragraph of the Opportunistic Brawler feature with: In addition, when a creature moves into a space within 5 feet of you, you can make one unarmed strike against that creature as a reaction. You can use this unique reaction each time a creature moves into a space within 5 feet of you, but you can use this reaction only once per creature that moves into such a space. You have a number of uses of this unique reaction equal to your proficiency bonus, and you regain all expended uses at the start of each of your turns.
[New] Page 106: In the Roaring Fire feature, replace the first sentence with: At 20th level, as an action, you can take on the aspects of a healthy, tended fire, radiating heat and light.
[New] Page 116: In the Call the Otherworldly feature, add a range restriction of 30 feet to the second sentence, replacing “within range” with “within 30 feet.”
Page 124: In the Underfoot Spellcasting table, add a 7th column titled “4th” and include a “1” in that column on the 19th and 20th-level rows.
Page 126: In the Gun Hand feature, replace the first sentence with the following sentence:
Starting at 1st level, when you cast mage hand, its duration increases to 1 hour, and you can perform the following additional tasks with it:
Pages 126-127: In the Gun Hand feature, replace the second paragraph (the paragraph after the bulleted list) with the following paragraph:
When you reach higher levels, you can create one or more spectral hands when you cast mage hand. You gain a second spectral hand at 5th level and an additional spectral hand at 9th, 13th, and 17th level. Unlike your primary mage hand, these additional spectral hands can be used only for the tasks described under this feature and any other aspects of this class that reference this feature. Each extra spectral hand remains within 5 feet of you and vanishes if it is unable to remain within 5 feet of you.
[New] Page 139: In the Animal Lords warlock’s Expanded Spells table, replace hold monster under the Earth Spells column with tree stride.
[New] Page 142: In the Step into Shadow feature, replace all text with: Beginning at 6th level, you can disappear into darkness and reappear next to an enemy. As a bonus action while in dim light or darkness, you can disappear in a puff of inky smoke and reappear into an unoccupied space that is also in dim light or darkness within 5 feet of a creature within 30 feet of you. If that creature is frightened and you attack it, you have advantage on the next attack roll you make against it before the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.
Page 146: In the Favored Soul feature, replace the third sentence with the following sentence:
On a failed save, the creature loses advantage on the roll and has disadvantage on it, and you have advantage on one d20 roll of your choice within the next minute.
Page 222: In the Foraging: Food and Foraging: Hidden Treasures tables, replace the “Magic Plants Found” column heading with “Food Found” and “Hidden Treasures Found” respectively.
Page 278: In the conjure construct spell, replace the At Higher Levels subheading with the following:
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.”
Page 284: In the glare spell, change the Duration to 1 round
Page 289: In the instant armored vehicle spell, replace the second sentence with the following sentence:
The vehicle can take whatever form you want, but it has AC 18, 100 hit points, and a carrying capacity of 1,000 pounds.
Page 297: In the outmaneuver spell, replace the second and third sentences with the following sentences:
On a failed save, the creature’s movement is reduced to 0 until the end of its next turn, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn’t interrupt the triggering opportunity attack, which happens before the effects of this spell.
Page 303: In the silvershout spell, replace the first two sentences with the following sentences:
You unleash a shout that coats all creatures in a 30-foot cone in silver dust until the dust is brushed off, washed away, or otherwise removed as an action. If a creature coated in dust is a shapechanger, the dust glows. For the purposes of this spell, “shapechanger” is any creature with the Change Shape bonus action or Shapechanger trait.
Back Cover: On the back cover of the book, replace the spell conjure fireflies with the spell conjure construct.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
Page 45: In the whirlwind bolas item’s Special heading, replace the first sentence with the following sentence:
A Medium or smaller creature hit by a bolas has its speed reduced to 0 until it is freed, and it must succeed on a DC 10 Strength saving throw or fall prone.
Page 72: In the crook of the flock item’s Spells heading, remove the beast sense spell.
Page 108: In the ashes of the fallen item, after the third sentence of the third paragraph, add the following sentences:
The new spell’s target is the spellcaster’s original target, is placed in that target’s space, or is as close to that target as the spell’s range allows. If the new spell’s range is Self or if the spell targets only one creature and the target is out of range, the new spell affects the spellcaster. The GM randomly determines any other aspects of the spell, such as the wording of the suggestion spell or the form of the polymorph spell.
Page 220: In the wolf’s howl ring item’s 9th level heading, remove beast sense from the list of spells.
Settings
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
The phrase “[Next Printing]” appearing before errata indicates this change has not yet been made to the PDF or book, but it will appear in the next printing of Book of Ebon Tides. All updates not labeled with the phrase “[Next Printing]” appear in the 2nd printing of Book of Ebon Tides.
Page 11: In the Rituals and Summoning subheading of the Connections to the Mortal World section, replace the spell shadow walk with the spell ebon tide.
Page 26: In the Shadow Goblin Heritage section, replace the Size entry with the following:
Size. Shadow goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Page 31: In the Umbral Human Traits section, replace the Size entry with the following:
Size. As with humans from the Material Plane, umbral humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Page 33: In the Quickstep Traits section, replace the Size entry with the following:
Size. Quicksteps are between 3 and 4 feet tall and weigh between 25 and 40 pounds. Your size is Small.
Page 41: In the Circle Spells section, replace the second sentence with the following sentence:
Your connection to this energy grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Shadow Spells table.
Page 42: In the Circle of Shadow Spells table, replace the “Cleric Level” column heading with “Druid Level”
[New] Page 58: In the deep roots of the moon spell, remove “per caster” from the Range line.
[New] Page 71: In the spider song spell, replace the second paragraph with: Each creature that enters the area or starts its turn in the area must make a Dexterity saving throw. On a failed save, the creature is incapacitated and its speed is 0 for as long as it remains in the shadows or until it breaks free. A creature incapacitated by the shadows can make a Wisdom saving throw at the end of each of its turns. If it succeeds, it is no longer incapacitated.
[New] Page 175: Correct the molefolk’s Dexterity to 14 (+2) instead of 13 (+2).
[New] Page 181: In Styx Giants sidebar, replace the first bullet point with: The giant has 180 (19d10 + 76) hp
[New] Page 185: Replace the sable elf hierophant’s Saving Throws line with: Int +8, Wis +4
[New] Page 198: In the moonbeam chain mail magic item, replace “medium armor” with “heavy armor” in the last sentence.
Page 198: In the shield of blinding item, replace the first sentence with the following sentence:
While holding this shield, you can use an action to speak its command word and choose one creature that you can see within 30 feet of you to make a DC 13 Constitution saving throw.
Page 202: In the final sentence of the road seed magic item, replace the spell shadow walk with the spell ebon tide.
Pages 233 to 245: In the Appendix: Shadow Realm Creatures by Terrain, remove the following creatures: Bearfolk Ley Walker, Cave Bear, Cyclops, Goblin Boss, Pixie, Revenant, Scarecrow, and Troglodyte.
Pages 241 and 245: In the Appendix: Shadow Realm Creatures by Terrain, replace “Seeping Death Skeleton (CC)” with “Seeping Death Skeleton (Suppurating Ooze) (CC)”
Page 242: In the Appendix: Shadow Realm Creatures by Terrain, under the CR 3 heading, replace “Shadow Freezing Ooze (CC)” with “Freezing Shadow Ooze (CC)”
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
The errata on pages 438 and beyond applies to the 5th Edition version of the Midgard Worldbook. All errata in this document will appear in the next printing of the Midgard Worldbook.
Page 70: In the Free Cantons of the Ironcrags heading, replace the second sentence of the fourth paragraph with the following sentence:
Most notably, the small settlements of Rogglett and Mynnasgard have been inhabited for about 60 and 90 years, respectively.
Pages 75, 79, 208, and 210: Replace the city name Brescia with Brixia and replace the city name Schio with Schion.
Page 154: In the Lonely Spire heading, replace the second sentence with the following sentence:
Prior to the invasion, the Archmage Kolos the Lame (N male human wizard 20) molded students into mages of uniformly excellent character and skill.
Page 206: In the Blood of the Sea Arena heading, replace the third sentence of the second paragraph with the following sentence:
The master of fighters is Captain Shushu (LE male human fighter 5/rogue 5), a braggart from Nuria Natal whose skill with a blade matches his claims.
Page 210: In the Scarlet Citadel subheading of the Other Sites heading, replace the final sentence with the following sentence:
He scrupulously swears fealty to the censors each year and defends the border against the creatures of the White Forest and war wagons of the Magdar—though sometimes he fights for the Magdar Kingdom as well, and his loyalty is suspect at best.
Page 312: In the Rook’s Cove subheading of the Tanserhall heading, replace the first sentence with the following sentence:
A trollkin and human settlement ruled by Hengist Staffbreaker (CN male trollkin barbarian 14) on the frigid shore of the Nieder Straits, Rook’s Cove serves as a port of call for pirates and outlaws who stalk the waves of the Northlands.
Page 312: In the Adventures in Tanserhall sidebar, replace the first sentence with the following sentence:
Adventures in Tanserhall involve interacting with the dwarves and helping them resolve issues within their lands.
Page 317: In the Amberhall subheading of the Noatun heading, replace the first sentence with the following sentence:
A large coastal village with a lively trading post, Amberhall thrives under the direction of a capable jarl named Gunhilda the Lefthanded (CG female human ranger 13), though she swears fealty to Uffi Toothless in Noatun.
Page 317: In the Varnerhall subheading of the Noatun heading, replace the second sentence of the second paragraph with the following sentence:
Jarl Yngvarr Ironsides (NG male human fighter 12) has granted the nomads and even a clan of goblins shelter within his fortifications and defended them when they have sought his aid in the past, and in return, they provide valuable intelligence about anything from hostile creatures headed toward the hall to inclement weather on its way.
Page 378: In the Worshippers heading under Bastet’s deity entry, replace Kesh with Kush in the first paragraph.
Page 403: In the Antipaladin’s Oath of the Giving Grave, replace the Oath of the Giving Grave Spells table with the following table:
Oath of the Giving Grave Spells | |
Paladin Level | Spells |
3 | bloody smite*, disguise self |
5 | bloodshot*, caustic blood* |
9 | blood armor*, vampiric touch |
13 | blight, freedom of movement |
17 | insect plague, seeming |
Page 404: In the Lust Domain’s Gifts of Lust feature, replace the cantrip friends with the cantrip message.
Page 411: In the Taergash’s Exsanguinating Tome magic item, replace the 2nd and 3rd level spell lists with the following:
2nd Level: bloodlure*, bloodshot*, caustic blood*, ray of enfeeblement
3rd Level: animate dead, blood armor*, fear, vampiric touch, vital mark*
Page 415: In the New Condition: Shadow Thrall heading, replace the final sentence in the third bullet point with the following sentences:
This charmed effect can’t be removed as long as the creature is a shadow thrall. However, a remove curse or lesser restoration spell suppresses the effect for 24 hours.
Page 438: In the Realms of Dornig and Arbonesse table, replace lines 2 and 3 with the following:
2 A deathsworn elf (CC) uncovers an old cache of military gear left buried near Aucken.
3 Uncovered by peasants scavenging cut stone, a deathwisp (ToB) haunts its unmarked grave.
Page 440: In the Southlands table, remove the extra numbers in lines 2-8.
Page 443: In the Middle Seas and Ruby Despotate table, replace line 3 with the following:
3 Enroute to Efsis, a sea dragon (ToB) escorts three tribute ships loaded with edjet initiates (ToB2).
Page 444: In the Summerlands table, replace line 8 with the following:
8 Coating a fallen giant’s carcass, a periwinkle death butterfly swarm (ToB) flexes their wings in unison.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
All errata in this document will appear in the next printing of the Southlands Worldbook.
Page 2: Add Ben McFarland and Brian Suskind to the Additional Design credit line.
Page 28: Change the Population subheading of the Nuria Natal sidebar to the following:
Population: 13,495,000 (12,360,000 humans, 501,500 gnolls, 351,050 dwarves, 130,390 heruti, 110,000 minotaurs, 22,060 gearforged, 15,000 basteti, 21,000 other)
Page 88: In the third paragraph of the Ama’s Sight heading, replace barlgura with hezrou.
Page 119: In the Kanjar heading, replace the second and third sentences with the following sentences:
Its governor is Sakhmakh, a tiefling with prophetic powers that were bestowed on them by the dark deities of Kush. Sakhmakh previously served as Nula Nagao’s most trusted councilor until the lich grew tired of the tiefling cryptic visions and moved them to Kanjar to get them out of the way.
Page 121: Replace the first sentence of the Expedition to Verdant Falls heading with the following sentence:
Governor Sakhmakh’s recent visions have revealed the presence of druids to the north of Kanjar, and they are preparing to send a team into the jungle to investigate.
Page 138: In the Avawa subheading of the Major Cities heading, replace the penultimate sentence with the following sentence:
Demna argued that joining the Coil would offer an unwanted distraction from making as much money as possible for the kingdom in their gubernatorial role.
Page 147: In the first paragraph of the Kingdom of Free Constructs heading, replace the first sentence of the first paragraph with the following sentence:
Master Kawef of the Brotherhood of the Wheel was renowned among the dwarf golemwrights for his incredibly lifelike constructs, but his most recent masterpiece turned out to be a little too lifelike.
Page 147: In the third paragraph of the Kingdom of Free Constructs heading, replace the first sentence of the third paragraph with the following sentence:
So far, Aware has resisted all attempts by the dwarves of the Brotherhood of the Wheel to dislodge it and has lit the forges so it can manufacture additional defenders.
Page 271: In the Kijani’s Innate Spellcasting trait, replace the spell thorn whip with the spell shillelagh.
Page 283: In the First Servant’s Spellcasting trait, replace the spell hex with the spell command.
Page 289: In the Warlock Genie Lord’s Spellcasting trait, replace the spell chromatic orb with the spell wind tunnel* and add the following note at the end of the list of spells:
*indicates a spell in Deep Magic for 5th Edition
The word “[new]” appears before the latest changes to this document.
Errata 5/29/2025
[New] Page 59: Replace the text of the Bonus Proficiencies feature with: You gain proficiency in the Deception, Intimidation, or Persuasion skill, and you double your PB for any ability check you make that uses herbalist tools.
[New] Page 60: Replace the text of the Grasping Vines feature with: As a bonus action, you can imbue the next attack you make or spell you cast before the start of your next turn with the power of plants. When you hit with an attack or when a creature fails a save against your spell, the target’s speed is reduced by 10 feet until the end of its next turn, as vines grasp at its limbs. If you score a critical hit with the attack or if a creature fails the save by 5 or more, its speed is halved instead. You can use this feature a number of times equal to your PB, and you regain all expended uses when you finish a long rest.
[New] Page 61: Replace the third paragraph of the Wild Shape: Plant Form feature with: At higher druid levels, you can choose plant forms with a CR as high as your druid level divided by 3, rounded down. For example, upon achieving 6th level of druid, you can choose any Plant of CR 2 or lower as a known form, CR 3 or lower at 9th level and so on. See the Appendix and Monster Vault for a selection of Plants to choose from.
[New] Page 68: In the Flora Origin Spells table, replace cloudkill with freedom of movement in the 7th-level line.
[New] Page 153: In area E1 Supply Room, replace the first sentence of the Creatures subheading with: This room is currently home to Zyzha’shacha’s three most-trusted ogre commands, Bruk, Goz, and Urg.
[New] Page 228: Add the Golem tag to the vine golem’s type line so that it reads: Medium Construct (Golem)
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
The phrase “[Next Printing]” appearing before errata indicates this change has not yet been made to the print book, but it will appear in the next printing of Wastes of Chaos. All updates not labeled with the phrase “[Next Printing]” appear in the PDF and VTT versions of Wastes of Chaos.
[New] Page 9: In the Chaos Magic and Warped Resources section, replace the last sentence of the last paragraph with: Even the residue of mining activities can be used to create warp dust, a fine powder used in the creation of entropy bombs (see Chapter 7).
[New] Page 29: Replace the text of the Soul Drinker feature with: When you attain 10th level, your runeblade begins demanding souls. Each time you enter a rage, the sword tries to capture a soul for itself. Whenever your attack with the weapon scores a critical hit, the opponent must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the runeblade begins leeching out the target’s soul. If the opponent drops below 0 hit points, the runeblade consumes its soul, permanently slaying the creature. A consumed soul grants the runeblade a +1 bonus to attack and damage rolls, which last until you finish a long rest. A runeblade can consume a number of souls equal to your barbarian level, after which it becomes temporarily satiated. For every five souls the runeblade consumes, its bonuses increase by an additional +1 to a maximum +4 bonus at 20th level.
[New] Page 29: In the Temper Blade feature, replace the first sentence with: “At 14th level, you learn to temper the effect of your Runeblade’s Song feature.”
Page 29: In the Slake Thirst feature, replace the full text of the feature with the following paragraphs:
Starting when you reach 6th level, the runeblade demands that you slake its thirst for life energy. During your rage, the first creature the sword damages takes an extra 3d6 necrotic damage. The runeblade then transfers some of the target’s energy to you, healing an amount of hit points equal to the necrotic damage dealt.
At 10th level, this feature affects the first two successful attacks you make with your runeblade during your rage. At 14th level, this feature deals an extra 5d6 necrotic damage, and it affects the first three successful attacks you make with your runeblade during your rage.
Page 34: In the Minor Spellcasting feature, replace the third sentence of the first paragraph with the following two sentences:
At 9th level, you can add one additional 1st-level, 2nd-level, or 3rd-level spell of your choice from the cleric spell list to the spells above. At 13th level, you can add one additional 4th-level, 5th-level, or 6th-level spell of your choice from the cleric spell list to the spells above.
Page 36: In the Mark of Chaos feature, replace the first sentence with the following sentence:
Starting at 3rd level, your attacks mark your foes with the touch of chaos itself.
Page 36: In the Demonic Tutor Expanded Spells table, replace “Warlock Level” with “Spell Level”
Page 116: On the Doom Champion stat block, remove all Legendary Actions and replace Multiattack with the following:
Multiattack. The doom champion makes three Greataxe attacks. It can replace one attack with a grapple.
Page 117: On the Doom Champion Overlord stat block, replace Multiattack with the following:
Multiattack. The doom champion overlord makes three Maul or Lance attacks. If it is riding a nightmare, its mount can then make one Hooves attack.
Page 131: In the Song Spider’s statistics, replace its STR with 1 (−5)
Page 142: In the Warped Treant’s statistics, replace its CHA with 5 (−3)
Page 144: In the Warpling’s statistics, replace its WIS with 14 (+2)
Page 156: In the spell lists, remove the Paladin’s spell list.
Page 156: In the draconic essence spell, remove “paladin” from the list of classes with access to the spell.
Page 162: Remove the doom of stolen breath spell from the Cleric, Sorcerer, Warlock, and Wizard spell lists.
Page 170: In the table for the Bead of Monster Summoning magic item, replace Cyclops (CR 6) with Hill Giant (CR 5).
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
Page 90: At the end of the Real Estate tables, add the following notes for clarification:
District 1: Gear District, Merchant District, and Temple District
District 2: College District, Lower Zobeck, and the Market District
District 3: Upper Zobeck and Citadel District
District 4: Kobold Ghetto and Dock District
Adventures
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
All errata in this document will appear in the next printing of the Book of Lairs.
Page 8: In the Living Lair heading, replace the first bullet point with: 10 kobolds led by 1 kobold trapsmith (ToB)
Pages 18-19: In the Area 5 Energy Source heading, replace the third sentence of the first paragraph with the following sentence:
The golden sphere allows any elemental, anyone holding a wand of lightning bolts, or any character within 50 feet who succeeds on a DC 15 Intelligence (Arcana) check to cast the shocking grasp spell once, using the caster’s level or CR.
Page 46: In the Area 2 Jungle heading, replace water weird with water elemental.
Page 55: In the Talitheosian Knitting Needles magic item, replace the second sentence with the following sentences:
They can be used to create vines in a particular location. This effect works like the black tentacles spell, except the tentacles look like vines and deal piercing damage instead of bludgeoning damage.
Page 67: In the Area 5 Rubble heading, replace galeb duhr with earth elemental and add the following sentence after the first sentence of the first paragraph:
Longwinter has an Intelligence of 8 (−0) and knows some rudimentary Common.
Page 70: In the Area 8 Bleeding Bride’s Final Rest heading, replace banshee with ghost.
Page 72: In the Background heading, replace the first sentence of the third paragraph with the following sentence:
An undead aboleth, a creature known as a nihileth, rose from the waters below and settled in a small grotto a mile outside of town, bringing a small band of adoring underwater creatures with it.
Page 74: In the Area 5 Worshipper’s Chamber heading, replace the third sentence in the first paragraph with the following sentence:
A sharkjaw skeleton (ToB) and five sahuagin are in this chamber gathering equipment, ritual components, and other items.
Page 74: In the Area 5 Worshipper’s Chamber heading, replace the first sentence with the following sentence:
After defeating the sahuagin and their skeletal pet, the party hears a loud splash and grunting sounds coming from the southeast.
Page 75: In the Area 6 Sahuagin Shrine heading, replace sahuagin priestess with drowned maiden (ToB) and replace the final sentence of the descriptive text with the following sentence:
A blue-skinned woman stands at the altar, arms raised in evocation.
Page 75: In the Area 6 Sahuagin Shrine heading, replace the second sentence in the first paragraph with the following sentence:
The aboleth itself is raising the zombies, but it has the maiden convinced that she is powerful enough to do so.
Page 75: In the Area 6 Sahuagin Shrine heading, replace the second sentence in the second paragraph with the following sentence:
The drowned maiden attacks the PCs as soon as they enter the shrine.
Page 75: In the Area 7 Aboleth’s Pool heading, replace sahuagin baron with sharkjaw skeleton (ToB) and replace the final sentence in the descriptive text with the following sentence:
And as if that weren’t enough, a giant skeleton made of shark jaws enters the fray, followed by two sahuagin.
Page 92: In the Travelers and Pilgrims sidebar under the Ozmir Al-Mhareshi subheading, replace cleric with priest.
The word “[new]” appears before the latest changes to this document.
Errata 5/29/2025
Special Note: We left the exact placement of many locations in Per-Bastet (like the Wharf buildings) purposefully vague so that the GM could place them wherever is most convenient for their game in the city, especially because the Guard District locations include a home the PCs can buy and use as a base. The city is meant to be “use what you need” and also “here are connections between some of the shops/people for use as story seeds if you want them.” For example, the “W9” on page 64 refers to the ninth location mentioned in the Wharf District to let you know the location you’re reading has a connection to that listed location, in case you want to use that connection in your game.
[New] Page 18: In the last paragraph of the Street of Many Fools heading, add location guidance to the last sentence: “Here, we have some locations (noted with “SM” as they do not appear on the map) travelers might find on the Street of Many Fools.”
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
This errata doesn’t include minor spelling corrections, such as correcting “thief’s tools” to “thieves’ tools” or correcting “Tennrick” to “Tennrik,” and it doesn’t include minor formatting adjustments, such as adding bold or italics to words missing that formatting. All errata in this document will appear in the next printing of the Midgard Sagas.
Page 9: In the Area 3 Grand Hall heading, replace the sentence under the Part 2 subheading with the following sentences:
Two bearded devils lurk in this room. One draws infernal symbols on the floor with blood, while the other keeps watch from one of the chandeliers.
Pages 10, 12, 25: Replace all instances of “Captain Rakell” or simply “Rakell” with “Captain Lucia” or “Lucia,” respectively.
Page 12: In the Area 6 Library heading, remove the final sentence under the Part 2 subheading.
Page 13: In the Area 8 Major Domo’s Quarter’s heading, replace the spell witch bolt under the Part 1 subheading with the spell magic missile.
Page 14: In the Area 13 Overhall heading, replace the first sentence of the second paragraph under the Part 2 subheading with the following sentence:
Nearby devils (including the bearded devils in Area 3) avoid contact with humans in the Overhall.
Pages 15 and 16: In the Area 16 Wyvern Suite heading, replace all text under the Part 2 subheading with the following text:
Hakar and his crew fortify themselves in the practice salle (Area 12), leaving this area empty. If the characters spend more than a few moments in this chamber, the wyvern statue animates and attacks. This effect works like the animate objects spell, except the wyvern is permanently animated and loyal to Hakar. The wyvern uses the statistics of a Large animated object. The wyvern settles back onto its plinth if everyone leaves the chamber, but it animates again when people not led by Hakar, Tennrik, or Hakar’s crew enter the area.
Page 18: In the Area 19 Lord’s Quarters heading, replace all text under the Part 2 subheading with the following text:
Before descending into the undermanor, Adderly activates two of the manor’s defenders, animated armors, and commands them to kill anyone they encounter. Fortunately, the constructs are very literal. Since they weren’t ordered to leave the General’s quarters, they remain here. They will, however, try to kill anyone who enters.
Page 19: In the Area 21 Gallery of Burning Souls heading, replace all instances of fire snakes with magma mephits.
Page 19: In the Area 22 Gate Chamber heading, replace the bulleted list beneath the fourth paragraph with the following bulleted list:
- Physically smashing a sigil with a weapon destroys it.
- Spells that normally affect more than one target weaken every sigil in the affected area. If at least four sigils are weakened, halve the number of lemures that exit the gate each round.
- Spells that normally affect just one target destroys the targeted sigil.
- Channel Divinity destroys one sigil within 30 feet with each use.
Page 25: In the Bertram Bodkin entry, replace “Hakar’s Lieutenant” with “Lucia’s Lieutenant” in his heading. In addition, replace “Captain Hakar” with “Captain Lucia” in the Personality subheading.
Page 25: In the Tennrik Gervastag entry, replace “Rakell’s Lieutenant” with “Hakar’s Lieutenant” in his heading. In addition, replace the fourth sentence of the first paragraph with the following sentence:
Tennrik likes Hakar well enough, but he has no loyalty to the Company.
Page 30: In the Scene 2: Firebombs! Heading, replace the third sentence of the Treasure subheading with the following sentence:
A character who spends at least 10 minutes studying the documents and succeeds on a DC 20 Intelligence (Investigation) check, or succeeds on a DC 15 Dexterity check while taking measurements from the blueprints with clockwork tools (treat as tinker’s tools), realizes that the scribblings in the margins reflect a keen interest in gauges, control mechanisms, and weak points of the mechanism.
Page 32: In the Scene 5: The Boiler Whistles and Rivets Pop heading, replace the spell crown of madness in Mandebbok’s spell list with the spell hold person.
Page 38: In the Scene 2: Legwork heading, replace “Luck’s Lady” with “Lady Luck” in the final two sentences of the fifth bullet point under the Wazen Al-Shamuri’s Aid subheading.
Page 43: In the Area B Abu’s DayDream (Restaurant) heading, replace the Alerted subheading with the following:
Alerted: If security has reason to suspect a problem, two guards are stationed here: one by each entrance.
Page 43: In the Area D Counting Room heading, remove the (commoner) parenthetical from the Alarmed subheading.
Page 45: In the Area H Guest Rooms heading, replace the second sentence of the second paragraph with the following:
Some hosts and hostesses visit the guests, bringing them whatever they’ve requested from the Lounge’s many offerings.
Page 57: In the Area 3 Gnoll Hunting Party heading, replace the first sentence of the second paragraph with the following sentence:
The hunting party consists of Oglek, a female gnoll havoc runner, and five gnolls.
Page 60: In the Area 10 Great Journey heading, replace the first sentence of the third paragraph after the descriptive text with the following sentence:
A black staff lies at the bottom of the tank in the area outlined on the map.
Page 60: In the Area 10 Great Journey heading, replace the first paragraph after the second descriptive text (Through the water, pairs of yellow eyes blink at you through the glass.) with the following text:
Inhabiting the tank are two swarms of quippers. They are aggressive and territorial and attack anyone who enters the tank. They focus their attacks on anyone carrying the staff.
Page 61: In the Obstacles and Encounters table, replace entry 6 with the following:
6 A reckless party of three sahuagin spring from the river; one lands in each boat and attacks someone.
Page 72: In the Optional Scene 2C: Raiders! heading, replace the final sentence of the second paragraph with the following sentence:
This group can be any size to challenge the characters, but 2 gnoll havoc runners and 8 gnolls is a good starting size.
Page 74: In the Scene 3: The Dust Goblin Camp heading, replace the Treasure subheading with the following:
Treasure. The cart’s escort carries 4 vril rifles (see page 106), each with 1d6 shots remaining. In addition, it carries 35 gp, 63 sp, 6 potions of healing, 2 potions of greater healing, and a spell scroll of see invisibility. The cart is loaded with food and drink of the sort goblins prefer.
Page 87: In the Beryksheim Reavers heading, replace the final sentence under the Herrga Wotansdottir subheading with the following sentence:
She wears her blonde hair in dozens of small braids, and she uses the statistics of a war chaplain (see Creature Codex).
Page 92: In the second paragraph under the After the Battle subheading of the Raid Event 3: A Chieftain Falls heading, replace Vorsheim with Vorstaag.
Page 93: In the Dinner Interrupted heading, remove the final sentence of the first paragraph and replace the second paragraph with the following:
The pack consists of 2 darakhuls, 2 ghasts, and 3 beggar ghouls.
Page 94: In the Dinner Interrupted heading, replace the Treasure subheading with the following:
Treasure. Two jeweled, gold rings (alexandrite and peridot, 600 gp each) and a ring of resistance (psychic, jade gemstone) are worn by a severed hand.
Page 95: In the Area 1 The Camp heading, replace the first sentence with the following sentence:
Gundren Stoneheart (use the statistics of a wolf reaver dwarf from Tome of Beasts), the former warleader of Vorstaag, and his few remaining warriors (6 zombies) camp here.
Page 96: In the Area 4 Spore Nursery heading, replace the final sentence of the first paragraph with the following sentence:
These use the statistics of shriekers but with the following additional traits and action:
Page 100: In Captain Lucia Rakell’s statistics, change her Strength saving throw to +3 and her Constitution saving throw to +2.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
This errata doesn’t include minor spelling corrections, such as correcting “bodygaurd” to “bodyguard” or correcting “Chttrk” to “Chittr’k’k,” and it doesn’t include minor formatting adjustments, such as adding bold or italics to words missing that formatting. All errata in this document will appear in the next printing of the Scarlet Citadel.
Page 23: In the Gossip Table, replace Entry 20 with the following:
20 The party is alerted to the existence of a lifeless clearing in E3 and to the suspicion that Gabe from the orchard (R13) snuck out there recently and has been acting strangely since. Additionally, Gellert’s henchmen have been spotted in the area more often.
Page 27: In the Area E4 Zula’s Cottage heading, replace the second sentence of the fourth paragraph with the following sentence:
Zula is a pale, dark-haired, tattooed woman constantly puttering about her cottage, and she offers the party slightly discounted (10%) potions of healing and access to her limited repertoire of healing magic in exchange for any news from town.
Page 34: In the Hidden Dungeon Entrance heading, replace the first sentence of the second paragraph with the following sentence:
This entrance leads directly to the dwarven barracks on Level 3 (see Area 301).
Page 36: In the Level 1: Dungeon and Crypts heading, replace the second sentence of the third paragraph with the following sentence:
He has an assistant—a tusked crimson ogre called Scar—and a compatriot of sorts, a human blood cultist named Ushulx (see appendix for both), who is here for her own reasons.
Page 43: In the Area 107 Shrine to Charun heading, replace the second sentence of the third paragraph (second paragraph after the read-aloud text) with the following sentence:
She perceives the river as a metaphor for blood flowing through arteries and believes Charun is connected to the Dry Lands because of the proximity of this shrine to the crypt (Areas 116–119) and its connection to the Dry Lands.
Page 44: In the Area 110 Water Torture Chamber heading, replace the first sentence of the third paragraph (second paragraph after the read-aloud text) with the following sentence:
A steam mephit that enjoys watching the occasional torment floats near the ceiling of the chamber in a cloud of steam, effectively invisible.
Page 48: In the Restocking heading, replace the final sentence of the third paragraph with the following sentence:
As characters gain levels, you can add ghouls, ghasts, wraiths, and other powerful undead to keep fights challenging.
Page 54: In the Area 204 Dust Goblins’ Lair heading, replace the final sentence under the Treasure subheading with the following sentence:
Tucked in among the sleeping furs and sacks of supplies are one each of potions of growth, healing, and thunder resistance.
Page 58: In the Area 208 Ooze Plasma Holding Tanks heading, replace the third sentence of the second paragraph (first paragraph after the read-aloud text) with the following sentence:
The sloshing is caused by four ooze (magma) mephits swimming through the plasma.
Page 60: In the Area 214 Dry Lands Pathway heading, replace the first three sentences of the second paragraph with the following sentences:
What appears to be a crumbling hole in the wall between Area 213 and the pit was sealed by Cagoth-ze with a wall of fire spell of his own devising. The wall appears as a translucent, fiery shimmer in the air. An object or creature can pass right through it, but a creature takes 22 (5d8) fire damage if it does so.
Page 62: In the Area 214 Dry Lands Pathway heading, replace the second and third sentence of the third paragraph (first paragraph after the read-aloud text) with the following sentences:
Catching a glimpse of the party, the undead plunge through the wall of fire and attack. Even fairly powerful undead, such as a wight, wraith, or vampire spawn, won’t be an overpowering threat to the characters because they’ll be weakened significantly by coming through the fire.
Page 66: In the Area 217 Cagoth-ze’s Chamber heading, replace the first sentence with the following sentence:
This is Cagoth-ze’s personal living chamber and where the characters encounter him if they didn’t encounter him elsewhere.
Page 67: In the Restocking heading, replace the second sentence of the fourth paragraph with the following sentence:
If the level is completely emptied if other enemies, undead batter down Cagoth-ze’s wall of fire so they can roam freely throughout the level.
Page 71: In the Trolkin Encounter Groups table, reduce the lich hounds to 1 in the Weak B entry and change the XP to 2,750 in the Medium A entry.
Page 72: In the Area 301 Entry Hall heading, replace the first sentence of the second paragraph with the following sentence:
The spiral stairs connect to the hidden staircase on the surface, about 250 feet from the northwest corner of the old fortress (see page 34).
Page 98: In the Cult of Camazotz heading, replace the first sentence of the second paragraph with the following sentence:
A derro speaker to the darkness (Creature Codex) named Gilsfeyr led his band of outcasts along the Black River until they found this cavern and its population of giant vampire bats, saber-toothed bats, bat swarms, and flame eater swarms.
Page 99: In the Option 1: Into the Fray heading, replace the last sentence in the last paragraph with the following sentence:
Imortra casts mage armor on herself beforehand and plans to cast banishment on whomever she perceives to be the most powerful spellcaster in the group as an initial volley.
Page 105: In the Area 407 Radiant Mushroom Cave heading, replace the last sentence in the third paragraph (second paragraph after the read-aloud text) with the following sentence:
The pariahs’ dose is small enough that the effect on them is similar to a charm person spell, whereas Drakustanz is effectively dominated.
Page 108: In the Area 413 Crystal Platform heading, replace the last sentence of the second paragraph with the following sentence:
Since they almost certainly haven’t cast true seeing and probably haven’t been affected by weapons coated in potions of augmented reality (see appendix) yet, they see the chamber as empty.
Page 113: In the Area 415 Derro Village heading, replace the fourth sentence of the fourth paragraph (second paragraph after the read-aloud text) with the following sentence:
The effect is disorienting and unsettling; if a character sees it for the first time while frightened, the character uses all their movement and actions to flee the cavern as quickly as they can and stay out until they’re no longer frightened.
Page 116: In the Area 416 Prisoner Quarters heading, under the Aftermath subheading, replace the first sentence of the fourth paragraph with the following sentence:
The better solution is to teleport out using the spell scroll of teleportation circle from Cagoth-ze’s belongings or the skull circle in Area 417.
Page 125: In the Area 502 Gellert’s Larder heading, replace the final paragraph with the following sentence:
Other than fresh food, the only other things of value to be found here are three bottles of scarlet mead (see sidebar) and a recipe to make the mead (see Player Handout 2 in the appendix).
Page 131: In the Area 506 Xymargshra’s Hoard heading, replace the fourth sentence in the second paragraph (the first paragraph after the read-aloud text) with the following sentence:
A creature who touches it must make a successful DC 14 Dexterity saving throw or become restrained by the webs until they break free with a successful DC 14 Strength check.
Page 142: In the Area 515 Llagfel’s Crypt heading, replace the second sentence of the second paragraph under the Llagfel’s Myrmidons subheading with the following sentence:
Make all Llagfel’s myrmidons wraiths or even spectral guardians (Tome of Beasts).
Page 155: In the Level 6: Howling Halls heading, replace the first sentence under the Wind subheading with the following sentence:
The sphere of annihilation in Area 614 destroys everything, including the air touching it.
Page 156: In the Ley Lines heading, remove the final sentence of the second paragraph.
Page 163: In the Area 608 Bones of the Fallen heading, replace the second sentence of the fifth paragraph (the first paragraph after the read-aloud text) with the following sentence:
Hidden among them is a bonepowder ghoul (Tome of Beasts) named Morgaryv.
Page 164: In the Area 608 Bones of the Fallen heading, replace the second sentence under the Treasure subheading with the following sentence:
There are also potions of longevity and invisibility, spell scrolls of feeblemind, maze, and antimagic field, a +1 shield, a wind fan, a cloak of elvenkind, a belt of hill giant strength, and a brass horn of Valhalla.
Page 166: In the Area 611 Abandoned Refuge heading, replace the first sentence of the fifth paragraph (second paragraph after the read-aloud text) with the following sentence:
Among the other gear stowed in the cave are enough rations for 8 days (tough from being frozen for years but edible if boiled), 50 feet of silk rope with a grappling hook, two ice axes, one flask of alchemist’s fire, a healer’s kit, potions of greater healing, superior healing, clairvoyance, and gelatinous form (see the appendix), a sheet of parchment containing writing in both Common and Illyrian (an aristocratic court tongue used in a region south of the Scarlet Citadel), and the spellbook of an 8th-level wizard (fill it with any spells you choose) named Ravaulze the Shrewd who apparently had connections to the Arcane Collegium in Zobeck.
Page 167: In the Area 612 Elemental Prison heading, replace the second sentence of the first bullet point under the Conversing with Evil subheading with the following sentence:
(Like all other spellcasting on this level, this is subject to chaos effects.)
Page 175: In the Derro Pariah’s Innate Spellcasting trait, replace the spell blade ward with the spell true strike.
Page 179: In Gellert the Gruesome’s traits, replace the Ley Line Acclimatization with the following trait:
Ley Line Acclimatization. Gellert’s spellcasting and other magic use doesn’t trigger chaos magic surges.
Page 180: In Gellert the Gruesome’s Spellcasting trait, replace the spell ray of sickness with the spell burning hands.
Page 181: In the Ghostly Foe’s statistics, change its Dexterity saving throw to +4 and its Wisdom saving throw to +2.
Page 181: In the Ghostly Foe’s statistics, replace Damage Resistances with the following:Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
All errata in this document will appear in the next printing of Tales from the Shadows.
Page 13: In the fifth paragraph of the Road to Corremel location, remove the third sentence, which reads “She follows up that attack by targeting a heavily armored PC with ray of sickness and casts shield when she comes under fire.”
Page 34: In The Old Ruined Bridge location, replace the Creatures subheading with the following:
Creatures. The mildewed waters surrounding the arched bridge contain a shadow-touched giant constrictor snake. The snake watches those on shore, preferring to attack characters in the deeper water, which gets progressively deeper away from the sunken path, going from 10 feet to 20 feet deep. If any PC falls off the sunken causeway and into the water, the snake chooses that moment to attack.
Page 167: In The Putrid Bog location, replace the final paragraph of the first column with the following:
When a non-evil creature enters the ring of standing stones or starts its turn there, it is affected by the power word stun spell. When the stunning effect ends, that creature is immune to this effect of the altar for 1 hour.
The word “[new]” appears before the latest changes to this document.
Errata 05/29/2025
Page 9: In The Pool subheading of The Pool area, replace the second and third sentences with the following sentences:
These pockets of deeper water are hard to detect without moving through the pool or knowing the safe route through the pool to avoid them. For every 10 feet a PC moves through the pool, the PC must succeed on a DC 12 Dexterity saving throw or slip and fall into the deeper water.
Page 10: In the description of the Tower of Bacana area, remove “circular” from the first sentence.
Page 11: In the Goat’s Blessing area, remove the first three sentences (all of the text that appears before the description).
Page 25: In the DC 12 row of the Grinzerrialt and the Arc table, replace “greater gibbering mouther” with “dread gibbering mouther”
Page 25: In the Creatures subheading of the Dealing with Chuck heading, replace “greater gibbering mouther” with “dread gibbering mouther”
Page 46: In the Desert Wastes Encounters table, replace entry 4 with “1d4 dust mephits”
Page 50: In the Flaying Star (Phase 1) statistics, replace its INT with 16 (+3)
Page 65: In the Security Office area, replace the Goo section with the following:
Goo. A creature that comes into contact with this sticky, viscous substance takes 5 (1d10) acid damage, and the goo sticks to it. Until a creature uses an action to scrape off the goo, the creature covered in goo takes 5 (1d10) acid damage at the start of each of its turns.
Page 65: In the Bio Sciences Laboratory area, replace the Rivers of Goo section with the following:
River of Goo. A creature that comes into contact with this sticky, viscous substance takes 5 (1d10) acid damage, and the goo sticks to it. Until a creature uses an action to scrape off the goo, the creature covered in goo takes 5 (1d10) acid damage at the start of each of its turns. The heggarna that thrive here subsist on the goo and are immune to its effects.
Page 76: In the Escort subheading of the Awakening heading, replace “doombringer” with “doom champion”
Page 115: In the Crossing the Wastes heading, replace the third paragraph with the following paragraph:
The surrounding Wastes can be customized to suit the needs of the campaign. The journey to Ssileficus’s body takes half a day.