TV to Tabletop is a series where we take ideas from popular fantasy TV and movies and translate them to D&D terms. Use them in your own game as is, rename them to hide your sources, or get inspiration for your own new ideas!
Stranger Things aired on Netflix in 2016, featuring a group of nerdy kids who find themselves at the center of a conflict between monsters from a parallel dimension, a young girl with psychic powers, international governments, and ordinary people in the town of Hawkins.
The parallel dimension in the show is called the Upside Down. It appears as a dark, horrific mirror of the real world, full of eldritch monsters like the demogorgon.
While the demogorgon from Stranger Things has been statted out in an official product, other denizens of the Upside Down remain ready to stat up for your home game.
Demobats are batlike creatures with long tails that can be used to grab onto their foes and drag them or strangle them.
Small Monstrosity, Typically Chaotic Evil
Armor Class 12
Hit Points 22 (4d6 + 8)
Speed 5 ft., fly 40 ft.
|15 (+2)||12 (+1)||14 (+2)||6 (−2)||8 (−1)||7 (−2)|
Senses darkvision 60 ft., passive Perception 8
Challenge 1 (200 XP) Proficiency Bonus +2
Hive Mind. The demobat can telepathically communicate simple ideas, such as the presence of threats, to all other demobats within 300 feet of it.
Sonic Allure. If the demobat hears a loud sound or is within 300 feet of a target that takes thunder damage, it must make a DC 12 Wisdom saving throw. On a failed save, the demobat must use its movement on its next turn to approach the source of the sound.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.
Tail. Melee Weapon Attack: +4 to hit, reach, 10 ft., one target. Hit: The target is grappled (escape DC 12) and cannot breathe until the grapple ends.
Strangle. A creature that the demobat is grappling must succeed on a DC 12 Consitution saving throw or take 2 (1d4) bludgeoning damage and lose 1 minute of air.
Vecna (named after the iconic D&D lich) is the main villain of Season 4 of Stranger Things. Vecna appears to be pulling the strings in the Upside Down and kills unsuspecting people who have psychological trauma with his psychic powers.
Medium Undead, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 165 (22d8 + 66)
Speed 30 ft., fly 30 ft. (hover)
|11 (+0)||18 (+4)||16 (+3)||12 (+1)||14 (+2)||19 (+4)|
Skills Deception +9, Perception +7
Saving Throws Int +6, Wis +7
Damage Resistances necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 17
Languages Common, Telepathy 120 ft.
Challenge 15 (13,000 XP) Proficiency Bonus +5
Legendary Resistance (3/day). If Vecna fails a saving throw, he can choose to succeed instead.
Trauma Sense. Vecna knows the location of any creature that has taken psychic damage within the last 24 hours on the Material Plane.
Unusual Nature. Vecna doesn’t need air, food, drink, or sleep.
Multiattack. Vecna makes two Claw attacks.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage.
Telekinetic Grip (Recharges after a Short Rest). Vecna targets a creature he knows the location of. The target must succeed on a DC 17 Wisdom saving throw or be lifted 20 feet into the air and become frightened. While frightened this way, the target is also paralyzed. The target must repeat the save at the end of each of its turns. A creature that can hear music has advantage on the saving throw. After three failed saves, the target takes 55 (10d10) necrotic damage immediately and at the end of each of its turns until the paralysis ends.
Psychic Shove. Vecna targets a creature he can see within 120 feet of himself. The target must succeed on a DC 17 Constitution saving throw or be moved 30 feet in the direction of Vecna’s choosing. If the target collides with a solid object, it takes 6 (1d10) bludgeoning damage for every 10 feet it traveled.
Vecna can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Vecna regains spent legendary actions at the start of his turn.
Claw. Vecna makes one Claw attack.
Move. Vecna moves up to his speed without provoking attacks of opportunity.
Telekinetics. Vecna uses his Psychic Shove.
Vecna’s lair is the entire Upside Down. The air is full of tainted ash and all surfaces are covered with black, vine-like tendrils. If Vecna is encountered in his lair, he has a challenge rating of 16 (15,000 XP).
On initiative count 20 (losing initiative ties), Vecna can take a lair action to cause one of the following magical effects; Vecna can’t use the same effect two rounds in a row:
- Grasping black tendrils animate in a 20-foot radius centered on a point on the ground that Vecna can see within 120 feet of him. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the tendrils. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The tendrils retreat when Vecna uses this lair action again or when he dies.
- A black tendril animates and lashes out at a single target Vecna can see within 120 feet of him. The target must succeed on a DC 15 Dexterity saving throw or become restrained. While restrained, the target cannot breathe or speak and takes 18 (4d8) bludgeoning damage at the start of each of its turns. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds.
- Thunder strikes and dark clouds form depicting a terrifying landscape. Each creature within 30 feet of a point that Vecna can see within 120 feet of him must succeed on a DC 15 Wisdom saving throw, or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
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