Small fey, neutral evil

Armor Class 16 (natural)
Hit Points 114 (12d6+72)
Speed 20 ft.; Swim 30 ft.

23 (+6) 16 (+3) 22 (+6) 17 (+3) 19 (+4) 22 (+6)

Saving Throws Wisdom +9, Charisma +11
Skills Deception +16, Intimidate +11, Insight +16, Stealth +8
Damage Resistances Non-magical weapons
Senses blindsight 60 ft., darkvision 60 ft., passive Perception
Languages Common, Aklo, Sylvan, Aquan
Challenge 13 (10,000 XP)


  • Innate Spellcasting. The amadan may cast the following spells without components. Its spell casting ability is Charisma, spell attack bonus +11, spell DC 19.
  • Accursed Veil. The amadan is under the effects of greater invisibility at all times. Creatures under the effects of a curse can see the creature normally.
  • Amphibious. The amadan can breathe both air and water.
  • Illuck. As a bonus action each round, the Hamadan may choose any number of creatures within 30 feet. Those creatures reduce their attack rolls and ability checks by 1d4 until the amadan dies or the creatures leave the aura.
  • Tainted Tears. Any creature that successfully attacks the amadan with a melee weapon or natural attack, or who is hit by the amadan’s bite or claw attack, must succeed on a DC 19 Wisdom save or become cursed. Roll 1d6 to determine which ability score is affected (1 = Strength, 2 = Dexterity, etc). The target has disadvantage on ability checks and saving throws made with that ability score for 1 minute, or until the curse is removed by a remove curse, dispel good and evil, or similar magic. The target may repeat the save at the end of each of their rounds.


  • Multiattack. The amadan may make two attacks, one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1d6+6 (10) piercing damage.
  • Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 2d6+6 (13) slashing damage.


A smallish, stunted humanoid stands before you, its hairless flesh sloshing liquidly in uncountable jowls and folds, while a sagging pannus nearly hides its tiny webbed feet from view. Its rheumy eyes glare malevolently above a drooping mouth filled with hundreds of needle-sharp teeth, while rivulets of clotted tears run down every crease. Its mottled, pasty skin is everywhere beaded and slicked with blood-tinged sweat that drips constantly from every pore. An amadan is vaguely humanoid, but alternately shrunken and swollen like a half-melted wax figure. Its skin is pallid and nearly translucent, and on close examination every fold and flap bears the impression of an anguished face, the lingering legacy of some accursed ancestor whose residual tragic destiny the amadan has absorbed. Beneath the amadan’s skin there is no flesh, no bone, no organs of any kind; its skin is but a membrane holding the turgid distillate of a thousand curses within it. Living Curse. An amadan is a living curse, a being of cruel chance and malformed destiny.

Outsiders and those yet untouched by their power often scoff at the superstitious signs made to avert the attention of an amadan, but those who have felt their bitter affections have learned it does not pay to tempt fate where an amadan is concerned. Liars and Betrayers. Amadans are drawn to settled areas, though they prefer small towns and rural communities to bustling cities. They walk freely though villages they claim, posing at first as kindly water spirits. When misfortune inevitably strikes (usually brought on by the amadan itself), the amadan offers to intercede with the spirit world to protect the mortal community, for a price. Its price always seems small at first, but it increases slowly but surely as the amadan points out a litany of supposed slights and transgressions against the fey world. Each new demand it makes to atone for the offense is one small step further toward corruption, but those who object or refuse its demands find themselves suffering mysterious accidents or terrible fates. Whispering doom into the ears of the low and high alike, amadans build cults of misery, tribute, and eventually living sacrifice. Through imprecation and insinuation, amadans drive their unwitting subjects to mounting acts of depravity until their community collapses into madness, savagery, and a bloody orgy of violence, before the amadan moves on in search of new victims, leaving carnage-strewn anarchy in their wake.

Section 15: Copyright Notice

Forest Kingdom Campaign Compendium 5e © 2017, Legendary Games; Lead Designer Jason Nelson. Authors: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Tim Hitchcock, N. Jolly, Julian Neale, Jason Nelson, Thomas J. Phillips, Alistair J. Rigg, David N. Ross, Neil Spicer, Todd Stewart, Russ Taylor, Michael D. Welham, Linda Zayas-Palmer.

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