Medium undead, lawful evil

Armor Class 14 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.

12 (+1) 16 (+3) 17 (+3) 18 (+4) 12 (+1) 15 (+2)

Skills Deception +8, Persuasion +8
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP)

Special Traits

  • Deathspeak. If the deathspeaker engages at least one creature in conversation for at least 1 minute, it can perform a prophetic display, reading cards, throwing bones, speaking to a crystal ball, or similar. Each creature that can see or hear the prophetic display must succeed on a DC 15 Intelligence saving throw or be cursed with the belief it will soon die. While cursed, the creature has disadvantage on attack rolls and ability checks. The curse lasts until it is lifted by a remove curse spell or similar magic, or until the deathspeaker dies. The deathspeaker can use this trait only on creatures that share at least one language with it.


  • Multiattack. The deathspeaker makes two rake attacks. Alternatively, it can use Necrotic Ray twice.
  • Rake. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage.
  • Necrotic Ray. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) necrotic damage.
  • Pronounce Death. The deathspeaker chooses a creature it can see within 30 feet of it that has been reduced to 0 hp. The target must succeed on a DC 13 Constitution saving throw or immediately die. Creatures cursed by the Deathspeak trait have disadvantage on this saving throw.


Doomsayer. The deathspeaker appears to be alive, if only barely, but it is an undead menace that attempts to engage people in conversation, eventually cursing the one who listens to it by predicting the listener’s death. The deathspeaker claims to be a seer who is granted glimpses into the future, saying it is there to advise people of the perils they face. Deathspeakers know their appearance can often be unsettling to humanoids, and many use disguises or heavy clothing to obscure their features.

Evil Origins. Deathspeakers are imparted unlife from gods of trickery and deception. Chosen from people who were charlatans in life, deathspeakers rely on their former tricks to curse the living in the names of their gods.

Cadaver Sprites. For reasons that aren’t understood, cadaver sprites are often found in areas around deathspeakers, though not always in their company. Deathspeakers are neither fey nor associated with the fey courts, but they don’t dissuade the little undead from following them. Even the most learned sages don’t understand why the two associate with each other, though some speculate it lies in their shared penchant for trickery.

Undead Nature. The deathspeaker doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

Tome of Beasts 2. © 2020 Open Design LLC; Authors Wolfgang Baur, Celeste Conowitch, Darrin Drader, James Introcaso, Philip Larwood, Jeff Lee, Kelly Pawlik, Brian Suskind, Mike Welham.

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