Dread Eremite

Medium undead (greater revnant), neutral evil

Armor Class 18 (natural armor)
Hit Points 208 (32d8+64)
Speed 30 ft.

12 (+1) 10 (+0) 15 (+2) 19 (+4) 18 (+4) 16 (+3)

Saving Throws Constitution+7, Intelligence+9, Wisdom+9, Charisma+8
Skills Arcana +9, History +9, Perception +9, Religion +9
Damage Immunities poison, necrotic; bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities charmed, exhausted, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 19
Languages the languages it knew in life
Challenge 15 (13,000 XP)

Special Traits

  • Consuming Aura. Any creature that starts its turn within 15 feet of a dread eremite suffers 5 points of necrotic damage for each Mark of Woe it possesses. If the creature has no Marks of Woe, it suffers 2 points of spiritual damage. The area within a 1,000-foot radius of the dread eremite is a domain of Woe: All Woe saving throws in this region have a +2 DC, and any time a creature takes spiritual damage, it takes an equal amount of necrotic damage.
  • Magic Resistance. A dread eremite has advantage on saving throws against spells and other magical effects.
  • Voice of the Fall. A dread eremite is aware of the presence of rotters and revnants within one mile and can provide general directions to these creatures. It can assume direct control of a rotter or revnant within range and use the senses of this creature; this requires concentration.


  • Multiattack. The dread eremite can use its Touch of Woe and make an attack with an Entropic Bolt.
  • Entropic Bolt. Melee spell attack: +9 to hit, reach 5 ft., one target. Hit: The target takes 11 (2d6+4) necrotic damage and half that amount of spiritual damage. If the target has a Mark of Woe, they must succeed on a DC 17 Wisdom saving throw or be stunned until the end of the dread eremite’s next turn. If the target has more than one Mark of Woe, it has disadvantage on this saving throw.
  • Touch of Woe. Melee spell attack: +9 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) necrotic damage plus an additional 10 points of necrotic damage for each Mark of Woe the target possesses. If the target has no Marks of Woe, it suffers 3 points of spiritual damage. The target must make a DC 10 Woe save or suffer 1 point of spiritual damage.


  • Woe Rising. When a dread eremite is struck by an attack or fails at a saving throw, it may use its reaction to avoid the attack or succeed at the saving throw. This is only possible if the source of the attack or effect is an individual with a Mark of Woe.

Legendary Actions

A dread eremite can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dread eremite regains spent legendary actions at the start of its turn.

  • Entropic Bolt. The dread eremite uses its Entropic Bolt attack.
  • Vessel of Woe (Costs 2 Actions). The dread eremite regains 5 hit points for every creature within 20 feet that possesses a Mark of Woe.


A dread eremite is a corpse permeated by the pure force of Woe. Its flesh is rotting and sloughing from the bone, and where it has fallen away a figure of shadow can be seen. As the dread eremite takes damage, more of this dark force is revealed until it appears as little more than a skeleton held together by shadows.

A Deadly Curiosity. A dread eremite begins as a brilliant archivist, sage, or researcher consumed by a burning question: What is the nature of the Fall? Through study, the dread eremite learns the various paths that lead to Woe and embraces them, until his life dribbles away and he becomes a conduit for this power. He-it-comes to understand Woe in a way no living creature can know.

Agent of the Fall. The dread eremite views the Fall as a grand plan that must be seen through to its conclusion. It has no loyalty to any other creature, living or Dead. A dwarf dread eremite might take some pleasure in destroying humanity; an elf dread eremite may believe that the world must end with the Second Ascension. But mostly, a dread eremite sees a beauty in the Fall, and wishes to be present when the world finally ends. With this in mind, a dread eremite seeks to bring down Redoubt, but how it goes about this process varies by individual. A dread eremite isn’t a charismatic being-it will not start a cult or lead a movement-but it can use its influence over the Dead to cause shamblers to act strategically, driving events in a particular direction. It can use its knowledge of the Fall to create powerful domains of Woe. Whatever its plans, a dread eremite will not rest until the world belongs to the Dead.

Undead Nature. A dread eremite doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

The Lost Citadel Ropleplaying, Copyright 2020, Green Ronin Publishing, LLC; Authors Keith Baker, Natania Barron, Jaym Gates, Jesse Heinig, Rhiannon Louve, Ari Marmell, Malcolm Sheppard, and C.A. Suleiman.