Plague Nomad

Medium humanoid (extraterrene), chaotic evil

Armor Class 11 (none)
Hit Points 75 (10d8+30)
Speed 30 ft.

17 (+3) 12 (+1) 17 (+3) 6 (-2) 9 (-1) 8 (-1)

Skills Perception +5
Condition Immunities charmed, frightened
Senses darkvision 60 ft.; passive Perception 15
Languages Dhari, Low Atlantean
Challenge 4 (1,100 XP)


  • Brutal A plague nomad deals one extra die of damage with melee weapons (included below).
  • Mad A plague nomad begins an encounter incapacitated until the end of its first turn. It gains tactical advantage on all melee weapon attacks, and all attacks against it gain tactical advantage.
  • Disease Any humanoid hit by a plague nomad’s melee attack must make one Con save at the end of the encounter (DC 14) or contract plague of eyes.


  • Multiattack. The plague nomad attacks three times with its club.
  • Club. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+3 bludgeoning damage.


A giver of eyes commonly infects hundreds of creatures at once, ranging from small wild animals to unfortunate nomads or explorers who blunder into its territory. Scores of the tribesfolk were infected at once, giving rise to the terrible scourge currently known as the “plague nomads.”Most Great Old Ones are unconcerned with humankind, but a giver of eyes has a cruel and calculating curiosity about the world’s higher species, and observes events throughout Thule from its infected minions.

Section 15: Copyright Notice

Primeval Thule Campaign Setting Copyright 2021 Sasquatch Game Studio, LLC. Design Richard Baker, David Noonan, Stephen Schubert

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