Tiny undead, lawful evil

Armor Class 11
Hit Points 22 (4d4 + 12)
Speed 15 ft.

7 ( 2) 12 (+1) 16 (+3) 11 (+0) 9 ( 1) 14 (+2)

Damage Vulnerabilities radiant
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands any languages it knew in life but can’t speak
Challenge 1 (200 XP)
Proficiency Bonus +2


  • Vision Ward. The zemilin emits a magical aura that blocks divination magic. Any creature within 10 feet of the zemilin can’t be targeted by any divination magic, or perceived through magical scrying sensors.


  • Cursed Needle. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. While tethered to another creature with Hex Bond, the zemilin can choose itself as the target for this attack. When it does so, the attack automatically hits, and the tethered creature must succeed on a DC 12 Constitution saving throw or suffer one of the following effects (zemilin’s choice) until the end of its next turn: Armpit. The target has disadvantage on attack rolls and ability checks using Strength or Dexterity.
    • Eye. The target is blinded.
    • Tendon. The target’s walking speed is halved and it has disadvantage on Dexterity saving throws.
  • Hex Bond. A creature the zemilin can see within 60 feet of it must succeed on a DC 12 Charisma saving throw or be tethered to the zemilin for 1 minute. Whenever the zemilin takes damage other than radiant damage, the target takes an equal amount of psychic damage. The effect ends if the zemilin drops to 0 hit points, if the zemilin and the target become separated by more than 60 feet, or if the zemilin takes radiant damage. A tethered creature can spend its action to repeat the saving throw, ending the effect on a success.
  • Spellcasting. The zemilin casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 12):


A zemilin is the soul of a once living creature, cursed with entrapment inside a magical fetish. Stitched together from old, ragged cloth, and held together by rusty pins and needles, this effigy often resembles a children’s toy. However, any child would be brave to play with it.

Few beings flourish in imprisonment, and with the passing of decades, even the most pious of souls can turn malevolent. Such is the fate of zemilins, and any creature should be wary when dealing with one. To share their pain is often their sole motivation, and while they can be valuable companions, everything comes at a price.

Cursed Vessel

The zemilin can’t regain hit points from resting or healing magic. Instead, a creature can restore all of a damaged zemilin’s hit points by spending 1 hour using weaver’s tools or constant castings of the mending spell.

As long as it isn’t completely destroyed, the zemilin can be repaired in this way even if it has been reduced to 0 hit points.

Repairing the zemilin comes with a drawback, however. Any creature that restores the zemilin is subject to a fell curse that gives it disadvantage on death saving throws, and the zemilin will follow the creature’s every instruction. This curse lasts until another creature repairs the zemilin, transferring the curse to them. The curse cannot be ended by any means short of a remove curse spell cast at 7th level or higher. Doing so lifts the curse binding the zemilin and allows it to pass on to the afterlife, destroying its physical form.

Section 15: Copyright Notice

Milando's Guide to Magical Marvels. Copyright 2022. Eventyr Games.

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