Executioners
Executioners are usually creatures of more direct, individual contact, not as bound up in large-scale, collective strategies; they seem extremely intelligent and individualistic.
Their bearing is usually grim, giving the impression that they’re always stalking their prey before the attack. Even though this can sometimes take months or even years, simply perceiving one of these creatures can drive a mortal to madness. And yet, once they attack, they become even more frightening beasts.
Doombeast
“Travelers grew more tired with each passing night. Their sleep was restless, and their dreams too vivid. Sleeping brought no rest, only exhaustion, as if their lives were being drained little by little.”
The Doombeast has the ability to fatigue its targets from almost unbelievable distances; when an unprepared creature enters its territory, the odds it becomes this creature’s prey are extremely high.
Lair
Doombeasts that choose to live in the Material Realm usually settle in a location where they can hide easily and confuse their prey with their erratic movement.
A Doombeast is aware of any creature that comes within 1 mile of its Lair.
Regional Effects
Regions with a Doombeast’s lair have the following trait:
- Creatures that take a long rest within one mile of a Doombeast’s Lair must make a DC 15 Constitution saving throw. On a failure, an affected creature gains 1 level of Exhaustion.
Rewards
Each Doombeast has a limited number of resources it can grant when defeated. These resources disappear 1 minute after the creature’s death if not collected.
Shadow Weave. Each Doombeast can grant 50 grams multiplied by 1d6 of Shadow Weave. A DC 15 Prestidigitation check is required to remove it without damaging it.
Claws. Each Doombeast has 18 claws, though only 1d6 of them are usable as material. A DC 15 Prestidigitation check is required to remove them without damaging them.
Item Crafting
Shadow Dagger. You can craft a dagger from 1 Doombeast claw. To craft this dagger, you must succeed on a DC 13 check with blacksmith’s tools or potter’s tools; on a success, you create a dagger that deals 1d4 additional Shadow damage. On a failure, the claw is ruined.
Duskrider
“With every sunset, the night unfurls its dark wings and snuffs out the last traces of hope.”
Unlike Doombeasts, Duskriders are more direct when hunting their targets. Using their speed advantage, these creatures rarely let a target escape.
Rewards
Each Duskrider has a limited number of resources it can grant when defeated. These resources disappear 1 minute after the creature’s death if not collected.
Shadow Weave. Each Duskrider can grant 75 grams multiplied by 1d6 of Shadow Weave. A DC 15 Prestidigitation check is required to remove it without damaging it.
Fur. Each Duskrider can grant a kind of fur capable of making a garment for a Medium creature. A DC 10 Prestidigitation check is required to remove it without damaging it.
Item Crafting
Garment. You can craft a garment for a Medium or smaller creature using a Duskrider’s fur. You must succeed on a DC 12 check with weaver’s tools. On a success, creatures wearing this garment gain advantage on Stealth checks and a +2 bonus to that skill. On a failure, the collected fur dissipates into the air. If you’re using the Weaver Craft, you have advantage on this check.
Executioners Stat Blocks
Below is the stat block for the Doombeast and the Duskrider.
Doombeast

| Armor Class: 13 (natural armor) Hit Points: 144 (18d10 + 54) Speed: 40 feet | |||||
|---|---|---|---|---|---|
| STR 18 (+4) | DEX 15 (+2) | CON 16 (+3) | INT 6 (-2) | WIS 12 (+1) | CHA 8 (-1) |
| Damage Resistance: necrotic, radiant, and shadow Condition Immunity: Frightened, Charmed Senses: Passive Perception 11, Darkvision 60 feet Region: Realm of Shadows Languages: Shadow Challenge Rating: 3 (700 XP) | |||||
| Evasion. If the Doombeast is subjected to an attack or effect that requires a saving throw to take half damage, it instead takes no damage on a success and only half damage on a failure. Displacement. The Doombeast projects a magical illusion that makes it appear to be near its actual location, causing attack rolls against it to have disadvantage. If it's hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted if the Doombeast is Incapacitated or if its speed becomes 0. | |||||
| Actions | |||||
| Multiattack. The creature makes two Tentacle attacks. Tentacle. Melee Natural Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 7 (1d6 + 4) Bludgeoning damage. Paralyzing Tentacle (Recharge 6). The Doombeast makes a melee attack against a target within 5 feet of it; on a hit, the target must make a DC 13 Constitution saving throw. On a failure, the target becomes Paralyzed for the next minute, repeating the saving throw at the start of each of its turns to end this condition. On a success, the target is immune to this effect for the next 24 hours. | |||||
| Runes | |||||
| Runic Pulse. Preternatural Dodge Runic Spark. Visceral Bite with 2 upgrades | |||||
Duskrider

| Armor Class: 13 (natural armor) Hit Points: 176 (22d10 + 66) Speed: 60 feet, fly 90 feet | |||||
|---|---|---|---|---|---|
| STR 18 (+4) | DEX 15 (+2) | CON 16 (+3) | INT 10 (0) | WIS 13 (+1) | CHA 15 (+2) |
| Damage Resistance: necrotic, radiant, and shadow Condition Immunity: Frightened, Charmed Senses: Passive Perception 11, Darkvision 60 feet Region: Realm of Shadows Languages: Shadow Challenge Rating: 5 (1,800 XP) | |||||
| Shadow Mist (Recharge 4-6). The Duskrider can use the darkness spell in a 120-foot area around itself; Umbrinatas are immune to the effects of this trait. | |||||
| Actions | |||||
| Multiattack. The Duskrider makes two Bite attacks. Bite. Melee Natural Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 10 (2d6 + 4) Piercing damage. Hooves. Melee Natural Weapon Attack: +6 to hit, 5 ft. reach, one target. Hit: 12 (2d8 + 4) Bludgeoning damage plus 6 (2d6) Shadow damage. Shadow Run. The Duskrider and up to 3 creatures riding it can enter and leave the Realm of Shadows. Intimidating Presence. Each creature of the Duskrider's choice within 120 feet of it must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute, repeating the saving throw at the end of each of its turns, ending the effect on a success. If the creature succeeds or the effect ends this way, it becomes immune to this ability for the next 24 hours. | |||||
| Runes | |||||
| Runic Pulse. Shadow Bond Runic Spark. War Signal, complete | |||||
