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    Custom Stat Blocks – D&D 2024 Format

    All stat blocks are balanced for Tier 2–3 play (levels 10–15) and may be scaled with planar modifiers for Mythic-level threats.


    ✦ Lightshard Warden (CR 6)

    Medium Construct, Lawful Neutral

    Proficiency Bonus +3
    Armor Class 18 (crystalline plating)
    Hit Points 112 (15d8 + 45)
    Speed 30 ft.
    Saving Throws STR +6, WIS +4
    Damage Resistances radiant, force
    Damage Immunities psychic; nonmagical bludgeoning, piercing
    Condition Immunities blinded, charmed, frightened
    Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
    Languages understands Common and Primordial
    Challenge 6 (2,300 XP)

    STR DEX CON INT WIS CHA
    16 (+3) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 9 (–1)

    Description. Forged from refracted crystal and bound by planar resonance, Lightshard Wardens are silent sentinels left behind by the Prism Wardens. They defend calibration vaults with unwavering precision, reacting violently to destabilized illusions.

    Mirror-Sight. The Warden can see invisible creatures as long as a reflective surface is within 15 feet.

    Multiattack. The Warden makes two Crystalline Fist attacks.

    Crystalline Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning plus 4 (1d8) radiant damage.

    Fractured Pulse (Recharge 6). The Warden emits a 15-foot cone of radiant shards. Each creature in range must make a DC 15 Dexterity saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much on a success.

    Gleamstep (1/day). As a bonus action, the Warden teleports to a mirrored surface it can see within 60 ft., leaving behind an illusionary duplicate until the start of its next turn. The next attack against it is made with disadvantage.


    ✦ Reflection Wraith (CR 7)

    Medium Undead, Chaotic Neutral

    Proficiency Bonus +3
    Armor Class 15
    Hit Points 88 (16d8 + 16)
    Speed 0 ft., fly 40 ft. (hover)
    Damage Resistances necrotic, force, psychic
    Damage Immunities poison; nonmagical weapons
    Condition Immunities grappled, restrained, prone
    Senses darkvision 120 ft., passive Insight 14
    Languages Common, Deep Speech
    Challenge 7 (2,900 XP)

    STR DEX CON INT WIS CHA
    6 (–2) 18 (+4) 12 (+1) 14 (+2) 15 (+2) 17 (+3)

    Description. Born from fractured memories and mirrored regrets, Reflection Wraiths drift through the Keep's echo chambers. They do not hunger for flesh, but for identity—seeking to overwrite the minds of those who dare to confront their own reflections.

    Hollow Gaze. When a creature starts its turn within 10 feet of the wraith, it must succeed on a DC 15 Charisma saving throw or experience a hallucination. Until the end of its turn, the creature has disadvantage on attack rolls.

    Spectral Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.

    Echo Grasp (Recharge 5–6). The wraith targets one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or lose its reaction and be unable to distinguish allies from illusions until the end of its next turn.

    Mirrorstep. As a bonus action, the wraith teleports up to 10 feet to an unoccupied space behind a creature it can see.


    ✦ Fractal Lurker (CR 6)

    Medium Construct, Unaligned

    Proficiency Bonus +3
    Armor Class 17 (mirror-hardened frame)
    Hit Points 99 (13d8 + 39)
    Speed 40 ft., climb 20 ft.
    Saving Throws DEX +6, CON +5
    Damage Resistances psychic, force; nonmagical piercing
    Condition Immunities blinded, prone
    Senses tremorsense 30 ft., darkvision 60 ft., passive Perception 10
    Languages —
    Challenge 6 (2,300 XP)

    STR DEX CON INT WIS CHA
    14 (+2) 17 (+3) 16 (+3) 7 (–2) 11 (+0) 10 (+0)

    Description. Fractal Lurkers are mirror-hopping predators that stalk the reflective vaults of the Keep. They strike from impossible angles, punishing those who dare to gaze too long into the glass.

    Pain Reversal. The first time the Lurker is damaged by a creature each round, that creature takes psychic damage equal to half the damage dealt (once per round).

    Multiattack. The Lurker makes two Fractal Claw attacks.

    Fractal Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. The target must succeed on a DC 14 Wisdom saving throw or be disoriented—its movement is halved until the end of its next turn.

    Mirror Hop (Recharge 5–6). As a bonus action, the Lurker teleports to a mirrored surface within 60 feet, leaving behind a flickering afterimage. The next attack against it is made with disadvantage.


    ✦ Choir Echo Fragment (CR 5)

    Medium Undead (Resonance), Neutral

    Proficiency Bonus +3
    Armor Class 14
    Hit Points 77 (14d8 + 14)
    Speed 0 ft., fly 40 ft. (hover)
    Saving Throws CHA +7
    Damage Resistances necrotic, thunder
    Damage Immunities poison
    Condition Immunities charmed, deafened
    Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
    Languages understands all, speaks only in harmony
    Challenge 5 (1,800 XP)

    STR DEX CON INT WIS CHA
    6 (–2) 16 (+3) 12 (+1) 12 (+1) 14 (+2) 18 (+4)

    Description. These spectral remnants of the Fracture Choir drift in dissonant harmony, their voices echoing across mirrored vaults. Their song is not meant for mortal ears—and those who hear it rarely forget.

    Flight of Voices. The Echo leaves a shimmering afterimage. Ranged weapon attacks against it have disadvantage.

    Resonance Surge. When reduced to 0 hit points, the Echo releases a final hum. One creature in line of sight must make a DC 15 Charisma saving throw or suffer disadvantage on Concentration checks for 10 minutes.

    Sonic Pulse (Recharge 4–6). The Echo emits a discordant wail. Each creature within 20 feet must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (5d8) thunder damage and is deafened for 1 minute. On a successful save, it takes half damage and isn't deafened.

    Harmonic Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) thunder damage.


    ✦ Axis Mimic – Recursive Entity (CR 8)

    Large Aberration, Neutral Evil

    Proficiency Bonus +3
    Armor Class 16 (warped hide)
    Hit Points 136 (16d10 + 48)
    Speed 30 ft., climb 15 ft.
    Saving Throws STR +7, WIS +4
    Skills Insight +4, Deception +2
    Damage Resistances psychic, necrotic
    Condition Immunities grappled, stunned
    Senses truesight 30 ft., passive Insight 14
    Languages Deep Speech, Common (distorted)
    Challenge 8 (3,900 XP)

    STR DEX CON INT WIS CHA
    18 (+4) 12 (+1) 16 (+3) 14 (+2) 13 (+1) 6 (–2)

    Description. A recursive predator born of planar misalignment, the Axis Mimic feeds on indecision and paradox. It warps time and choice, forcing adventurers to relive their worst outcomes.

    Recursive Body. The Axis Mimic regenerates 10 hit points at the start of its turn if it took psychic or radiant damage during the previous round.

    Multiattack. The Axis Mimic makes two Slam attacks.

    Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.

    False Choice (1/turn). When a creature within 30 feet takes an action, the Axis Mimic may force it to reroll the result. The Axis Mimic chooses whether to use the original or new roll.


    ✦ Refraction Wisp (CR 2)

    Tiny Aberration, Neutral

    Proficiency Bonus +2
    Armor Class 14
    Hit Points 33 (6d4 + 18)
    Speed 0 ft., fly 60 ft. (hover)
    Damage Resistances radiant, force, fire
    Damage Immunities psychic
    Condition Immunities grappled, prone, restrained
    Senses truesight 30 ft., passive Perception 11
    Languages —
    Challenge 2 (450 XP)

    STR DEX CON INT WIS CHA
    1 (–5) 18 (+4) 16 (+3) 7 (–2) 12 (+1) 6 (–2)

    Description. Refraction Wisps are ambient anomalies—shards of light and memory that drift through the Keep. Though small, they are unpredictable and dangerous when provoked.

    Refract Pain. When hit with a melee attack, the attacker must make a DC 13 Wisdom saving throw or take 1d6 psychic damage.

    Radiant Zap. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) radiant damage.

    Strobing Pulse (Recharge 5–6). The Wisp emits a burst of shifting color and emotion. All creatures within 10 feet must succeed on a DC 13 Constitution saving throw or be blinded until the end of their next turn.

    Shimmer Flicker. As a bonus action, the Wisp teleports up to 20 feet and leaves behind a trail of illusions. Until the start of its next turn, attacks against it are made with disadvantage.


    ✦ Echo Shard Guardian (CR 6)

    Medium Construct, Neutral

    Proficiency Bonus +3
    Armor Class 17
    Hit Points 85 (10d8 + 40)
    Speed 30 ft.
    Saving Throws STR +5, CON +6
    Damage Resistances slashing; bludgeoning and piercing from nonmagical attacks
    Damage Immunities force, poison, psychic
    Condition Immunities charmed, paralyzed, frightened
    Senses blindsight 20 ft., passive Perception 10
    Languages Glyphsong (non-verbal command symbols)
    Challenge 6 (2,300 XP)

    STR DEX CON INT WIS CHA
    15 (+2) 14 (+2) 18 (+4) 10 (+0) 11 (+0) 8 (–1)

    Description. Echo Shard Guardians are crystalline constructs designed to protect memory archives. They adapt to magic, split under pressure, and reconstruct themselves with eerie precision.

    Mind Mirror. The Guardian gains resistance to the damage type of the last spell cast within 30 feet of it until the end of its next turn.

    Multiattack. The Guardian makes two Shard Slam attacks.

    Shard Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) force damage.

    Reconstruct Glyph (Recharge 6). The Guardian heals 15 (3d8 + 2) hit points and creates a 1 HP illusion copy of itself. The illusion distracts enemies until it is struck.

    Shard Step (Reaction). When reduced below half HP, the Guardian splits into two smaller constructs (use Animated Armor stats). They share initiative and act independently.


    ✦ Choir Wail Node (Environmental Hazard)

    Location: R5 – The Fracture Choir
    Trigger: Rhythm pattern disruption or extended combat


    Hazard Effect: A glowing orb suspended in mid-air begins to harmonize erratically, releasing sonic pulses every round on initiative 10. All creatures must make a DC 14 Constitution save or:

    • Suffer 2d6 thunder damage
    • Be deafened for 1 minute
    • Have verbal spell components fail for one round

    Disabling It:

    • Silence spell ends the node's effect for 1 minute
    • Successful DC 15 Arcana or Performance check calms the harmony and prevents future pulses

    ✦ Recursive Simulacrum – Void Echo Entity (CR 10)

    Medium Aberration (Constructed Self), Neutral

    Proficiency Bonus +4
    Armor Class 17 (refractive plating)
    Hit Points 124 (16d8 + 48)
    Speed 30 ft., fly 30 ft. (hover)
    Saving Throws WIS +6, CHA +5
    Skills Insight +6, Deception +5
    Damage Resistances psychic, radiant, cold
    Damage Immunities poison, necrotic, thunder
    Condition Immunities stunned, charmed, frightened
    Senses truesight 60 ft., passive Perception 12
    Languages Glyphsong, understands all; speaks only in reversed Common
    Challenge 10 (5,900 XP)

    STR DEX CON INT WIS CHA
    14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 14 (+2)

    Description. A distorted echo of a possible self, the Recursive Simulacrum is a mythic-level entity that mimics its enemies, disrupts time, and unravels memory. It is a reflection of what might have been.

    Simulated Self (Mythic Trait, 1/encounter). The Simulacrum chooses a PC within 60 ft. and generates a distorted reflection of that character—copying one class feature, one weapon/spell, and up to 30 hit points for 3 rounds. The reflection mimics their movement and makes an identical attack each time they do.

    Chrono-Desync Aura. Creatures within 15 ft. begin to lose temporal coherence. At the start of their turn, they must succeed on a DC 15 Constitution save or treat their initiative as 5 lower until the end of the round. Does not stack, but prevents reactions.

    Multiattack. The Simulacrum makes two Refraction Strike attacks.

    Refraction Strike. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 3) force damage. On a crit, target sees a flash of an alternate life or death—they suffer 1d10 psychic damage at the start of their next turn.

    Mind Cage (Recharge 5–6). Target creature makes a DC 16 Intelligence save. On a failure, they are trapped in a mental loop—unable to distinguish turns. The target takes 4d6 psychic damage and cannot move or take bonus actions until the end of their next turn.

    Legendary Actions (1/round):

    • Shatter Echo (Costs 1 Action): Dispel a single illusion within 60 ft.—even beneficial ones.
    • Glimpse of the Not-Path (Costs 2 Actions): One PC must describe a moment their character chose not to take in their backstory. The Simulacrum acts on it, gaining inspiration or one bonus action next round.
    • Unwrite (Costs 3 Actions): The Simulacrum targets any one visible glyph, magical effect, or nameplate—temporarily erasing it from memory. The effect ceases to exist until restored via greater restoration or Void's intervention.

    DM Note: The Simulacrum may emerge organically in late-stage dungeon areas, particularly if escalation is maxed or if a PC has begun mentally syncing with Void. It can act as a test, protector, glitch, or narrative shadow—entirely optional but highly evocative.