TEXT: 11
  created by dm-tuz
  
  CREDITS
  Designer: Written and designed by Daniel 
  „Dungeon Master Tuz“ L.
  Playtest: Archcanni, Dansome0203, 
  Dungeon Master Tuz, Highway
  Cover Art: Victor Garcia
  https://www.artstation.com/victorgarcia
  Additional Art: Unless otherwise credited, 
  all art was created by From Software, using 
  published Concept art found in “Bloodborne - 
  Official Artworks“
   
  Featured Artists:
  Edward Delandre
  https://www.artstation.com/edwarddelandre
  Maria Zolotukhina
  https://www.artstation.com/atenebris
  Peach Luo
  https://www.artstation.com/peach
  ysok125
  https://ysok125.wixsite.com/ 
  MensasLG
  https://www.instagram.com/menaslg/
  Shimhaq98
  https://www.deviantart.com/shimhaq98
  Piotr Kowalski
  https://www.artstation.com/piotrkowalski
  CONTENT
  Yharnam
  Central Yharnam
  Old Yharnam
  Cathedral Ward
  Upper Cathedral Ward
  Frontiers
  Hemwick Charnel Lane
  Forbidden Woods
  Byrgenwerth
  Yahar‘Gul
  Hypogean Gaol
  Unseen Village
  Nightmare Realms
  Nightmare Frontier
  Nightmare of Mensis
  Hunter‘s Dream
  Hunter‘s Nightmare
  Index
  Monsters by Challenge
  Additional Content
   
   
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  This book is a 3rd party fan creation for 5th Edition Dungeons and Dragons.
  Bloodborne and its characters belong to Sony, From Software and Hidetaka Miyazaki.
  Please support the official release, as well as the featured artists!
  
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  Huntsmen
  The huntsmen are native to Yharnam. When Ludwig, the 
  first hunter of the church decided to arm the populace and 
  recruited them as hunters, they answered his call.
  When the Great Bell tolls to signal the beginning of the 
  hunt, they form large mobs to hunt beasts and outsider 
  alike, believing it was the outsiders that brought the pla-
  gue of beasts to their city.
  Poorly armed with farming tools and inappropriate wea-
  pons to hunt beast, they use their sheer number to slay 
  beasts, an advantage they are losing over time, for each 
  one of the huntsmen were unknowingly infected with the 
  beast plague themselves.
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  Huntsman’s Minion
  How these lumbering hulks have achieved their size is a 
  mystery. May their growth be the result of a side effect of 
  the old blood or an aberrant strain of the plague of the 
  beast is up to debate.
  Their transformation has left them slow of mind but of 
  powerful build. With their inhuman strength they are ca-
  pable of devastating blows. Due to their low mental capa-
  city they were easily drafted into the service of the hunts-
  men, becoming powerful weapons in the hunt.
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  Wheelchair
  Huntsman
  Through the means of the Blood, the people of Yharnam 
  enjoyed long lifespans. Thus, the sight of rich elderly folk 
  bound in wheelchairs were not an uncommon sight in 
  Yharnam.
  For one bound to a wheelchair, there are not many ways 
  to defend oneself from the Beasts. These elders are ar-
  med with firearms and weapons of old wars. Due to the 
  influence of the old blood combined with an ever-present 
  paranoia of Beasts these old Huntsman are not afraid to 
  use their weapons with deadly accuracy.
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  Scourge Beast
  Taken and fully transformed by the plague, these beasts 
  are extremely fast and powerful, capable of closing in on 
  their prey in the blink of an eye. They can easily take foes 
  by surprise with their erratic and unpredictable move-
  ments. Extreme care is required when dealing with them, 
  especially when encountered in groups.
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  created by dm-tuz
  Artwork by Edward Delandre
  
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  Large Huntsman
  These inhabitants of Yharnam have progressed in their 
  transformation to horrid beasts. They may retain a huma-
  noid appearance and walk on two legs, but their inherit 
  nature has changed to the bestial. They lost their capabili-
  ty of speech, but have gained significant strength. Though 
  they have lost the ability to use refined arms, they are able 
  to wield large tools with ease to wreak havoc.
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  Rabid Dog
  These domesticated dogs have become infected with the 
  plague of the beast, just as their masters. The huntsmen of 
  Yharnam deploy these dogs to hunt beasts, as these dogs 
  are effective in tracking and overwhelming their targets.
  Carrion Crow
  Amidst the crisis of the beastly scourge, Yharnam provi-
  des ample food for carrion eaters. The crows of Yharnam 
  in particular have grown fattened and debilitated. Those 
  ugly and bloated avians drag themselves among the cor-
  pses of Yharnam. These gluttons will fiercely protect their 
  territory and more importantly their food.
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  VARIANT: VIRuleNT lAbyRINTh RAT
  As carriers of disease and filth, many Labirynth Rats can
  be Virulent Labyrinth Rats.
  A Virulent Labyrinth Rat is immune to poison damage 
  and its bite attack is replaced with the following attack:
  Virulent Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6+3) piercing damage plus 7 (2d6) 
  poison damage. The target must make a DC 11 Constitu-
  tion saving throw, taking the poison damage on a failed 
  save, or half as much damage on a successful one.
  A Virulent Labyrinth Rat has a Challenge of 1/2 (100 XP).
  Labyrinth Rat
  The filth ridden underbelly of Yharnam provides a perfect 
  breeding grounds to give birth to these wretched beasts.
  Labyrinth Rats are massive, overgrown rats, who have 
  been feasting on the left-overs of the decadence of Yhar-
  nam, and with the plague of the beast spreading, these 
  Rats are thriving.
  They move quickly through the alleys of Yharnam, always 
  traveling in packs to search for food. They care little if that 
  food may be carrion or an unfortunate wanderer of the 
  streets.
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  Rotted Corpse
  The Beast Plague does not only cause mutation and mad-
  ness. The plague has also reanimated these Yharnam in-
  habitants to new un-life. Though they may be little more 
  than rotting skeletons, they still feature signs of beast 
  transformation, along with a predatory instinct.
  They often lie in wait, submerged in filth and sewage, un-
  til approached, to then attack their unsuspecting victims.
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  VARIANT: GolIATh PIG
  Maneater Pigs grow the more they partake in the 
  corrupted flesh of beasts. Certain specimens attain a tre-
  mendous bulk and additional mutations. These creatures 
  are Goliath Pigs.
  Goliath Pigs variants have the following changes:
  They are huge monstrosities, have 22 Strength and 20 
  Constitution. This changes their Hit Points to 116 (10d12 
  + 50) and the DCs of the Pigs attacks increases to 16.
  Further its Slam and Belly Flop changes to the following:
  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft. one 
  target. Hit:  22 (3d10+6) bludgeoning damage.
  Belly Flop (Recharge 4-6). (...) On a failed save a creature 
  takes 44 (8d10) bludgeoning damage and is knocked 
  prone.
  Challenge: A Goliath Pig Variant has a Challenge of 6 
  (2300 XP)
  Maneater Pig
  Many domesticated animals of Yharnam have been affec-
  ted by the Beast Plague, such as these pigs. Their size has 
  increased dramatically, and they have developed a taste 
  for human flesh. They aggressively pursue this new ap-
  petite and will relentlessly go after any suitable meal that 
  fails to avoid their notice.
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  Cleric Beast
  Once members of the Yharnam
  clergy, these former church hunters
  have transformed into the most hideous
  of beasts, for they had access to the most
  pure form of the old blood.
  In all in the Healing Church’s effort
  to find a cure to the beasthood that
  is plaguing Yharnam, the Cleric
  Beasts serve as testimony to
  the Church’s failure.
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  Father Gascoigne
  Gascoigne, who after serving in the clergy in a foreign 
  land, found his way to the city of Yharnam, where he be-
  came an accomplished Church Hunter. In his service to 
  the Healing Church he was partnered with an old hunter 
  named Henryk.
  Over the years, Gascoigne set roots in Yharnam. He mar-
  ried and founded a family. Years into his service as a 
  hunter, tragedy struck. Henryk, his trusted companion, 
  succumbed to the blood-lust and lost his humanity to the 
  beast plague. This event broke Gascoigne and set him 
  down a dark path.
  As the origin of the blood-lust and the correlation to the 
  beast plague was unknown to that point, Gascoigne began 
  to dedicate himself
   
  even further to the Hunt in name of the church, as to for-
  get his sorrow over the loss of his friend.
  But this only led to Gascoigne to slowly be consumed 
  by the hunt as well, with the only thing that helped him 
  cling to his remaining sanity being his loyal wife. She was 
  known to play a music box, its soothing melody clearing 
  Gascoignes mind from the blood-lust.
  In the end through, Gascoigne finally succumbed, beco-
  ming little more than the beast he had hunted. His wife, 
  unwilling to lose her beloved to the hunt, left in search for 
  him and never returned.
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  Beast Patient
  The Beast Plague first manifested itself in the district to-
  day known as Old Yharnam. There, it spread uncontrolled 
  and took the unknowing populous by surprise. Incapable 
  to control the Plague within Old Yharnam and afraid of 
  the disease spreading, the Healing Church decided to set 
  flame to Old Yharnam, cleansing it of humans and beasts 
  alike.
  But the plan to cleanse Old Yharnam failed, as the plague 
  had already spread. Further, a few inhabitants of Old 
  Yharnam have been spared of the inferno. They now 
  linger in the ruins of Old Yharnam and having turned to
  Beasts. Though they lost their humanity, they still re-
  member the flames that ravaged their home.
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  Bloodstarved Beast
  In pursuit of the secrets of the Old Blood and its inhe-
  rent healing properties, the Healing Church conducted 
  many rituals and trials in secret. But the results were 
  unpredictable and erratic. As to expect from the Blood of 
  the Great Ones its very nature and effects were incom-
  prehensible for mere mortals. The Blood-Starved Beast 
  might be one of those unexpected results of these
  hidden rituals. A test subject or even a former
  Blood Saint who received a part of the
  experimental Old Blood that now roams free.
  The Blood-starved Beast is a deformed beast
  which carries its partially flayed flesh hanging
  off its back. Unlike the other Beasts of Yharnam
  though, this Beast is entirely devoid of blood,
  making it bleed pure poison. It is because
  of its malnourishment that it seeks blood in
  a permanent state of mania. Its hunger for
  blood has become its primal drive and the
  Beast will not be easily stopped once it
  has picked up the intoxicating scent of
  blood.
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  Powderkeg Hunter
  It was the Hunting Order of the Powderkeg the Healing 
  Church tasked with the cleansing of Old Yharnam. 
  As Hunters that favored weapons of black powder and 
  fire, they were more than well equipped to execute this 
  task. But in their final hunt of Old Yharnam the horror 
  and loss of life, beast or innocent alike, left the Powder-
  keg Hunters defeated. After the Purge of Old Yharnam 
  they retreated and renounced their hunter‘s vows.
  Plagued by their sins the remains of the Powderkeg 
  Hunters decided to remain in Old Yharnam. There, they 
  protect the hapless beasts to live their remainder of their 
  days in the smoldering ruins of Old Yharnam, save from 
  the bloodthirst of the Hunters of Yharnam.
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  Church Servant
  Clad in the garbs of the Church; these tall and pale 
  humanoids stand twice as tall as humans. With little 
  autonomy of their own, they serve the healing church as 
  enforcers and protectors of the Cathedral Ward.
  Clearly, they are not fully human. Considering the re-
  sources and the experiments with blood, many of the 
  common folk believe to be enhanced members of the 
  healing church, better suited for the fight against the 
  beast plague and other threads to the church. But those 
  who dared to venture into the ancient dungeons un-
  derneath Yharnam will find an uncanny resemblance 
  between these Church Servants and the mummified 
  Pthumerians, that dwell below.
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  Church Giant
  The approach of these lumbering giants is announced by 
  the sound of their rattling chains and bell they carry, as 
  a warning to the citizens of Yharnam to close their doors 
  and stay within.
  True to their name, the Church Giants dwarf even the 
  superhuman size of the Church Servants, with whom 
  they share many similarities. They share their pale skin, 
  expressionless faces and black, beady eyes. This leads 
  many to believe in a connection to exist between them.
  Perhaps the Church Giants are an enhanced creation of 
  the Healing Church, a weapon to hunt down those in-
  fested with the beast plague and to put down those who 
  have succumbed to it and have become beasts themsel-
  ves.
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  Artwork by Maria Zolotukhina
  
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  VARIANT: SPRouTING CeleSTIAl MINIoNS
  Some Celestial Minions feature glowing eldritch tendrils
  sprouting from their heads. A sign of unlocked eldritch
  power.
  A Sprouting Celestial Minion has an additional attack:
  Eldritch Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., 
  one target. Hit: 9 (1d10+4) force damage.
  A Sprouting Celestial Minion has a Challenge of 1
  (200 XP).
  Celestial Minion
  Within the Healing Church operates a branch which‘s 
  sole pursuit is to unlock the secrets of the Great Ones 
  and in turn the ascension of mankind, named the Choir.
  The Celestials are former humans that have been trans-
  formed through ruthless experimentation of the Choir. 
  They feature frail bodies, with blue skin, and a large 
  bulbous head.
  They seem timid and docile at first, but once provoked 
  they lash out with their deformed claws. A few of them 
  developed further in their evolution, though. As some of 
  the Celestials possess eldritch tendrils sprouting from 
  their craniums. Those aberrants have developed further 
  supernatural powers and should not be underestimated.
  Celestial Emissary
  This creature is an enlightened being, a state that not 
  many of its lesser siblings could achieve.
  In the experiments of the Choir many lesser humans 
  grew insane or perished in the face of their eldritch 
  transformation. But some were able to withstand the 
  changes and with the changes came knowledge and 
  understanding. They grew the eyes needed to compre-
  hend the cosmic truths and with that understanding. But 
  those who did not break in the face of the cosmic truths 
  ascended to a state of higher being.
  The Celestial Emissary is proof to the ambition of the 
  Choir. Not a hybrid like the lesser Celestial Minions, but 
  a legitimate Great One in its own right. A Great One that 
  would act as the Healing Church‘s emissary to be granted 
  audience with other Great Ones. A medium through 
  which the Church is able to communicate with higher 
  beings.
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  Ebrietas, Daughter of
  Cosmos
  Securely hidden beyond the most holy of the  Healing 
  Churches sanctuaries rests Ebrietas, the greatest treasu-
  re of the Choir.
  Ebrietas is a Great One found in the Pthumerian Ruins 
  of Isz by the prospectors of Byrgenwerth. First the 
  prospectors were only able to find phantasms in the 
  surface levels of the Dungeons, but finding her true body 
  in the depths was beyond the capabilities of the regular 
  prospectors. Faced with the task of salvaging a true Great 
  One, the Healing Church formed an elite force appro-
  priate for the task. This force would later form the Choir, 
  the Healing Churches department of eldritch research. 
  In a way, one could say, that Ebrietas gave birth to the 
  Choir and has become the centerpiece of its existence 
  ever since.
  The land of Isz lies in close contact to the Cosmos itself, 
  as the walls of the material planes are particularly thin 
  in the region. Even now that Ebrietas was removed from 
  the land of Isz, aspects of her still seem to linger in the 
  land of Isz and in the Cosmos itself, simultaneously.
  Ebrietas does not seem to mind her capture. As a matter 
  of fact she appeared to be cooperative, considering that 
  she could easily escape the Choir. Though, barriers in 
  communication between the Choir and the Great One 
  proved to be difficult, as a Great One possesses such a 
  higher elevated mind than the one of a feeble human. 
  But the work with Ebrietas was anything but fruitless. A 
  startling truth was revealed to the scholars of the Choir; 
  in ancient history there was a mass departure of the
  Great Ones, who all walked the earth before transcen-
  ding to the realm of dreams. But Ebrietas and a few 
  other Great Ones were left behind, if not abandoned. 
  Ebrietas, for one, yearned to be reunited with her kin, 
  which led her to her cooperation with the Choir, as both 
  of their goals aligned.
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  Hemwick Grave
  Woman
  The Grave Women of Hemwick have taken on the task of 
  cremating the dead of the outskirts and tending to their 
  graves. Unlike the inhabitants of Yharnam these women 
  seem unaffected by the beast plague. But they are unmis-
  takably afflicted by another malady.
  A madness has spread among the Grave Women of 
  Hemwick. Though they still pursue their task, they do so 
  in grotesque joy. Chanting wicked verses and cackling as 
  the Grave Women put the dead to the fire.
  In their madness they attack outsiders on sight, keen to 
  add them to the pile of corpses they have yet to bury.
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  Hunting Dog
  With more challenging prey the huntsmen of Yharnam 
  had to innovate on their tools for the hunt.
  It is unclear whether the Hunting Dog is the result of 
  a frustrated hunter, or a ruthless enhancement of the 
  Hounds deadliness. The Hunting Dog is akin to a wal-
  king weapon, featuring sharp spikes and blades protru-
  ding its resilient body.
  The hound itself seems numb to the pain, as it throws 
  itself with wild fury upon its targets, which by far sur-
  passes the ferocity of its unmodified kin.
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  Mad One
  These inhuman creatures are spawned from wicked 
  rituals and pure madness. They primarily manifest in 
  areas of the occult, where minds broke in the pursuit of 
  forbidden knowledge.
  They spawn with a heart piercing scream and immedia-
  tely take chase after creatures of sound mind to sap them 
  of their sanity. Their sickles rend flesh and mind alike 
  and with each slice they carve off one‘s reason piece by 
  piece.
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  Executioner
  This black hooded imposing figure patrols the streets of 
  Yharnam and beyond in search of heads to claim.
  It is clad in sturdy armor and wields a blood crusted axe 
  with unmatched strength. No one knows who has sent 
  these creatures loose upon the city, or what the exact 
  nature of their mission is. But it is obvious that the Exe-
  cutioners have judged the entirety of Yharnam to die,as 
  they attack any creature they find on sight.
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  Witch of Hemwick
  Old witches reside in the outskirts of Yharnam, the ham-
  let of gravekeeper women, Hemwick.
  Hidden away in the depths of their ancient hovels, the 
  witches of Hemwick hold suspicious rituals in the dark 
  of night. For the purpose of said rituals they gather the 
  eyes of the living, as to utilize their insight. Fortunately 
  with an overabundance of unwanted corpses provided 
  by the unrest of Yharnam, the witches found a wealth of 
  eyes for the taking. Due to their excess the witches began 
  to gruesomely clad themselves with the eyes they have 
  gathered.
  The Witch‘s Abode
  The Witch‘s Abode is an ancient, sprawling wood cons-
  truction that lies in the depths of the hamlet of Hemwick 
  where the Hemwick Witches conduct their rituals to gain 
  insight.
  Lair Actions
  When encountering a Witch of Hemwick in the Witch‘s 
  Abode, a Witch can take lair actions. On initiative count 
  20 (losing initiative ties), a Witch of Hemwick takes a 
  lair action to cause one of the following effects.
  • 
  If there are currently less than 3 Mad ones in the 
  Witch‘s Abode, a Mad one is summoned in the cen-
  ter of the Abode.
  • 
  A thick fog fills the room, hindering sight of any 
  creature in the Witch‘s Abode. Any attack made 
  against a target that is 10 feet of further away from 
  a creature is made with disadvantage. The fog does 
  not affect Witches of Hemwick. The fog lasts until 
  another Lair Action is taken.
  • 
  A Witch of Hemwick teleports up to 40 feet within 
  the Witch‘s Abode.
  • 
  A Witch of Hemwick casts a first or second level 
  spell.
  • 
  A Witch of Hemwick in the Abode that died within 
  the last minute is revived and returned to half her 
  total hit points. Once this Lair Action is taken it can-
  not be taken again until 24 hours have passed.
   
   Regional Effects
  The wicked rituals of the Hemwick Witches have left 
  their mark on the surrounding lands, which creates one 
  or more of the following effects:
  • 
  Mad Ones spontaneously manifest within 3 miles of 
  the Witch‘s Abode. When rolling for Initiative for a 
  combat encounter in that area, roll a 1d100, on a 20 
  or less a Mad One spawns and attacks the party.
  • 
  A creature that finishes a long rest within 3 miles 
  of the Hemwick Witch Den, must succeed a DC 13 
  Wisdom saving throw or is plagued by maddening 
  visions and has its Wisdom score reduced by 1. A 
  creature regains all Wisdom it lost this way once it 
  finishes a long rest outside of the affected region.
  • 
  Corpses lose their eyes if they are left unattended 
  overnight.
  Suggested Encounter
  • 
  4 Mad Ones 
  • 
  2 Witches of Hemwick
  While fighting one or more Witches of Hemwick on their 
  own is a decent challenge, they truely excel when they 
  have back-up to keep player characters busy. The Wit-
  ches of Hemwick stay back and use spells to incapacitate 
  players with spells like hold person or Hypnotic Pattern. 
  Their goal is to single out targets to make use of their 
  Evisceration feature and then to retreat with spells like 
  Invisibility and Misty Step.
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  Woodland
  Huntsman
  The night of the hunt is not just limited to the city limits 
  of Yharnam. The huntsmen of that call the Forbidden 
  Woods their hunting ground are seasoned veterans and 
  should not be underestimated.
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  Snakes
  The heart of the Forbidden Woods is home to a vicious 
  breed of snakes that possess parasitic tendencies.
  They are lumped together in grotesque collectives that 
  can grow to tremendous size. Each of their snapping 
  heads is filled with poisonous fangs. While the young 
  ones are only a danger if encountered in masses, the 
  adults pose a far greater threat on their own.
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  Snake Parasite
  Huntsmen that explore too deep into the Forbidden 
  Forest find themselves to be easy prey for its inhabitants. 
  Tragically in many cases these huntsmen do not become 
  a feast for the monsters of the forest, but a host instead.
  Upon acquiring a new host, the snakes utilize its body 
  with great efficiency, as it provides the agility they 
  lacked.
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  Shadow of Yharnam
  The Shadows of Yharnam are ancient enforcers of 
  the will of Queen Yharnam, the Ptheumerian
  Queen of old.
  They are recognized by their signature black
  robes which obscure most of their slender
  figures. The Shadows of Yharnam usually keep
  to the depths of the Pthumerian Dungeons below,
  but the will of their Queen has brought them to
  the surface for unknown reasons.
  Each Shadow on their own is a formidable
  warrior. They are nimble and expertly trained
  to strike from the shadows. The Shadows of
  Yharnam are truly among the ptheumerian
  elite.
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  Escalating Encounter
  Escalating Encounters are combat scenarios that are 
  separated in Combat Phases. Combat Phases represent 
  how, as the combat progresses, the enemy resorts to ad-
  ditional powers, transformations or combat tactics and 
  the drama of the fight further escalates. Of course this 
  kind of format is meant for a narrative-driven combat 
  and gives you an opportunity to find a creative solution 
  as why the combat escalates and the Phases progress.
  The combat begins in Phase 1 by default. This can be a 
  very basic combat scenario, the enemies pursuing an 
  initial tactic, or making use of items or environmental 
  features of the combat scenario. Every round at Initia-
  tive 20 check the conditions for the next phase, if they 
  are fulfilled, progress to the next Phase. Phases always 
  progress in order and no phases are skipped.
  Escalating Encounter -
  Shadows of Yharnam
  Encounter
  3 Shadows of Yharnam, one equipped with a Ptheume-
  rian Blade, one equipped with a Longsword and Flame, 
  one equipped with a Mace and Candle.
  Phase 1- Base Combat
  The Shadows of Yharnam attack creatures trespassing. 
  Their goal is to prevent anyone to access the School of 
  Byrgenwerth (or whatever it is, that they are protecting). 
  They will not chase creatures that retreat back into the 
  forest, but will pursue any creature that gets past them.
  Phase 2 - Snake Host Outbreak
  Condition: One of the Shadows of Yharnam is reduced 
  to 0 hit points or is otherwise removed from combat, 
  or two or more Shadows of Yharnam are below half of 
  their maximum hit points.
  The snake parasites inhabiting the Shadows of Yharnam 
  break out and enhance their combat abilities. Depending 
  on the Shadow’s equipment the following changes apply:
  A Shadow‘s Ptheumerian Blade deals an additional 4 
  (1d8) fire damage on a hit.
  A Shadow’s Candle deals 18 (4d8) fire damage on a failed 
  save, and half as much on a successful one.
  A Shadow equipped with a flame gains the following 
  action:
  Additionally the transformed Shadow‘s first melee wea-
  pon attack during its turn has a range of 15 feet and its 
  range for attacks of opportunities becomes 15 feet.
   
  Phase 3 - Madara‘s Whistle
  Condition: Two of the Shadows of Yharnam are 
  reduced to 0 hit points or are otherwise removed from 
  combat.
  The remaining Shadow of Yharnam summons a swarm 
  of giant snakes that attack all enemies within 120 feet of 
  itself. Each enemy creature is attacked by giant snakes 
  and must succeed on a DC 15 Dexterity saving throw 
  or take 18 (4d8) piercing damage and 9 (2d8) poison 
  damage.
  To be able to summon the snakes, the Shadow of Yhar-
  nam must use Madara‘s Whistle.
   In the following rounds at Initiative 20, roll 1d6. On a 5 
  or 6 the Shadow of Yharnam summons Madara again.
  Challenge Adjustment
  Everything considered, the overall damage of the Sha-
  dows of Yharnam are raised as the battle continues, but 
  it is counter balanced against less shadows remaining. 
  Treat this battle as a fight against two CR 4 and one CR 5 
  creatures.
  created by dm-tuz
  Artwork by Peach Luo
  
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  Brainsucker
  Many who achieve the forbidden wisdom not meant for 
  mortals are driven mad the truth of the cosmos. A few 
  of those who were broken by eldritch knowledge do not 
  simply lose their mind. Instead, they are overcome by 
  a manic appetite for more. They begin to desperately 
  seek out more insight into the universe, as their bodies 
  change with each additional revelation.
  Brainsuckers, as they are labeled by daring souls who 
  seek eldritch knowledge of their own, are horrific 
  mutants with a slender figure, elongated limbs, and 
  tentacles sprouting from its deformed face. In their thirst 
  for insight they assault cognitive creatures to steal their 
  knowledge with a leech-like tendril, which can penetrate 
  the skull and mind of a helpless victim. They do this in 
  hopes that this creature carries further insight into the 
  cosmos the Brainsucker craves.
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  Garden of Eyes
  According to the theory of Provost Willem on the evolu-
  tion of humanity, insight is the key to achieve the next 
  step for humanity‘s ascension. To achieve insight, so he 
  said, one must acquire eyes on the inside and line your 
  brain with eyes to see the truth of the cosmos.
  The Garden of Eyes are former test subjects that can be 
  found in the now mostly forsaken school of Byrgenwerth. 
  They were used as vessels to cultivate eyes. Their horrific 
  mutation is evidence for the validity of Provost Willem‘s 
  theory. Indeed, through the sudden surge of insight in 
  the subjects, they mutated in the face of the revealed 
  truths in unexpected ways. They took the form of fly-like 
  monstrosities, which still prowl the grounds of Byrgen-
  werth to this day.
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  Fluorescent Flower 
  From a distance they may appeal as an astonishing 
  beacon in the dark, like a beautiful flower among the 
  horrors surrounding it. But as one is to approach this 
  creature it immediately attacks with potent innate spells.
  These centipede-like creatures are covered with a sturdy 
  hide and find themselves resilient to most attacks. Its 
  weakness is the source of its brilliance. 
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  Rom, the Vacuous 
  Spider 
  „Ahh, Kos or some say Kosm... Do you hear our pray-
  ers? As you once did for the vacuous Rom, grant us 
  eyes, grant us eyes.“
  - Micolash, Head of the School of Mensis
  Rom was once a scholar of Byrgenwerth where she 
  studied the occult and eldritch. Through some manner, 
  thanks to her dilligent studies or as a joint effort of the 
  school, she managed to make contact with a true great 
  one: Kos.
  As common for those to whom the mysteries of the 
  cosmos have been revealed, was Rom changed to take a 
  new form. Even though she gained insight, she lost much 
  of her higher cognitive functions. She traded complex 
  thoughts for an innate awareness in the great universe 
  and those that share it with her. This earned her the title 
  of  Rom, the Vacuous Spider.
  In spite of her new form and widened consciousness, 
  Rom remained loyal to the school of Byrgenwerth, 
  though it could also be argued that exactly because of her 
  dulled mind she has become an easy target for manipu-
  lation. Regardless, Rom utilizes her newfound powers 
  to veil ill omens and other signs of the eldritch from 
  the populus of Yharnam, to maintain the illusion of the 
  mundane.
  Suggested Encounter & Tactics
  • 
  4 Rom‘s Children 
  • 
  1 Rom, the Vacuous Spider
  Rom is always found surrounded by her spawn, who will 
  protect her from any character that will try to enga-
  ge with her in melee. The Rom‘s Children will always 
  remain within 30 feet of Rom, while Rom will use her 
  Eldritch Meteorites and prioritize targets that damage 
  her from afar. As soon as 2 or more hostile creatures are 
  within 20 feet of Rom, she should use Eldritch Force 
  to force them away and potentially set them up for her 
  Children.
  Depending on the composition of your party an encoun-
  ter with Rom can differ dramatically. A group mostly 
  composed of melee combatants with little way of crowd 
  control will find themselves in a much harder fight than 
  a group that has powerful spellcasters, as a well aimed 
  fireball can reasonably kill most of Rom‘s Children in 
  one strike. If you know your group can handle many low 
  challenge enemies, feel free to add more of Rom‘s Chil-
  dren at your own discretion.
  As a rule of thumb deploy one of Rom‘s Children for 
  each player character. Same goes for when Rom uses 
  her Escape action and spawns new Children: One Rom‘s 
  Child for each player character.
  created by dm-tuz
  
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  Snatcher
  Large deformed humanoids stalk the starless nights of 
  Yharnam, always searching for victims to snatch and 
  return to their masters.
  Snatchers are corrupted Pthumerians in service of the 
  School of Mensis, to provide them with a regular supply 
  of new test subjects for the schools gruesome experi-
  ments and rituals.
  They are easily recognized by their tall and skinny 
  bodies, clothed in dark gray robes and always carrying a 
  sack over their shoulder. Despite their thin form, Snat-
  chers are extraordinary strong, able to easily manhandle 
  capable warrior, but they rarely use lethal force. They 
  aim to incapacitate their victims to then abduct and de-
  liver them to their wicked masters. Only if cornered they 
  fly into a bloodthirsty rage in which they turn to deadly 
  berserkers.
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  Cramped Casket
  The Cramped Casket is a horrific result of the unspeaka-
  ble experiments of the School of Mensis that are perfor-
  med in the unseen village of Yahar‘gul. They are amal-
  gams of processed bodies deemed unfit for the Schools 
  most vile project.
  Instead of simply discarding the bodies, they have been 
  stored in caskets, but as the amount of bodies grew the 
  students of Mensis found themselves in a shortage of 
  caskets. Thus, the caskets were stuffed with the unfit 
  corpses of the School‘s victims and forgotten. An unex-
  pected result of this was the amalgamation of the bodies 
  into these undead monstrosities who were left behind in 
  Yahar‘gul.
  Darkbeast Parl
  Found in the far away lands of Loran and brought to 
  Yharnam, Parl was a subject well researched by the 
  School of Mensis. Particularly fascinated by the inhe-
  rit lightning the Darkbeast harbors was Archibald, an 
  infamous inventor and known eccentric of the Healing 
  Church. His goal was to reproduce the lightning of the 
  Dark Beast for his own inventions and turned his back to 
  the Healing Church when the School of Mensis offered 
  him to study the creature.
  The exact circumstances are unknown, but at one point 
  of Archibalds experiments, Parl escaped. But Parl soon 
  found itself trapped yet again in the labyrinthine archi-
  tecture of Yahar‘gul, where it is supposedly still lurking 
  today.
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  huNTSMeN of yAhAR’Ghul?
  To represent the Huntsmen of Yahar’gul, use the Wood-
  land Huntsmen and give them an additional hit dice, 
  which raises their average Hit Points to 45.
  The difference in strength of the Huntsmen of Yahar’gul 
  and the Woodland Huntsmen is not dramatic enough 
  to justify a higher Challenge rating, as the difference 
  between a CR 1/2 and a CR 1 creature is much smaller as 
  the difference between a CR 1 and a CR 2 creature.
  Yahar‘gul Minion
  The Minions of Yahar‘gul appear to be enhanced versi-
  ons of the Minions that are deployed by the Huntsmen of 
  Yharnam.
  Skeletal Beast
  Skeletal Beasts are unique variants of Scourge Beasts 
  that are found in Yahar‘gul, the Unseen Village. Unlike 
  their counter parts the Skeletal Beasts are undead Mons-
  ters spawned from the experiments of Mensis.
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  Chime Maiden
  With a simple chime of their bell, this Pthumerian wo-
  man is capable of summoning multiple creatures of pure 
  blood to her aid.
  Featuring Chime Maidens
  A Chime Maiden is a creature capable of summoning 
  several creatures with the sound of her bell. When 
  featuring a Chime Maiden in an encounter designate 
  creatures that are summoned by her. These creatures act 
  as normal, but as soon as the Ringing-Bell Woman that 
  summoned them is killed or incapacitated, they become 
  stunned until the end of their next turn. The Chime Mai-
  den does always act at Initiative 20, similar to a trap. On 
  the Woman‘s turn she uses an action to resummon any 
  of her summoned creatures that have been killed. Only if 
  attacked in melee she will fight back using her dagger.
  Rather than a creature on its own, feature the Chime 
  Maiden as a puzzle for the players to solve.
  Do not deploy her just as any other monster.
  Have her either hiding or placed in a secure spot
  from the players.
  Describe to the players how at the sound of a ringing bell 
  creatures are summoned. Have the creatures that are 
  resummoned emerge from the same location they have 
  been initially summoned and allow the players to make 
  Wisdom (Perception) checks to determine the location of 
  the Chime Maiden.
  Depending how fast the players are able to catch on to 
  the situation the fight can become exponentially more 
  difficult. If you decide to feature Chime Maiden start out 
  with a simple scenario that allows the players to figure 
  out how they work to then add more complexity to future 
  encounters featuring Chime Maiden.
  A rule of thumb is to assume that the difficulty of the en-
  counter presented by the summoned monsters is raised 
  by one tier if you feature a Chime Maiden (a medium 
  difficulty encounter becomes hard etc.).
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  The One Reborn
  The ascension of humanity is a dream shared by many 
  scholars and students across Yharnam. Different factions 
  seek different ways to realize this dream.
  Among all schools of thought found in Yharnam, the 
  School of Mensis is by far the most reckless in their 
  endeavor of evolution, willing to sacrifice hundreds if not 
  thousands of lives for their inhuman research. The One 
  Reborn is testament to their ruthlessness.
  The One Reborn is a gargantuan amalgam of countless 
  humans, united in a sinister ritual. The One Reborn is 
  the School of Mensis‘ attempt to uplift humanity through 
  an act of forced evolution. But the experiment was a 
  failure. Instead of  recreating the unfathomable magni-
  ficence of a true Great One the School of Mensis created 
  a perverse monstrosity of death and decay. Still, in face 
  of their failure the School of Mensis did not discard their 
  creation. To salvage their botched attempt of creating a 
  Great One, they use The One Reborn as a powerful guar-
  dian of their future rituals.
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  Silver Beast
  From a distance, this beast might just seem peculiar. 
  Similar to many of the victims of the beastly scourge, 
  but walking upright and even utilizing tools. But upon 
  closer inspection the true horror of the Silver Beast can 
  be witnessed. 
  Their lanky bodies is contorted and crooked with wrink-
  led skin, shaggy fur and bones breaking their skin. Their 
  heads are twisted and tilted sideways, opening up to a 
  snapping maw filled with razor sharp teeth, adorned 
  with expressionless round eyes.
  Their lean bodies are not to be taken lightly. They harbor  
  strength rivaling that of even greater beasts and possess 
  an ability to channel lightning through their bodies, an 
  innate trait that is found among certain beasts. Further 
  their skin and bones possess a supernatural hardness 
  that will deflect lesser weapons.
  Silverbeasts are the embodiment of true beasthood, 
  appearing only in places where reality is thin or absent 
  entirely. 
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  Crawler
  Crawlers are mollusk-like creatures found exclusively in 
  the nightmare realms, where they exclusively dwell in 
  poisonous swamps.
  In fashion with their home, Crawlers are disturbing 
  sights, possessing several tentacles and teeth-filled, elon-
  gated maws that runs along their central bodies. They 
  possess sensitive tendrils that grow along their backs, 
  which allows them to sense the presence of potential 
  prey. Further they are able to attack from a distance by 
  spewing poisonous bile at their victims.
  Crawlers do not seem to age, instead growing bigger with 
  time. It is not uncommon to find gigantic specimens 
  among them, which possess a vastly greater physical 
  strength, as well the capability of utilizing poisonous gas. 
  Crawlers might share similarities with Great Ones and 
  their kin, thanks to their physical form, but they are 
  nothing but primitive predators native to the nightma-
  re realms and are not known to ever leave the putrid 
  swamps that spawned them.
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  VARIANT: MAGGoT-INfeSTed SIlVeRbeAST
  Silverbeasts that are infested with Hateful Maggots uti-
  lize their parasites in battle. As a bonus action a Maggot- 
  Infested Silverbeast can have one of its Maggots emerge 
  out of its body to make an attack using the Haterful 
  Maggot’s Bite attack against a target within range.
  If damage reduces the Maggot-Infested Silverbeast to 0 
  hit points, 1d3+1 Hateful Maggots spawn from its body, 
  unless the damage is fire or from a critical hit.
  A Maggot-Infested Silverbeast has a Challenge of 6.
  Hateful Maggot
  Hateful Maggots are found in many places that attract 
  corruption and blood. Their true purpose or nature is 
  unknown, as they have never been observed to mature or 
  progress beyond their larvae state. Perhaps they are less 
  creatures as they are symptoms of locations that have 
  become twisted and wrong.
   They are slippery and wild, jumping and snapping at any 
  prey they can find, which makes encounters with them 
  chaotic and hectic. Worst of all they are rarely encounte-
  red alone. They most often appear in large numbers and 
  overwhelm their victims in a flood of twitching bites.
  Hateful Maggots do have parasitic tendencies as well, 
  as they are often found within bodies of beasts that 
  frequent their habitats. Their hosts are often uncaring or 
  oblivious to their presence, only to unleash their parasi-
  tes at the moments of their demise.
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  Giant Lost Child
  They are pitiful creatures, really. Lost Children are 
  hulking monstrosities that wander the nightmare realms 
  aimlessly. Their bodies are deformed, their heads almost 
  fused to their torsos, and are covered in scars or other 
  signs of abuse. In spite of their great strength, their 
  minds are feeble, which makes them ideal targets for 
  manipulation, if not enslavement.
  Their minds are indeed very similar to that of children, 
  combining innocence and oblivious cruelty. This makes 
  them unpredictable when first encountered. Lost Chil-
  dren are prone to enter tantrums, which due to their 
  enormus strength can make them dangerous opponents 
  to face.
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  Amygdala
  First time visitors of Yharnam will notice the numerous 
  statues of this strange being. A large being with many 
  limbs, a bulging head with many depressions in which 
  eyes are nested. The statues are always positioned to 
  seemingly observe, flanking stairwells or great halls, as if 
  to signalize that they are always watching.
  Amygdala is a true Great one that enjoys great reverence 
  in the city of Yharnam. Though it is disputed if Amygda-
  la is a deity in its own right or a class of Great Ones, as 
  there exists mention of “The One Amygdala“ as well as 
  the mention of “Amygdalas“ for there have been claims 
  of multiple sights of this Great Ones by souls that dab-
  bled with the eldritch. Since the true nature of The Great 
  Ones escapes the understanding of the human consci-
  ousness, one cannot say which is true or not.
  What cannot be disputed, though, is the influence Amyg-
  dala has over the world. Amygdala is acts in unpredicta-
  ble ways. At times, it is a gatekeeper, a sharer of know-
  ledge, a bringer of destruction or save passage alike. 
  Those who revere Amygdala will always be in doubt if 
  their deity even is aware of their worship or even cares, 
  because of its chaotic nature.
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  fIGhTING A GReAT oNe
  Before using Amygdala or any other True Great One 
  against your party make sure the party is ready to face 
  this challenge. Be aware that Amygdala is immune to 
  non-magical damage, so make sure that the group is able 
  to even fight this monster. Further be aware that the 
  Amygdala’s Maddening Presence combined with its high 
  mobility can shut down melee focused characters from 
  combat entirely if they can’t succeed on their Wisdom 
  saving throws and remain frightened.
  Alternatively you can consider removing the damage 
  immunity and lower the DC of Amygdala’s Maddening 
  Presence.
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  Scholar 
  The lecture building of Byrgenwerth used to be a place 
  of learning and ambition. Under the guidance of Provost 
  Willem many great minds were united in the pursuit of 
  knowledge and progress of humanity. But none of those 
  studying in this institution was aware of the consequen-
  ces of amassing eldritch knowledge, let alone consuming 
  it.
  The once respected University has changed, as even 
  the presence of recordings of the cosmic truths leave a 
  mark upon the material world. The building itself has 
  transcended into it‘s own plane of existence. Within this 
  Demi-Plane the remaining students of Byrgenwerth were 
  left with nothing but to continue their studies, oblivious 
  of their situation. Too encompassing is the temptation of 
  the knowledge kept in these halls.
  Through both the excessively high comprehension of 
  the Great Ones, and as through the mere presence of the 
  amassed eldritch knowledge, the students of Byrgen-
  werth were changed to gelatinous beings, more mollusk 
  than man. Despite their mutation, the Students seem 
  content in their studies and will continue doing so ever-
  more.
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  Nightmare Apostle 
  Great Ones have long since transcended the Material 
  World and now reside in an elevated state within the 
  Nightmare Realms. It is possible for mortals under rare 
  circumstances to traverse these Nightmare Realms. The-
  re in the Nightmare Realm one could make contact with 
  a Great One, or even yet, have an audience with them.
  Nightmare Apostles are humans who have basked in the 
  horrific splendor of a Great One, changed forever by this 
  event. They were changed to spider-like beings to traver-
  se the worlds to share their experience, as their minds
  have been broken and reforged.
  While the appearance of Nightmare Apostles
  is rare, in the Ritual of Mensis, many students
  of the School of Mensis were able to enter
  a Nightmare Realm of their own design.
  There they witnessed Mergo the newborn,
  which resulted in most of the Students
  of Mensis to become Nightmare Apostles,
  who now remain in their Nightmare to
  serve the newborn Mergo.
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  Winter Lantern 
  In the Nightmare Realms there are not many things that 
  can bring one peace of mind. Across any corner one is 
  to find events and sights that will challenge the stability 
  of one‘s mind. But there, in the distance, one can hear 
  gentle song carried by the wind. As one is to follow this 
  strangely alluring tune its tone shifts to a dissonant lita-
  ny. The source of this melody is nothing short but one of 
  the greatest horrors of the Nightmare Realms.
  Its sight alone is enough to drive one into an insanity 
  out of this world. Upon a slender frame sits a horrific 
  amalgam of eyes and small bodies from which sprout 
  two appendages. Worst of all, as each moment of gazing 
  upon this horror shreds one‘s mind, there is a bizarre 
  allure to its sight, as its lower body seems almost familiar 
  and inviting, making it hard for one to avert ones eyes.
  Though its mere sight will burn into one‘s consciousness  
  forever, to remember the exact form of this creature 
  changes anytime that forsaken memory is called upon. 
  It will leave one wondering amidst the lingering insanity 
  the encounter with this creature will leave behind; why 
  did this unwordly thing seem so familiar to me?
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  Micolash Host
  of the Nightmare 
  The School of Mensis was founded shortly after Lau-
  rence left Byrgenwerth. Among others the founders of 
  the school consisted of renegade students that followed 
  Laurence. Micolash was one of these students.
  While cooperating with the Healing Church, the School 
  of Mensis was its own entity, researching their own ways 
  to evolve mankind independently.
  The result of their audacious research led the School of 
  Mensis to perform a ritual which would drive Yharnam 
  into a crisis of beast and madness.
  In an effort to make contact with a true Great One the 
  School of Mensis created a Nightmare Realm of their 
  own design: The Nightmare of Mensis. This realm would 
  be the crib of Mergo. But each nightmare has to be 
  created and Micolash as a senior of Mensis was the one 
  chosen to become its host, as the rest of the School‘s stu-
  dents would send their consciousnesses to gain audience 
  with Mergo.
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  Ethereal Walker
  While at first sight, the Ethereal Walker may seem like 
  an undead being, its nature is simply the one of an 
  animated puppet, constructed from the mummified 
  remains of a rotting corpse.
  Like on strings, these constructs are controlled by its 
  master who directs them to do their bidding. Unless 
  completely destroyed these puppets will rise up again 
  and again as long as their master desires.
  Micolash Suggested 
  Encounter & Tactics
  If you want to feature a combat encounter with Mico-
  lash inspired by his boss fight in Bloodborne, consider 
  to set up a combat environment in which Micolash can 
  deploy traps and minions to stall the players. After all, 
  most likely the players would fight Micolash in his own 
  domain, his own Nightmare, over which he has control 
  over. Be aware that because of the potential complexi-
  ty of a full-on fight with Micolash, the encounter with 
  Micolash should be segmented between minor combat 
  encounters, trap rooms and chasing after Micolash. The 
  true difficulty from an encounter with Micolash should 
  not come from fighting Micolash himself, but instead 
  facing the gauntlet the players have to overcome to reach 
  him in the first place.  You can very well spend an entire 
  game session just facing Micolash in his Nightmare.
  The cannon fight with Micolash is used as an example for 
  what an encounter with Micolash could look like:
  Part 1 - Chase through the Library
  The players have to navigate a library with narrow cor-
  ridors, Ethereal Walkers or other low challenge enemies 
  block their way while Micolash retreats and occasionally  
  fires Eldritch Blasts at players. The chase ends in Mico-
  lash‘s study where he faces the players himself. Upon his 
  defeat Micolash disappears, leaving the players to patch 
  themselves up and investigating the room, where they 
  find a hidden switch that opens a path forward.
  Part 2 - Ascending Stairs
  A medium difficulty combat encounter on the spiral 
  stairs to the next level blocks the player‘s path, while 
  they hear the still alive Micolash taunts them and re-
  minds them, that they are facing him in his world.
  Part 3 - The Maze
  Micolash continues to lure the players through another 
  maze, this time utilizing connected mirrors that only he 
  is able to traverse to lead players into dead-ends where 
  they are assaulted by monsters (easy combat encoun-
  ters). It is up to the players to figure out a way to corner 
  Micolash to finish him up for good.
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  Mergo‘s Attendant 
  Maintaining the seat of Mergo are its Attendants. Stran-
  ge humanoid beings, clearly not natural, who guard the 
  approach to Mergo‘s Cradle.
  Each of these many attendants serve voluntarily, each of 
  them were once men and women of the School of Mensis 
  that participated in the Mensis Ritual. They were twisted 
  and formed into these diminutive forms by the dream 
  logic of the Nightmare itself: servants to Mergo, the in-
  fant Great One.
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  Mergo‘s Chief
  Attendant
  These creatures preside over the Nightmare, comman-
  ding the hordes of smaller attendant, only answering to 
  the wishes of Mergo and its Wet Nurse themselves.
  The Chief Attendants are vigil in her duty and are end-
  lessly diligent caretakers.
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  Mergo 
  Mergo is a newborn Great One, nothing more but an 
  infant but yet a being of immense unrealized potential. 
  While many of the Great Ones are being revered in the 
  clergies of Yharnam, Mergo is not represented in any of 
  the Pantheon of the Great Ones. Mergo‘s birth itself is 
  well-kept secret by the School of Mensis and the Healing 
  Church. The very existence of Mergo is unknown, but 
  felt. As Mergo‘s conception and birth is the catalyst of 
  the catastrophe that  ails Yharnam, whose citizens are 
  unaware of its presence except for the occasional cries 
  of a crying child being carried by the wind in the dark of 
  night.
  Mergo‘s Wet Nurse 
  Atop Mergo‘s Loft, the heart of the Nightmare of Mensis 
  lies Mergo‘s Cradle, in which Mergo, the newborn Great 
  One rests and grows. But young Mergo is far from being 
  unprotected, as endless waves of horrors and minions 
  protect every level of the loft, but atop right at Mergo‘s 
  Cradle itself, is Mergo‘s last line of defense and prime 
  caretaker: the Wet Nurse.
  The Wet Nurse, at first glance, has an almost angelic 
  and grand frame, but in truth she is a horror born out 
  of necessity from Mergo‘s Nightmare itself, created as 
  Mergo‘s surrogate mother and protector.
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  Escalating Encounter
  - Mergo‘s Cradle
  Encounter
  Mergo‘s Wet Nurse and Mergo (not physically present, 
  but its presence is felt), atop of Mergo‘s Loft.
  Phase 1- Cry of the Newborn
  At initiative 20, Newborn Mergo unleashes a harro-
  wing cry. Each character present at the top of Mergo‘s 
  Loft except for the Wet Nurse must succeed on a DC 18 
  Wisdom saving throw or become frightened for 1 minute. 
  A creature repeats the saving throw at the end of each 
  of its turns, ending the effect on itself on a success, and 
  taking 5 (2d4) psychic damage on a failure. If a creatu-
  re‘s saving throw is successful or the effect ends for it, 
  the creature is immune to Mergo‘s cries.
  Phase 2- Nightmare Veil
  Condition: It is the second round of combat.
  The entire top of Mergo‘s Loft is covered in magical dar-
  kness that restricts sight. Within the darkness a creature 
  sees within 10 feet of it as if it were bright light, and wit-
  hin 20 feet as if it were in dim light. Any distance further 
  than that is covered by opaque magical darkness. The 
  Nightmare Veil remains until the Wet Nurse is destroyed  
  or otherwise removed from combat.
   
  Phase 3- Deathly Duo
  Condition: Mergo‘s Wetnurse is below half of her 
  maximum hit points.
  Mergo creates a copy of the Wet Nurse, which rolls for 
  initiative. The copy possesses the same statistics as the 
  Wet Nurse except that is has no Legendary Resistances, 
  no Flurry Action, and no Legendary Actions. The copy 
  disappears the moment the Wet Nurse is destroyed or 
  otherwise removed from combat.
  Challenge Adjustment
  While Phase 1 and 2 are obstructing the players, only 
  Phase 3 increases the damage the players will have to 
  deal with per round, by introducing a Challenge 9 creatu-
  re as reinforcements.
  Calculate the difficulty of this combat as a fight against a 
  Challenge 20 creature.
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  Gehrman, the First
  Hunter
  Gehrman is the keeper of the Hunter‘s Dream, a demi-
  plane that bound countless hunters to it. Inside the Hun-
  ter‘s Dream a hunter receives both training and direction 
  to their next hunt. It is both a sanctuary and a prison. 
  While Hunters are safe in the Dream, they are bound by 
  it, to always return to this world if they fail their hunt, 
  never knowing true rest until their objective is complete. 
  Only Gehrman is one to grant one mercy from the dre-
  am. Each hunter that passes through it, is remembered 
  by one of the many graves adorning the gardens of the 
  Hunter‘s Dream. But Gehrman himself is forever bound 
  to be its keeper.
  Long before the Dream, Gehrman was an accomplished 
  prospector in service of the School of Byrgenwerth. He 
  led many successful expeditions into Pthumerian Dun-
  geons and was key to the scholar‘s discovery of the old 
  blood; the source of blood healing.
  After the establishment of blood healing Gehrman‘s ex-
  pertise in the fight of monsters were needed once more, 
  as with the usage of blood healing came the emergence 
  of beasts.
   
  While at first Gehrman was deployed to slay the occasio-
  nal mutant at first, soon the healing church realized that 
  there was a direct correlation between the use of blood 
  and the appearance of beasts. An organisation dedicated 
  to the hunt of beasts was needed and the Hunter‘s Work-
  shop was born and Gehrman became the First Hunter.
  Gehrman established the Hunters, passing on all the 
  knowledge he accumulated on his many fights with the 
  beasts. His teachings became the basis of the Hunters‘ 
  unique fighting style, armaments, and tactics.
  Among his first students was a peculiar student, a de-
  scendant of a cursed bloodline who sought acceptance in 
  the rank of the Hunters; Maria.
  Maria turned out to be one, if not, Gehrman‘s greatest 
  student. Her great talents caught his attention, and he 
  kept a close eye on her throughout her training. Over 
  time Gehrman grew fond of her, not just as a student, to 
  the point of obsession. But tragedy struck when Gehr-
  man‘s beloved student died.
  Gehrman was inconsolable over the loss of his beloved 
  Maria. Over years, he was never able to forget her and 
  this very pain pushed him to commune with a myste-
  rious higher power to mend his pain, and return his 
  beloved Maria.
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  The Moon Presence
  Stricken with grief over the loss of the love of his life, 
  Gehrman acquired an ancient relic to perform an el-
  dritch ritual to grant himself audience with a mysterious 
  entity; the Moon Presence.
  The Moon Presence is a nameless Great One, unknown 
  to the worshipers of Yharnam and even to the most me-
  ticulous of scholars, but yet ever so close to the dealings 
  of men. Instead, it‘s appearances in history have been 
  wrongly attributed to the appearance of a Blood Moon, 
  as documented in ancient Pthumerian history, when long 
  ago the Blood Moon was seen in the now beast-infested 
  land of Loran. To behold the Blood Moon is to look at the 
  Moon Presence.
  As one would attribute the beast plague crisis to the 
  Mensis Ritual, it is not the true source of the plague 
  of the beast. In reality, the Moon Presence is the true 
  source of beasthood. Whether intentional or not; the 
  proximity of the Moon Presence and the Blood Moon 
  affects those who have consumed the Old Blood, to take 
  on a form similar to the Moon Presence itself.
  Though the question presents itself, why the Moon Pre-
  sence came to Yharnam in the first place?
  Great Ones do not procreate to regular means, but un-
  fathomable as they are, they too desire create offspring. 
  If it is a curse or just a universal law, each Great One is 
  destined to lose their natural born offspring, and they all 
  yearn for a surrogate child to replace it.
  An opportunity for the Moon Presence presented itself 
  when Gehrman made contact with the Moon Presence 
  to return his beloved Maria to him. The Moon Presence 
  obliged, creating the Hunter‘s Dream in which it created 
  The Doll, an automaton with an uncanny resemblance to 
  Gehrman‘s lost Maria and placed Gehrman as the keeper 
  of the Dream.
  The Hunter‘s Dream and especially the Doll and Gehr-
  man nurture Hunters. With each beast slain a Hunter 
  grows in power and becomes closer to the Moon Presen-
  ce, as it imbues the Hunter with its own essence. Due to 
  its presence the Hunters in turn are never short of beasts 
  to hunt. This continuous cycle will continue, as Hunters 
  will rise and fall until finally one will emerge to surpass 
  all others, if not Gehrman himself. This Hunter shall 
  become the Moon Presence new surrogate child.
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  Old Hunter
  The Hunter‘s Nightmare is the ultimate destination of 
  all Hunter‘s that give in to their wicked desire for blood 
  and the hunt. The Hunter‘s found there are blood crazed 
  fiends who‘s only desire is to slaughter and kill.
  Every single one of these Old Hunters were once veteran 
  Hunters and as such, they possess years of experience in 
  the art of the Hunt. After all, a Hunter must have lived a 
  tragically long life to end in the Hunter‘s Nightmare.
  In their lust for blood, they have
  lost any sense of self preserva-
  tion. The only thing that matters
  to them is the eternal Hunt, as death has
  lost any meaning for the hunters trapped
  in the Hunter‘s Nightmare.
  The curse of the Nightmare
  returns them again and again
  to new life in this realm, to
  continue hunting forevermore.
  Nightmare
  Executioner
  These ironclad abominations are the eternal warden of 
  the Hunter‘s Nightmare. It is their task to contain the  
     blood crazed Hunters in their designated hunting    
        grounds and to prevent any creature trapped in the
           Nightmare to not intrude upon the many secrets
              the Nightmare contains.
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  Laurence,
  The First Vicar
  Before the foundation of the Healing Church, Laurence 
  was but an ambitious student at the School of Byrgen-
  werth, tutored by Provost Willem.
  After the discovery of the Holy Medium deep under the 
  Pthumerian Dungeons, it was him that pushed the idea 
  of utilizing this new discovery, the Old Blood, for the 
  furtherment of mankind.
  This caused a schism in the ranks of Byrgenwerth, as 
  Willem disapproved of the reckless use of what they do 
  not understand. Thus, Laurence and many other stu-
  dents of Byrgenwerth left for Yharnam, where they foun-
  ded the Healing Church and established blood healing.
  In the end, Laurence himself succumbed to the overuse 
  of the blood and turned into a beast, as many did before. 
  Not only that, but upon his death he found no rest, as the 
  Hunter‘s Nightmare awaited him and his ilk, where he 
  remains as a gruesome beast.
  Ludwig
  Ludwig was an accomplished hunter and prospector of 
  many expeditions into the depths of the Pthumerian 
  Dungeon. His rise to fame would begin once he acqui-
  red his soon-to-be-known signature weapon: The Holy 
  Moonlight Sword, which earned him the title The Holy 
  Blade.
  When the Healing Church found itself in need of it‘s own 
  Hunter‘s division, they chose Ludwig to become their 
  first Hunter, their Champion. As a man of great charis-
  ma Ludwig, as the figurehead of the Church Hunters, 
  was able to rally the common folk of Yharnam to pick 
  up arms to fight the beasts the Workshop Hunters were 
  unable to keep in check. Ludwig became a hero to the 
  masses.
  But alas, as Ludwig was not exempt from the curse. 
  Ultimately the blood lust overcame him as well and not 
  much was left from the once noble and proud Ludwig. 
  What remained was a beast of unmatched blood thirst 
  and cruelty, which now prowls the darkest depths of the 
  Hunter‘s Nightmare.
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  Clocktower Patient
  The Research Halls within the Clocktower were a hidden 
  facility of the Healing Church, dedicated to experiments 
  of human transcendence. It was within the research halls 
  where the first Celestials were created.
  The Patients found within these halls are in a state 
  between kin and human, well on their way to transition 
  to full celestials. Their bodies already show signs of the 
  transformation in the form of elongated limbs and gray-
  blue skin. Their heads, though, are malformed masses 
  of flesh that undergo a slow metamorphosis to prepare 
  their brains to become vessels of cosmic truths.
  Within this state, not all patients have retained their sa-
  nity, as not every mind has the stability to remain intact 
  as they undergo their ascension. Their minds vary from 
  lethargy, to deliriousness, or to outright having become 
  feral in nature, making Patients of the Clocktower unpre-
  dictable creatures to interact with.
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  Living Failures
  Yielding success in the ascension of humanity into 
  celestials was not without its setbacks. Many research 
  subjects showed promise in their early states of trans-
  formation, to then degenerate into the tragic creatures 
  that simply have been labeled as “Living Failures“ by 
  the research staff. Instead of granting these miserable 
  creatures the mercy of death though, they were kept for 
  further research, in hopes that the process of the celestial 
  transformation can be perfected.
  Living Failures possess a fracture of eldritch powers, 
  which has been observed to amplify as more batches 
  of Living Failures were accumulated, as more of their im-
  perfect brains began to reach out to one another to form 
  a whole functioning mind, binding them all together in a 
  unique form of hive mind.
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  Lady Maria
  Maria was one of the first students Gehrman, the first 
  Hunter, took in. She was a gifted young woman who 
  traced back her bloodline from the cursed lineage of 
  Cainhurst, a secret she held kept to herself. Over time 
  her cursed bloodtime manifested itself in her skill over 
  the hunter‘s art of the use of blood. Gehrman, ever 
  observable as he was over his beloved student, began to 
  understand Maria‘s heritage as well, becoming the only 
  soul to learn of her secret.
  Whether out of pride or out of shame of heir bloodline, 
  Maria dedicated herself to not rely on the powers gran-
  ted by her blood to excel as a hunter, instead she trained 
  tirelessly to hone her skills, and thus becoming Gehr-
  man‘s greatest student. Likewise Maria developed a deep 
  bond with Gehrman has a teacher, for whom she had a 
  deep admiration. Little did she know about Gehrman‘s 
  feelings for her.
  Ob behest of Provost Willem, Gehrman, Maria and other 
  Hunters of the Workshop were tasked with a fateful mis-
  sion: Recovering the body of a rumored Great One from 
  a local fishing hamlet.
  Upon investigating the hamlet, the Hunters found that 
  the locals had changed to various degrees, most likely 
  from their exposure to the rumored Great One. What 
  followed was the order to ransack the village to recover 
  the body of the Great One, as well as the villagers for the 
  research of Byrgenwerth. Those who fight were to be 
  struck down where they stood.
  The hunters followed the orders of the school, believing 
  the villagers to be nothing but another form of beasts 
  that needed to be hunted. The massacre that followed 
  left a mark on Maria, who questioned the beastial nature 
  of the villagers upon finding the peaceful body of Kos, 
  washed ashore in the hidden lagoon, which she chose to 
  not disclose to the scholars of Byrgenwerth.
  In the aftermath of the raid, Maria could stomach the 
  hunt no longer. The Rakuyo, her trusted blade, that she 
  had dedicated to master to perfection, became too heavy 
  by the blood she spilled. Instead, perhaps in the hope for 
  redemption, she dedicated herself to the care of the cap-
  tured villagers within the research halls of the scholars. 
  There she proved herself a source of solace and kindness 
  to the fearful and confused test subjects.
  But instead of finding redemption, Lady Maria only 
  found despair. For the time she spent tending to the 
  test subjects, she became convinced of their humanity 
  and the weight of her sins. Maria began to drown in her 
  sorrow, having become disillusioned over the nobility of 
  her cause as well as the true nature of those she pledged 
  her loyalty to. Until ultimately it was too much for her to 
  bear...
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  INDEX
  Name
  CR
  Page
  Carrion Crow
  1/8
  8
  Celestial Minion
  1/4
  22
  Ethereal Walker
  1/4
  58
  Labyrinth Rat
  1/4
  9
  Rabid Dog
  1/4
  8
  Rotted Corpse
  1/4
  10
  Snake Ball
  1/4
  33
  Beast Patient (Male)
  1/2
  15
  Hateful Maggot
  1/2
  50
  Hemwick Grave Woman
  1/2
  26
  Hunting Dog
  1/2
  27
  Huntsman
  1/2
  3
  Virulent Labyrinth Rat
  1/2
  9
  Weird Clocktower Patient
  1/2
  74
  Wheelchair Huntsman
  1/2
  5
  Beast Patient (Female)
  1
  15
  Clocktower Patient
  1
  73
  Large Huntsman
  1
  7
  Mad One
  1
  28
  Rom‘s Child
  1
  41
  Scholar
  1
  54
  Sprouting Celestial Minion
  1
  22
  Woodlan Huntsman
  1
  32
  Beast Patient Matriarch
  2
  16
  Chime Maiden
  2
  45
  Church Servant
  2
  19
  Garden of Eyes
  2
  38
  Feral Clocktower Patient
  2
  74
  Huntsman‘s Minion
  2
  4
  Infected Clocktower Patient
  2
  74
  Mergo‘s Attendant
  2
  59
  Nightmare Apostle
  2
  55
  Crawler
  3
  49
  Hulking Clocktower Patient
  3
  75
  Scourge Beast
  3
  6
  Snake Parasite
  3
  34
  Brain Sucker
  4
  37
  Cramped Casket
  4
  43
  Great Snake Ball
  4
  33
  Maneater Pig
  4
  11
  Shadow of Yharnam
  4
  35
  Yahar‘Gul Minion
  4
  44
  Church Giant
  5
  20
  Executioner
  5
  29
  Old Hunter 
  5
  68
  Silverbeast
  5
  48
  Snatcher
  5
  42
  Powderkeg Hunter
  5
  18
  Name
  CR
  Page
  Witch of Hemwick
  5
  30
  Flourescent Flower 
  6
  39
  Giant Crawler
  6
  50
  Goliath Pig
  6
  11
  Mergo‘s Chief Attendant
  6
  60
  Cleric Beast
  7
  12
  Giant Lost Child
  7
  51
  Living Failure
  7
  76
  Greater Nightmare Apostle
  7
  55
  Skeletal Beast
  7
  44
  Bloodstarved Beast
  8
  17
  Father Gascoigne
  8
  14
  Celestial Emissary
  9
  23
  Micolash
  9
  57
  Winter Lantern
  9
  56
  Nightmare Executioner
  10
  69
  Rom, The Vacuous Spider
  10
  40
  Vicar Amelia
  10
  21
  Darkbeast Paarl
  11
  46
  Amygdala
  13
  53
  The One Reborn
  13
  47
  Ebrietas, Daughter of Cosmos
  18
  24
  Ludwig, The Accursed
  18
  71
  Mergo‘s Wet Nurse
  18
  62
  Gehrman, The First Hunter
  19
  64
  Lady Maria
  19
  77
  Laurence, The First Vicar
  19
  70
  Ludwig, The Holy Blade
  20
  72
  The Moon Presence
  20
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  ADDITIONAL CONTENT
  Name
  CR
  Pthumerian Servant
  1/4
  Cainhurst Servant
  1/2
  Pthumerian Soldier
  1/2
  Silver Lady
  1/2
  Gel
  1
  Gravekeeper Scorpion
  1
  Snail Woman
  1
  Deep Sea Hound
  2
  Indentured Chevalier
  2
  Lost Child of Antiquity
  2
  Labyrinth Mole
  2
  Merciless Watcher
  2
  Pilgrim
  2
  Professor
  2
  Fishman
  3
  Labyrinth Ritekeeper
  3
  Labyrinth Sage
  3
  Lost Child of Antiquity (Vileblood)
  3
  Watcher‘s Gravedigger
  3
  Vengeful Spectre
  4
  Watcher Chieftain
  4
  Blood Licker
  5
  Fish Priest
  5
  Loran Cleric
  5
  Name
  CR
  Tomb Guardian
  5
  Beast Possessed Soul
  6
  Iosefka‘s Imposter
  6
  Keeper of the Old Lords
  7
  Undead Giant
  7
  Alfred, Hunter of Vilebloods
  8
  Forgotten Madman
  8
  Bloodletting Beast
  9
  Eileen, The Crow
  9
  Shark Giant
  9
  Watchdog of the Old Lords
  9
  Pthumerian Descendant
  10
  Abhorrent Beast
  11
  Bloody Crow of Cainhurst
  11
  Martyr Logarius
  11
  Brador, Church Assassin
  12
  Undead Giant Chain Rager
  12
  The Endless Snake
  13
  Beheaded Beast
  14
  Provost Willem
  14
  Pthumerian Elder
  14
  Great One Beast
  17
  Yharnam, Pthumerian Queen
  19
  Orphan of Kos
  20
  The following section of the Bestiary 
  contains monsters that were originally cut 
  from the initial project. Over time I de-
  cided to work on monster statistics, that 
  can be used to represent these characters 
  and monsters as patreon exclusive bonus 
  content. 
  While the monster statistics are exclusive 
  content and available to all my patrons, 
  lore entries and illustrations are listed in 
  the rest of this book.
  If you enjoyed Bloodstaine Notes: 
  Hunter‘s Bestiary, consider following 
  me on my blog or twitter for more home-
  brew content:
  dm-tuz.tumblr.com
  twitter.com/dm_tuz
  If you want to support me and my work,
  you can get instant access to over 40 exclusive monsters
  (at the time of writing), as well as new original monsters and
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  Alfred, Hunter of
  Vilebloods
  Alfred is a member of the Executioners, a specialized 
  order of hunters under the command of the Healing 
  Church and Nemesis to the Vilebloods. Upon learning 
  of his master‘s true fate, Alfred embarked on a perso-
  nal mission to free Logarius from his vigil and to finish 
  what his master could not do: eradicating the last of the 
  Vilebloods, Annalise.
  His dedication to his cause, typical for members of the 
  Executioners, borders on fanatical determination, as 
  Alfred has faced many horrors with unshaken resolve. 
  For all the challenges and hardships he overcame on his 
  holy mission, lead him to become a worthy protege of 
  Logarius and a powerful hunter.
  While having a friendly and cooperative attitude with 
  those that stand against the tide of evil, Alfred is an 
  Executioner through and through. He is uncompromi-
  sing in the pursuit of freeing Logarius and ending the 
  Vilebloods. He will not hesitate to strike down those who 
  are an obstacle to his mission.
  Bloody Crow of
  Cainhurst
  The Hunters of Cainhurst are indeed fearsome oppo-
  nents. They have partaken in the forbidden blood of 
  the vilebloods and achieved strength unique even for 
  Hunters.
  But none of them is as fearsome as the Bloody Crow of 
  Cainhurst. Once the royal guard of Annalise, Queen of 
  the Vilebloods, they have embarked on a mission to gat-
  her the unique blood of Hunters, to please their Queen. 
  In their absence though, the Executioners stormed 
  Cainhurst Castle seemingly eradicating the Vilebloods 
  and their Queen.
  Without a place to return to the Bloody Crow found 
  themselves lost. Struck with grief and anger they conti-
  nued their mission to hunt. It did not take long for the 
  blood lust to claim the Bloody Crow, which only drives 
  them to further hunt and will continue to do so until they 
  have been put to rest.
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  Brador, Church
  Assassin
  Brador was a Hunter of the Healing Church, until he 
  discovered the true nature of the beastly scourge as his 
  hunter compatriot turned into a Cleric Beast. His mind 
  broke as he was forced to kill his former friend. He bears 
  his friend‘s skin to this day, earning him the nickname 
  “beast-hide assassin“.
  Enraged he confronted the Healing Church, they did not 
  deny the truth. But to his surprise they tasked him with 
  the mission to protect this truth, as some secrets are 
  better to remain undiscovered.
  Deathly afraid of suffering the same fate as his friend, 
  Brador accepted to hunt down anyone that would get too 
  close to uncover the Healing Churches darkest secrets. 
  Brador‘s hope was that hunting people would keep him 
  pure as opposed of hunting beasts.
  He fulfills his duty with diligence, driven by his paranoia 
  of a beastly fate and has become one of the Churches 
  most lethal agents to exist.
  Eileen the Crow
  Eileen is a Hunter of Hunters, an assassin whose sword 
  duty is to take down Hunters who have been consumed 
  by their blood-lust.
  The danger of the  blood-lust of Hunters has been a 
  known issue ever since their origins. Thus, the Hunters 
  of Hunters have been established early on in the history 
  of Hunters, to assure that those who lose themselves in 
  the Hunt shall be granted peace and mercy in death.
  Eileen prefers to keep a low profile and to operates from 
  the shadows of Yharnam. There she quietly observes 
  the Yharnam Hunters and picks her targets. Eileen‘s 
  old age is proof of her skill. A lifetime of being a Hunter 
  of Hunters has made her almost unmatched in fighting 
  other Hunters.
  But even as her old age is catching up with her, Eileen‘s 
  sense of duty is unshaken, and she will continue to hunt 
  until her dying breath.
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  Iosefka‘s Imposter
  Compassion is a rare commodity in Yharnam, especially 
  at the Night of the Hunt. The clinic of the good doctor 
  Iosefka used to be a save haven for the sick and frail ali-
  ke, who would surely fall prey to the overzealous hunters 
  of Yharnam. This was until a certain agent of the Choir 
  arrived.
  Her true identity is unknown and neither is if she acts 
  on behalf of the Choir or out of her own ambition. But 
  once she infiltrated Iosefka‘s clinic and disposed herself 
  of the good doctor, the once sanctuary became a trap for 
  those seeking refuge. Under the guise of the doctor she 
  conducted experiments on the sick. With ample subjects 
  for her research available she successfully began uplif-
  ting many of her patients to kin, hybrids of humans and 
  Great Ones.
  Though the imposter guards her research carefully, and 
  is willing to go to great lengths to ensure the continua-
  tion of it. Anyone in her way will be exposed of, or worse, 
  become another subject for her to experiment on.
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  Cainhurst Servants
  Do not mistake their frail form and minute appearan-
  ce for weakness. The servants of Castle Cainhurst are 
  extremely skillful, being able to traverse vast areas of 
  the castle unnoticed with in depth knowledge of every 
  shortcut and secret.
  Among the servants are not only former staff of the 
  house, but also capable fighters, chevaliers who to this 
  day remain in the service of the Cainhursts.
  Even though they have no master left to serve,
  they still remain loyal and will defend the Castle from 
  invaders utilizing traps and guerrilla tactics to drive off 
  anyone who dares to enter.
  Bloodlicker
  Bloodlickers are bloated, flea like monsters that are 
  drawn to blood, thus they are often found near places 
  where large amounts of blood have been spilled or is 
  gathered.
  Their slender limbs grant them a high agility to assure 
  that they will reach the beloved blood they crave. Once a 
  source of blood has been found, Bloodlickers will defend 
  their crimson treasure with great ferocity. When gorging 
  themselves on blood, they stockpile it in a transparent 
  pouch in the center of their torso, which can grow to 
  such a size and weight that it renders the beast unable to 
  move.
   
  Since the Executioners‘ attack on Castle Cainhurst, 
  Bloodlickers have begun prowling the caste grounds to 
  sate their thirst on the spilled blood of the Vilebloods, 
  which remained fresh to this day.
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  Lost Children of
  Antiquity
  Outside of the Castle, along the mighty ramparts, the 
  snowy balconies and icy rooftops, they lie still among the 
  ancient statues of Castle Cainhurst.
  The Lost Children of Antiquity are creatures found in the 
  forsaken Castle of Cainhurst. They resemble gargoyles 
  that decorate the outer areas of the castle, but are surely 
  made out of flesh. Their grayish and lifeless skin allows 
  them to easily hide among the castle structures, where 
  they lie in wait to ambush any intruders.
  Silver Lady
  The assault of the Executioners upon Castle Cainhurst 
  was ruthless and violet. None of the nobles residing in 
  the Castle were spared, for they were tainted by the Vile-
  blood and had to be purged.
  The Silver Ladies, spectres of the Executioner‘s victims, 
  are testimony to the bloodshed. They still wander the 
  empty halls of Cainhurst, bound as they were in the last 
  moments of life, before their execution. The restless 
  spirits of Cainhurst will pursue and attack any who dare 
  to defile their once proud and beautiful home.
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  Martyr Logarius
  “Acts of goodness are not always wise, and acts of evil 
  are not always foolish, but regardless, we shall always 
  strive to be good.“
  — Martyr Logarius
  Logarius was the leader of an enclosed band of fanatical 
  warriors known as the Executioners. Loyal to the Hea-
  ling Church, the Executioners were dedicated to destroy 
  which they deemed unholy and tainted and did so with 
  merciless fervor.
   When the corruption of the Cainhurst Nobles by the 
  hand of a rogue scholar of Byrgenwerth was uncovered, 
  the Healing Church deployed the Executioners to purge 
  the Vilebloods off the face of the earth. The Executioners 
  did so, killing the corrupted aristocrats in a ruthless 
  assault one by one. But to the shock of Logarius, as 
  he struck down Annalise, Queen of the Vilebloods, he 
  discovered that the corrupted blood gave her the gift of 
  immortality.
  Unable to kill the last of the Vilebloods, Logarius chose 
  that if the fiend could not be killed, it must be contained. 
  He donned the artifact, known as the Crown of Illusions, 
  and sealed the Queens throne room behind a powerful 
  mirage, as to hide her from the world. There, in front of 
  the illusion he would place himself to guard the secret of 
  the last remaining Vileblood for eternity.
  For the world, Logarius died that day in the fight against 
  the Vilebloods and thus was granted the title Martyr, un-
  aware of his eternal vigil.
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  The Fishing Hamlet
  As described by Runesmith Caryll, eldritch truths are 
  hidden in the depths of the ocean and other large bodies 
  of water. In case of one fishing hamlet this truth was a 
  true Great One: Kos, one of few great ones that never left 
  this plane of existence, to ascend to the world of dreams.
  Kos was, as many of the Great Ones, a sympathetic  
  being, though gifts granted by her were not always 
  appreciated, as the human mind lacks to comprehend 
  her wisdom. It might have been her growing fondness 
  for humanity that made her decide to remain close to 
  the shores of this fishing hamlet. Though, who can really 
  determine a Great One‘s true motivations?
  The inhabitants of the fishing hamlet began to take note 
  of Kos‘ presence and revered her as a guardian diety, 
  paying tribute and respect to her where they could as 
  they went on about their life. But overall, not much 
  changed for the fishing hamlet, at least that was before 
  the event that would seal their doom.
  One day the villagers discovered the body of Kos washed 
  ashore in a secluded lagoon not far off the hamlet. None 
  of the people of the hamlet knew what to do, thus they 
  decided to wait, hoping Kos could somehow recover. The 
  now close presence of a Great One‘s body would leave a 
  mark on the hamlet, changing its inhabitants in subtle 
  ways at first, but with time these changes would progress 
  to outright mutations of the flesh.
    
  In the face of their crisis, the people of the hamlet turned 
  to the School of Byrgenwerth, as their knowledge about 
  the eldritch and the Great One far exceeded theirs. 
  Byrgenwerth responded immediately, by sending out 
  hunters.
  But instead of relief, the hunters brought death.
  The scholars of Byrgenwerth were not interested in sa-
  ving the folk of the hamlet, but collecting them for study 
  instead. Those who resisted were mercilessly cut down 
  by the hunters. The villagers of the hamlet that were 
  captured were either dissected in the search of further 
  mutations in their bodies, or were send off to the clock 
  tower, a research facility and holding complex of the 
  school of Byrgenwerth.
  After dealing with the fishing hamlet itself, the School set 
  their eyes on the body of Kos, but were unable to find it 
  since the lagoon was a well-kept secret of the hamlet. In 
  face of the betrayal of their trust the people of the hamlet 
  did not give up the location of Kos, even if confronted 
  with the cruelest interrogation and torture.
  The grudge of the hamlet‘s people was immeasurable. 
  Enhanced by the lingering blessing of Kos it grew to a 
  supernatural curse; the Hunter‘s Nightmare. There the 
  hamlet exists as a twisted reflection of itself, inhabited by 
  the personifications of the villager‘s grudge.
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  Orphan of Kos
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  Snail Woman
  Snail Women are the manifestation of the hamlet‘s de-
  votion to Kos, the Great One of the Sea. They take on the 
  shape of malformed women, reduced to a snail-like form, 
  that are found near spaces touched by Kos. Because of 
  their form, the Snail Women do rarely move from one 
  location to another and struggle to traverse even short 
  distances. Once they have settled at a location they delve 
  into prayers to Kos and will attack those that disturb 
  their sanctuaries.
  Shark Giant
  S
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  Abhorrent Beast 
  “What makes this beast truely abhorrent is the amount 
  of humanity it attained throughout its transformation. 
  But perhaps the poor sod was a beast in the first place.“
  Beast Possessed Soul 
  “Dimly lit by pale moonlight, unscorned by human pity, 
  lie things unseen by curious eyes, blood-thirsty and 
  lithy. Hunter! Fear the possessed beast, fangs sharp 
  as Ludwig‘s nerve, for it will feast upon your limbs, no 
  mercy nor reserve.“ - Old Yharnam Limerick.
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  Bloodletting Beast 
  “The ancient Pthumerians were curious about the trans-
  formation that befell their kin. Not fully grasping the 
  gravity of their situation, they retained the beast for 
  further research.“
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  Forgotten Madman
  Of the many souls that lost their sanity in the depths 
  of the Pthumerian Dungeons in the search of forgotten 
  knowledge, not everyone did degenerate into a raving 
  lunatic. A few individuals did break, but were reborn 
  through the insight found in the depths. Their unders-
  tanding of the world was elevated to a higher state of 
  mind, to the point that they became detached from the 
  understanding of a reasonable being.
  Gel
  “Located on the tops of the underground labyrinth ca-
  ves, it waits for its next unsuspecting Hunter to consu-
  me whole.“
  Gravekeeper 
  Scrorpion
  “Whether as fast as a shadow‘s chikage, or as stealthy 
  as stalkers, scorpions pose threats to all manners of 
  hunters so come prepared with antidotes.“
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  Keeper of the Old 
  Lords 
  “Lithe, graceful and ruthlessly efficient when dealing 
  with foes, these agile hunters wield the scorching power 
  of fire to effectively eliminate their targets.“
  Labyrinth Mole 
  “...?“
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  Labyrinth Sage 
  The Healing Church holds no regards for pious men nor 
  saints; in their avid lust for knowledge they turned the 
  once holy into the utterly abominable.“
  Labyrinth Ritekeeper
  “Whether the ruins are tombs or a mere resting place 
  for something dark and foul, one thing is true: Someone 
  or something lies asleep here. The Protectors also wors-
  hip what lies beneath, and among the Protectors are 
  a special class of ritual masters that carry out horrific 
  and detestable ritual rites.“
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  Loran Cleric 
  „A surviving member of the Loran Clergy. Similar
  to Beastpossessed Souls of an past age, they are
  masters of pyromancy. They hide their beastly nature
  underneath shawls and robes.“
  Pilgrim 
  „It meanders in the seemingly endless depths of the 
  labyrinth, mourning in front of the remains of graves 
  in the darkness. What binds such pitiful souls to this 
  world?“
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  Pthumerian
  Descendant
  While the exact details of Pthumerian traditions are yet 
  to be uncovered - there is proof of ancient military tradi-
  tions that existed in the society of the Pthumerians.
  Members of noble houses were trained in numerous
  styles of combat and tactics from a young age. This tra-
  dition created highly competent fighters among even the 
  lesser nobles of Pthumeria.
  Pthumerian nobles are not to be taken lightly and when 
  faced with investigating a noble‘s chamber one must pre-
  pare to face one of the finest warriors that the Pthumeri-
  ans have to offer.
  Pthumerian Elder
  In the deepest part of the Pthumerian Crypts are the 
  resting places of the former pthumerian masters of 
  Pyromancy, an ancient and forgotten art of manipulating 
  one‘s inner flame.
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  Pthumerian Undead 
  „Roaming the surface of the Pthumerian labyrinths, 
  watchers will do their utmost to protect the central 
  chambers.“
  Tomb Guardian
  “Warriors stand tall in the lower depths of Pthumeria, 
  guarding riches, treasure rooms and central chambers 
  from trespassers and defilers.“
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  Vengeful Spectre 
  “A spectral minion of sorts, tormented by bitter regret 
  in a previous life and, as such, unable to find peace.“
  Undead Giant
  “Some sins are too grave, to attone for in a lifetime. 
  Death will be no sanctuary for your sentence.“ - Trans-
  lated Insignia
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  Watchdog of the Old
  Lords
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  Watchers 
  „Protectors roam the depths, keeping guard over the 
  quiet. Born in the depths and living off of blood and 
  rotting flesh, they are cold and damp, with bluish-whi-
  te skin that has never been touched by sunlight, and 
  devolved eyes that are pitch black and sunk deep into 
  their sockets.“
  Watcher‘s
  Gravedigger 
  “Entities lifelessly working in the deepest, dankest 
  layers of Pthumerian Labyrinths. They remain docile 
  unless approached, mindlessly swinging at rock. How 
  long have they been down there?“
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  Yharnam,
  Pthumerian Queen
  “Hail Queen Yharnam, Bride of the Gods, may the 
  formless Prince slay the crimson moon!“ - Translated 
  Pthumerian Bas-Relief
     
   
  The Endless Snake
  The Endless Snake is the entity and manifestation of the 
  forgotten wood‘s snake corruption. It‘s spreading and 
  splitting body permeates the entirety of the forest. From 
  it‘s blood and flesh shed spawn the writhing balls of sna-
  ke found in the forest, malformed just as their creator.
  It is impossible to fathom the entirety of the Endless 
  Snake, as one is only able to glimpse at a meager part of 
  it at a time. No one knows where it‘s center lies, or if it 
  even exists. Perhaps it has become part of the forest, a 
  parasite to the land, coiled around the very heart of the 
  woods.
  The Great One Beast
  A magnificent beast, of supernatural grace and battle 
  prowess. The Great One Beast is the perfection of Be-
  asthood, second only to the great Moon Presence itself. 
  It was the first Pthumerian blessed with the crimson 
  moon‘s blessing. It embraced the gift, which in turn all-
  owed itself, with a tranquil clarity, to  understand cosmic 
  truths of the world. It achieved the perfect balance of in-
  sight and blood and through this dichotomy, it combined 
  both to become a true Great One, while also maintaining 
  its beastly form.
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  Provost Willem
  Provost Willem is the head of Byrgenwerth, an academic 
  institute from which the Healing Church originated. 
  He and his students pioneered research on the medium 
  discovered in the Pthumerian Dungeons beneath Yhar-
  nam. His goal was the evolution of mankind and to reach 
  higher planes of thought. Unlike his students, he was 
  convinced that insight of the truth of the cosmos would 
  pave the way to humanities ascension. 
  According to his theory, one must line their brain with 
  eyes to gain said insight. After initial success with self ex-
  perimentation, Willem desired more eyes, as the little in-
  sight he obtained only fuelled his ambition. Soon enough 
  he found himself deprived of available eyes to use. Being 
  denied the insight he sought, convinced of being so close 
  to a higher understanding, Provost Willem began to turn 
  on the collegium of Byrgenwerth...to obtain more eyes.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Bloodstained Notes_Hunters Bestiary.pdf