Great Unclean Ones
Great Unclean Ones
These jolly greater demons are masters of rot and disease, While an unclean one's presence inevitably brings death
which they happily spread to anyone they meet. They have and decay, it behaves as though it is at a grand party. There is
the appearance of massive, bloated corpses with entrails a joyousness to its actions, and its diseases, spells, and
spilling forth from their open wounds and slimy horns attacks are simply how it spreads good cheer. The unclean
topping their grinning, oversized heads. This enormous body one has a parental fondness for its followers, and those who
constantly oozes acidic slime and debilitating gasses, and its have given themselves over to the influence of these demons
rotting girth makes it difficult to meaningfully damage. Once view their afflictions as loving presents. Together they spread
it is in motion, the unclean one can easily crush other their pestilent gifts far and wide as they revel in the decay of
creatures under the momentum of its vile flesh, all while all things.
laughing merrily. The grandest and most accomplished of unclean ones are
Unclean ones wield rusted and decaying weapons, crusted sometimes elevated to the status of exalted unclean ones.
with filth and disease, and their dreaded blades deliver an This is a rare occurrence for the unclean one must prove
affliction that can transform victims into new demons of itself to be an unparalleled master of spreading pestilence
decay. Enemies outside the reach of an unclean one's and good cheer in equal measure before it has any chance of
weapons are no safer, for these fiends can vomit streams of ascending to this level. Those who prove worthy become
rotting bile over ridiculous distances. These deadly combat among the most powerful demons of decay in existence,
abilities are supplemented by the unclean one's powerfully leading legions of their foul brethren, spreading plagues
putrescent magic, which specializes in rotting and poisoning beyond counting, and hosting pestilent festivals of legendary
enemies as well as restoring vitality to its fellow demons. status.
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Great Unclean One Actions
Huge fiend (demon of decay), chaotic evil Multiattack. The unclean one makes two attacks.
Alternatively, it makes one attack and casts one at-will
Armor Class 14 (natural armor) spell.
Hit Points 364 (27d12 + 189)
Speed 50ft. Bilesword. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 21 (3d10 + 5) slashing damage plus
22 (5d8) necrotic damage. If the target is a creature, it
STR DEX CON INT WIS CHA must succeed on a DC 21 Constitution saving throw or
become infected by Abyssal Rot (described at end of
20 (+5) 10 (+0) 25 (+7) 22 (+6) 25 (+7) 22 (+6) document).
Saving Throws Dex +6, Con +13, Wis +13, Int +12 Noxious Bile. Ranged Weapon Attack: +11 to hit, range
Skills Athletics +11, Arcana +12, Insight +19, Nature 120/240ft., one target. Hit: 27 (5d8 + 5) necrotic
+18, Perception +19, Persuasion +12, Religion +12 damage. If the target is a creature, it must succeed on a
Damage Resistances cold, lightning; bludgeoning, DC 21 Constitution saving throw or become infected
by Abyssal Rot (described at end of document).
piercing, and slashing from nonmagical attacks
Damage Immunities acid, necrotic, poison Mountain of Loathsome Flesh. The unclean one moves
Condition Immunities paralyzed, poisoned up to 50 feet in a straight line and can move through
Senses truesight 120 ft., darkvision 300 ft., passive the space of any Large or smaller creature. The first
Perception 29 time it enters a creature's space during this move, that
Languages Abyssal, telepathy 300 ft. creature must make a DC 21 Strength saving throw. On
Challenge 17 (18,000 XP) Proficiency Bonus +6 a failure, a creature takes 18 (3d8 + 5) bludgeoning
damage and is knocked prone. On a success, a creature
Corpulent Mass. The unclean one regains 20 hit points takes half as much damage and isn't knocked prone.
at the start of its turn. If it takes 20 or more fire or The unclean one can’t end its movement in another
radiant damage in a single turn, this trait doesn't creature’s space.
function at the start of its next turn. The unclean one Spellcasting. The unclean one casts one of the following
dies only if it starts its turn with 0 hit points and spells, requiring no components and using Wisdom as
doesn't regenerate. its spellcasting ability (spell save DC 21, +13 to hit
Living Plague. The unclean one is immune to diseases, with spell attacks):
and if it is targeted by a spell or effect that cures At will: cloudkill, dispel magic, locate creature, rancid
disease, such as Lay on Hands or lesser restoration, it visitation*
takes 20 radiant damage.
1/day each: finger of death (A creature killed by this
Noxious Vapors. Any creature that starts its turn within spell becomes a plague bearer of decay), heal, horrid
30 feet of the unclean one must succeed on a DC 21 wilting
Constitution saving throw or be poisoned until the start
of its next turn. While poisoned in this way, the *New spells described at the end of this document
creature's speed is halved and it is dazed. On a
successful saving throw, the creature is immune to the Reactions
Noxious Vapors of all demons of decay for 1 hour. Blubber and Bile When the unclean one takes damage, it
halves the damage and then reduces it by 1d12.
Slime Trail. Any land the unclean one, or a demon of
decay it is mounted on, occupies is covered in slime for
the next minute, causing it to become difficult terrain
for one minute. When a creature moves into or within
the area, it takes 2 (1d4) acid damage for every 5 feet it
travels. A creature that enters the area or ends its turn
there must also succeed on a DC 21 Dexterity saving
throw or fall prone and take 7 (3d4) acid damage.
Demons of decay ignore the effects of the slime.
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Exalted Unclean One Noxious Bile. Ranged Weapon Attack: +11 to hit, range
120/240ft., one target. Hit: 27 (5d8 + 5) necrotic
Huge fiend (demon of decay), chaotic evil
damage. If the target is a creature, it must succeed on a
DC 21 Constitution saving throw or become infected
Armor Class 14 (natural armor) by Abyssal Rot (described at end of document).
Hit Points 432 (32d12 + 224)
Speed 50ft. Mountain of Loathsome Flesh. The unclean one moves
up to 50 feet in a straight line and can move through
the space of any Large or smaller creature. The first
STR DEX CON INT WIS CHA time it enters a creature's space during this move, that
creature must make a DC 21 Strength saving throw. On
20 (+5) 10 (+0) 25 (+7) 22 (+6) 25 (+7) 22 (+6) a failure, a creature takes 18 (3d8 + 5) bludgeoning
damage and is knocked prone. On a success, a creature
Saving Throws Dex +6, Con +13, Wis +13, Int +12 takes half as much damage and isn't knocked prone.
Skills Athletics +11, Arcana +12, Insight +19, Nature The unclean one can’t end its movement in another
+18, Perception +19, Persuasion +12, Religion +12 creature’s space.
Damage Resistances cold, lightning; bludgeoning,
Spellcasting. The unclean one casts one of the following
piercing, and slashing from nonmagical attacks
spells, requiring no components and using Wisdom as
Damage Immunities acid, necrotic, poison
its spellcasting ability (spell save DC 21, +13 to hit
Condition Immunities paralyzed, poisoned
with spell attacks):
Senses truesight 120 ft., darkvision 300 ft., passive
Perception 29 At will: cloudkill, contagion, dispel magic, locate
Languages Abyssal, telepathy 300 ft. creature, rancid visitation*
Challenge 20 (25,000 XP) Proficiency Bonus +6
1/day each: finger of death (A creature killed by this
spell becomes a plaguebearer of decay), heal, horrid
Corpulent Mass. The unclean one regains 20 hit points wilting
at the start of its turn. If it takes 20 or more fire or
radiant damage in a single turn, this trait doesn't *New spells described at the end of this document
function at the start of its next turn. The unclean one
dies only if it starts its turn with 0 hit points and Reactions
doesn't regenerate. Blubber and Bile When the unclean one takes damage, it
halves the damage and then reduces it by 1d12.
Living Plague. The unclean one is immune to diseases,
and if it is targeted by a spell or effect that cures Legendary Actions
disease, such as Lay on Hands or lesser restoration, it
The unclean one can take 3 legendary actions, choosing
takes 20 radiant damage.
from the options below. Only one legendary action
Noxious Vapors. Any creature that starts its turn within option can be used at a time and only at the end of
30 feet of the unclean one must succeed on a DC 21 another creature's turn. The unclean one regains spent
Constitution saving throw or be poisoned until the start legendary actions at the start of its turn.
of its next turn. While poisoned in this way, the
creature's speed is halved and it is dazed. On a Check. The unclean one makes a skill check that would
successful saving throw, the creature is immune to the normally require an action.
Noxious Vapors of all demons of decay for 1 hour. Move. The unclean one moves up to 30 feet without
Slime Trail. Any land the unclean one, or a demon of provoking attacks of opportunity. It does not spread its
decay it is mounted on, occupies is covered in slime for slime trail while moving this way.
the next minute, causing it to become difficult terrain Tenacious Will. If the monster is suffering from an effect
for one minute. When a creature moves into or within that allows it to make a saving throw as an action or at
the area, it takes 2 (1d4) acid damage for every 5 feet it the beginning or end of its next turn, it may
travels. A creature that enters the area or ends its turn immediately make that save against the effect with
there must also succeed on a DC 21 Dexterity saving advantage. It can use this legendary action while
throw or fall prone and take 7 (3d4) acid damage. incapacitated.
Demons of decay ignore the effects of the slime.
Virulent Contagion. The unclean one casts contagion,
Actions and the spell attack has a reach of 30 feet when it is
cast this way. If the spell hits, it deals 16 (3d10) poison
Multiattack. The unclean one makes two attacks. damage in addition to the spell's other effects.
Alternatively, it makes one attack and casts one at-will
spell. Pestilent Decay (Costs 2 Actions). Each creature within
300 feet of the unclean one infected by the contagion
Bilesword. Melee Weapon Attack: +11 to hit, reach 10 spell must make a DC 21 Constitution saving throw. A
ft., one target. Hit: 21 (3d10 + 5) slashing damage plus failed save against this ability counts as a failed save
22 (5d8) necrotic damage. If the target is a creature, it against the creature's ongoing disease. If the creature is
must succeed on a DC 21 Constitution saving throw or already suffering the full effects of the spell, it takes 36
become infected by Abyssal Rot (described at end of (8d8) necrotic damage instead.
document).
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Daemonic Gifts
You can choose any two of the following features to add to the
stat block of the great unclean one or exalted unclean one.
The default stat blocks have Slime Trail and Noxious Vapors.
1. Slime Trail. Any land the unclean one, or a demon of
decay it is mounted on, occupies is covered in slime for
the next minute, causing it to become difficult terrain for
one minute. When a creature moves into or within the
area, it takes 2 (1d4) acid damage for every 5 feet it
travels. A creature that enters the area or ends its turn
there must also succeed on a DC 21 Dexterity saving
throw or fall prone and take 7 (3d4) acid damage. Demons
of decay ignore the effects of the slime.
2. Noxious Vapors. Any creature that starts its turn within
30 feet of the unclean one must succeed on a DC 21
Constitution saving throw or be poisoned until the start of
its next turn. While poisoned in this way, the creature's
speed is halved and it is dazed. On a successful saving
throw, the creature is immune to the Noxious Vapors of all
demons of decay for 1 hour.
3. Infestation. At the start of each of the unclean one's turns,
it heals a plagueling swarm or plagueling tide of its choice
within 10 feet of it for 34 hit points. This healing ignores
the swarm rule regarding healing. Hey mortal, pull my finger!
If there are no such swarms within 10 feet of the unclean - Uncle Cruncle
one below full health, it instead creates a plagueling
swarm with 17 hit points inside itself as though the Cruncle always finds new ways to subject others to his bodily
swarm used its Noxious Cradle ability to enter inside the functions, from his classic “sick shooter” to his latest trick,
unclean one. The new swarm has its own initiative and dubbed “The Chocolate Fountain.” Never one to horde his
takes its turn right after the unclean one. The unclean one abilities, Cruncle can spread the joy by inducing these same
can have up to three swarms created by this ability at a performances in others, thus covering huge areas in vile
time. fluids. As these fluids rot away other creatures, they sustain
4. Bloated Pustules. The first time each turn that the and rejuvenate Cruncle, turning him into an unceasing mass
unclean one is hit with an attack, puss spews out in a 15- of contagions, bodily functions, and insufferable jokes.
foot cube originating from the unclean one in the direction Unclean One Adventures
of the attacker. Each creature in the area of the cube takes
9 (2d8) necrotic damage. d6 Plot Hook
A town has fallen into disrepair as its citizens suffer
Uncle Cruncle 1 from a series of plagues, all heralding the arrival of an
unclean one.
This demon is particularly unusual, even for an unclean one.
Cruncle refers to himself as everyone’s uncle and is always in An unclean one has corrupted a circle of druids and
search of anyone to share his stories, knickknacks, and weird 2 now uses them to unleash nature's virulent gifts upon
humor with. He would say he oozes charm, but it’s mostly civilization.
noxious bodily fluids. Any time he finds a new audience, A decaying city slowly sinks into a swamp, its
Uncle Cruncle rushes to greet them with awkward jokes and remaining citizens succumbing to diseases as an
strange gifts no one in their right mind would want. These 3
unclean one leads a pestilent parade of the damned
gifts are random curiosities he acquires during his journeys through its crumbling streets.
and stores in places better left unmentioned. Those who
reject Cruncle’s gifts and attempts at entertainment tend to An unclean one has emerged from a fetid swamp,
find themselves on the receiving end of his latest knickknack. 4 leading a horde of demons of decay on a merry march
Uncle Cruncle’s favorite gift is his own personal contagion as they spread rot and disease throughout the land.
he’s dubbed Uncle’s Bloat. It subjects its recipients to a Uncle Cruncle has his demonic minions capture
painful form of gigantism, expanding their size and leaving 5 travelers to take back to his lair, where they slowly die
them horribly gassy. This condition makes it much easier to from exposure to disease and cringy humor.
subject his audience to the bodily fluids he leaves wherever An unclean one is collecting the corpses of those who
he goes. 6 have perished to his exotic diseases to create his own
rot garden.
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Uncle Cruncle Noxious Bile. Ranged Weapon Attack: +12 to hit, range
120/240ft., one target. Hit: 27 (5d8 + 5) necrotic
Huge fiend (demon of decay), chaotic evil
damage. If the target is a creature, it must succeed on a
DC 22 Constitution saving throw or become infected
Armor Class 14 (natural armor) by the Uncle's Bloat disease (described in Uncle
Hit Points 405 (30d12 + 210) Cruncle's Knickknack Whack attack).
Speed 50ft.
Mountain of Loathsome Flesh. Cruncle moves up to 50
feet in a straight line and can move through the space
STR DEX CON INT WIS CHA of any Large or smaller creature. The first time he enters
a creature’s space during this move, that creature must
20 (+5) 10 (+0) 25 (+7) 22 (+6) 25 (+7) 22 (+6) make a DC 22 Strength saving throw. On a failure, a
creature takes 18 (3d8 + 5) bludgeoning damage and is
Saving Throws Dex +7, Con +14, Wis +14, Int +13 knocked prone. On a success, a creature takes half the
Skills Athletics +12, Arcana +13, Insight +21, Nature damage and isn’t knocked prone. Cruncle can’t end his
+20, Perception +21, Persuasion +13, Religion +13 movement in another creature’s space.
Damage Resistances cold, lightning; bludgeoning,
Spellcasting. Cruncle casts one of the following spells,
piercing, and slashing from nonmagical attacks
requiring no components and using Wisdom as his
Damage Immunities acid, necrotic, poison
spellcasting ability (spell save DC 22, +14 to hit with
Condition Immunities paralyzed, poisoned
spell attacks):
Senses truesight 120 ft., darkvision 300 ft., passive
Perception 31 At will: cloudkill, dispel magic, locate creature, spirit
Languages Abyssal, telepathy 300 ft. leech (5th level)*
Challenge 22 (41,000 XP) Proficiency Bonus +7
1/day each: finger of death (A creature killed by this
spell becomes a plague bearer of decay), heal, horrid
Corpulent Mass. Cruncle regains 20 hit points at the wilting
start of his turn. If he takes 20 or more fire or radiant
damage in a single turn, this trait doesn't function at *New spells described at the end of this document
the start of his next turn. Cruncle dies only if he starts
his turn with 0 hit points and doesn't regenerate. Reactions
Blubber and Bile When Cruncle takes damage, he halves
Defiling Deluge. Any land Cruncle occupies is covered in the damage and then reduces it by 1d12.
rot for the next minute, causing it to become difficult
terrain for one minute. When a creature moves into or Legendary Actions
within the area, it takes 3 (1d6) necrotic damage for
Cruncle can take 3 legendary actions, choosing from
every 5 feet it travels. A creature that enters the area or
the options below. Only one legendary action option
ends its turn there must also succeed on a DC 22
can be used at a time and only at the end of another
Dexterity saving throw or fall prone and take 10 (3d6)
creature's turn. Cruncle regains spent legendary actions
necrotic damage. Whenever the rot damages a creature,
at the start of his turn.
Cruncle regains hit points equal to the amount of
necrotic damage dealt. Demons of decay ignore the Check. Cruncle makes a skill check that would normally
effects of the rot. require an action.
Living Plague. Cruncle is immune to diseases, and if he Gut Check. A creature of Cruncle’s choice within 5 feet
is targeted by a spell or effect that cures disease, such of him must succeed on a DC 22 Strength saving throw
as Lay on Hands or lesser restoration, he takes 20 or take 22 (5d8) bludgeoning damage and be pushed
radiant damage. up to 20 feet away from Cruncle.
Actions Move. Cruncle moves up to 30 feet without provoking
attacks of opportunity. He does not spread his Defiling
Multiattack. Cruncle makes two attacks. Alternatively, he Deluge while moving this way.
makes one attack and casts one at-will spell.
Spew Poo Party. Cruncle chooses himself or a creature
Uncle Cruncle's Knickknack Whack. Melee Weapon he is aware of with 120 feet of him infected with
Attack: +12 to hit, reach 10 ft., one target. Hit: 21 Uncle's Bloat that just took its turn. The chosen
(3d10 + 5) bludgeoning, piercing, or slashing damage creature lets loose a flood of noxious liquid, causing
(Cruncle's choice) plus 22 (5d8) necrotic damage. If any surfaces within 10 feet of it to be subjected to the
the target is a creature, it must succeed on a DC 22 effects of Defiling Deluge.
Constitution saving throw or become infected by
Uncle's Bloat disease. While infected, the creature's Tenacious Will. If Cruncle is suffering from an effect that
size is increased by one category, it has disadvantage allows him to make a saving throw as an action or at
on Dexterity checks and Dexterity saving throws, and it the beginning or end of his next turn, he may
loses any flying or climbing speed it has. immediately make that save against the effect with
advantage. He can use this legendary action while
incapacitated.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
New Spells
Rancid Visitation Spirit Leech
4th-level necromancy 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 90 feet
Components: V, S Components: V S
Duration: 1 minute Duration: 1 hour
Classes: Druid, Cleric, Warlock Classes: Warlock
Make a melee spell attack against a creature you can reach. You extend a hand towards a target creature within range and
On a hit, it takes 4d10 necrotic damage and is afflicted with a siphon away its essence. The target must make a Charisma
disease that lasts until the spell ends. saving throw. It takes 1d12 necrotic damage on a failed save,
A creature afflicted by this disease takes 4d10 necrotic or half as much on a successful one. You gain temporary hit
damage at the start of each of your turns and must then make points equal to the necrotic damage dealt for the duration.
a Constitution saving throw, ending the disease on a success. This spell has no effect on constructs.
If a diseased creature drops to 0 hit points before this spell At Higher Levels. When you cast this spell using a spell
ends, you can end the disease on the creature and cause it to slot of 2nd level or higher, the damage increases by 1d12 for
infect a new creature of your choice that you can see within each slot level above 1st.
30 feet of it. The new creature must succeed on a
Constitution saving throw or be infected with the same
disease for the remainder of the spell's duration.
At Higher Levels. When you cast this spell using a spell
slot of 5th level or higher, each time it would deal damage, it
deals an additional 1d10 necrotic damage for each slot level
above 4th.
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Abyssal Rot
This disease is inflicted by demons and rots the body before
devouring the soul. An hour after becoming infected, the
victim begins displaying symptoms, and the Severity Level of Curing Diseases With Magical
the disease becomes 1.
Whenever the creature takes necrotic or poison damage Abilities
while displaying symptoms, its hit point maximum is reduced Abilities like lessor restoration and Lay on Hands can
by an amount equal to the damage taken. This reduction lasts instantly cure most diseases. If you wish to make diseases
until the disease is cured. more difficult to remove, you can use or modify either of the
Every hour after the creature first displays symptoms, it following rules additions.
repeats the saving throw against the disease, but with the
save DC 1 higher than the last time the creature made the Ability Check to Cure
save. If the creature fails the saving throw, the Severity Level Whoever uses the ability to attempt to cure the disease must
increases by 1, and it takes necrotic damage equal to 1d10 succeed on an ability check against the disease’s current save
plus the disease’s Severity Level. DC to eradicate it successfully. If the ability being used to
If the disease reduces a creature’s hit point maximum to 0, cure the disease is a feature granted by a class with a
it is instantly transformed into a plague bearer of decay. spellcasting feature, the healer can add their Spell Attack
This transformation can only be undone by a wish spell. Modifier for that class to the ability check. Otherwise, the
The healing touch ability of an angel or other celestial will healer can add their Wisdom modifier + their proficiency
instantly cure Abyssal Rot. modifier to the ability check.
If the check is being made to cure a creature that hasn’t
started displaying symptoms yet, but the healer knows the
creature is infected, the check is made with advantage.
Secret Infection Rolls Curing By Severity Level
When a player character must make a saving throw When an ability that cures diseases is used on a diseased
to determine if they are infected by a disease, it is creature, it only reduces the severity level by 1.
usually better for the GM to make the roll in secret If you are using the Ability Check to Cure rule, you can allow
since the character won’t know they’re infected. the healer to reduce an additional severity level if the check’s
A Wisdom (Medicine) check can be made to result was 5 or more over the disease’s DC. You can extend
determine if a creature has been infected before it
starts displaying symptoms. For Abyssal Rot, a DC
this rule to allow a result of 10 over the DC to cure 2
of 15 for this check is an appropriate baseline,
additional severity levels, 15 over the DC to cure 3 additional
though you may alter it for other diseases and
severity levels, and so on.
circumstances.
Subsequent rolls made to determine if the player Art Credit
character fights off the effects of the disease Ravenous Rotbelly - Nils Hamm, Wizards of the Coast
should usually be made by the player. Gluetius Maximus - Jeff Easley, Wizards of the Coast
Essence Drain - Jim Nelson, Wizards of the Coast
Undercity Plague - Vincent Proce, Wizards of the Coast
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
1.0.0
Document release
1.0.1
Rearrange abilities of exalted unclean one
Update Slime Trail to include potential mount
1.1.0
Add Abyssal Rot mechanics
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.