Faolyn
(she/her)
Upcoming undead templates besides the lich: wraith, bodak, and ghoul/ghast. And then this one:
The huecuva (or heucuva, if you prefer) is an undead created when a person who had levels in certain classes (cleric, druid, paladin, monk) failed in their vows. In LU, you could conceivably include warlocks in that list, and remove adept from that list, as only a handful of adept archetypes are connected to the idea of a monastery and vows.
Just to open up the possibilities a bit, I’d say that if someone, regardless of class, worships a god with a specific alignment but gains the diametrically opposed alignment, should be considered to have broken their vow. And depending on how you view the Destiny part of chargen, you can say that a person who deliberately works against their Destiny has also broken their vow.
Interestingly, the 2e entry on huecuvas gives them the ability to polymorph into a “nonthreatening” form—although a creature that relies on infravision sees their skeletal appearance, which means that this isn’t a shapechange so much as an illusion. They had this ability despite only being semi-intelligent (Int 2-4) and an inability to speak. In 1e, they weren’t limited to nonthreatening forms.
The name huecuva seems to be one of the variant names of the wekufe, a class of shapeshifting evil spirit from Mapuche mythology. The only obvious connection between the two is that they both spread disease (which is specifically a “cardiovascular-renal” disease in 1e). The wekufe have a lot more powers than their D&D descendants. They allow sorcerers to use them in order to cause illness and death, can possess people, and can control the spirits of the recently, but are in turn controlled by more powerful ancient spirits—who only let wekufes harm a person if that person has broken one of the ancient spirit’s rules. I imagine that’s where the idea that heucuvas are created out of clerics who break their vows came from.
It's quite likely that a huecuva you make is going to have a lot of nasty spells—but since their mental stats are so low, they're not going to use them all that effectively.
Huecuva (Template)
Source: Fiend Folio; Designers: Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt
Huecuvas are the undead remains of a person who had taken, and then broken, holy vows. They have become corrupted caricatures of their lives. Where once they healed, they now spread disease; where they sought to destroy evil and uphold their gods or honor their vows, they now seek to kill the living and those associated with their former faith, and to bring ruin to the world.
Skeletal in appearance, they can be distinguished by the ritual robes and holy symbols most of them still wear. Although these symbols are usually little more than rags and dented metal, they are important to the huecuva. They have little memory of their former lives and can’t speak, but they do remember how important their religion was to them.
Huecuvas often lair in empty temples, shrines, or other holy places. Those who find other places to stay often decorate them to look like a temple.
Legends and Lore
With an Arcana check, the characters can learn the following:
DC 10. Huecuvas are skeletal undead; in life, they had broken a vow they made to a higher power. As undead, they can’t speak and have almost no memories from their life.
DC 15. These undead retain a twisted version of the spellcasting they knew in life. Now, they can only cast harmful and corrupted spells.
DC 20. The huecuva’s claw-like phalanges spread a disease called huecuva blight which causes life-threatening levels of fatigue and is not easily removed.
Signs
1-2. A defaced shrine
3. Random and jumbled-up verses from a holy text scrawled on the wall
4. A dead cleric; their holy symbol has been destroyed
Behavior
1. Praying at a damaged alter
2. On a mock pilgrimage
3. Attacks on sight
4. Disguised as a living person and attempting to lure the party to a dangerous location
--
“Huecuva” is a template that can placed on any humanoid that has at least one level in one of the following classes: cleric, druid, herald, or warlock, or on any other humanoid that has at least one level in a class or archetype that requires a vow.
Type. The huecuva is undead. It loses any other tags.
Attributes. The huecuva’s Strength and spellcasting trait (unless it was Intelligence) increases by 2. Its Intelligence becomes 4 (-3). If its spellcasting attribute was Intelligence, it becomes Charisma instead.
Skills. The huecuva loses all skills other than Religion.
Resistances. The huecuva is resistant to damage from nonmagical, non-silvered weapons.
Immunities. The huecuva is immune to poison and the poisoned condition.
Languages. The huecuva understands the languages it knew in life but can’t speak.
Innate Spellcasting (3/day). The huecuva can cast disguise self without the need for material components. Its spellcasting attribute is the same as the one used with its Spellcasting trait.
Profane Armor. The heucuva’s natural armor class includes its spellcasting ability modifier.
Action: Claw. The huecuva gains a claw attack that does damage depending on the base creature’s size. A creature that is hit by the huecuva’s slam attack must make a Constitution saving throw (save DC = 8 + the huecuva’s PB + the huecuva’s Constitution modifier) or contract a disease: huecuva blight.
Small: 3 (1d6) slashing damage
Medium: 4 (1d8) slashing damage
Large: 7 (2d6) slashing damage.
Altered Damage. If the huecuva has a weapon or spell attack that inflicts radiant damage, it now inflicts necrotic damage.
Altered Trait: Spellcasting. The huecuva loses the ability to cast spells from the divine, good, healing, nature, and radiant domains. However, it gains the ability to cast spells from the affliction, evil, necrotic, and undead domains, even if those the spell is not in its spell list.
Turn Resistance. The huecuva has advantage on saving throws against being turned.
Disease: Huecuva Blight
Every 24 hours, a creature suffering from huecuva blight must make a new saving throw using the original save DC or take 1 level of fatigue. This level can only be removed by magic, but the diseased creature can’t remove it themself, and another creature who attempts to cast a restorative spell on the creature must first make a spellcasting ability check against the huecuva's spell save DC in order for the spell to take effect.
If the diseased creature succeeds on three saving throws, the disease ends. These successes don’t need to be cumulative.
--
The following uses a high priest as the base creature
Cursed Priest
Medium undead; Challenge 6 (2,300 XP)
AC 18 (full plate)
HP 82 (11d8+33; bloodied 41)
Speed 30 ft.
STR 16 (+3) DEX 10 (+0) CON 16 (+3)
INT 4 (-3) WIS 21 (+5) CHA 16 (+3)
Proficiency +3; Maneuver DC 13
Saving Throws Int +, Wis +7, Cha +6
Skills Religion +4 (+1d8)
Damage Resistances damage from nonmagical, non-silvered weapons.
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Languages understands the languages it knew in life but can’t speak
Altered Damage. If the cursed priest has a weapon or spell attack that inflicts radiant damage, it now inflicts necrotic damage.
Innate Spellcasting (3/day). The cursed priest can cast disguise self without the need for material components. Its spellcasting attribute is Wisdom.
Magic Resistance. The cursed priest has advantage on saving throws against spells and other magical effects.
Profane Armor. The cursed priest’s natural armor class includes its spellcasting ability modifier.
Spellcasting. The cursed priest is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, chill touch, void maw
1st-level (4 slots): bane, inflict wounds, skeletal hands
2nd-level (3 slots): hold person, zone of truth
3rd-level (3 slots): animate dead, spirit guardians
4th-level (3 slots): consume vigor, enervating light, polymorph
5th-level (2 slots): antilife shell, dementing touch, hold monster
6th-level (1 slots): wall of flesh
Actions
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. On a hit, the cursed priest can expend a spell slot to deal 7 (2d6) necrotic damage, plus an extra 3 (1d6) necrotic damage for each level of the spell slot expended above 1st.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. A creature that is hit by the huecuva’s slam attack must make a DC 14 Constitution saving throw or contract a huecuva blight.
Antilife Shell (5t-Level; V, S, Concentration). An oily, rainbow barrier appears in a 10-foot sphere around the cursed priest for 1 hour. Creatures other than undead and constructs cannot pass or reach through its surface. The spell ends if the cursed priest moves so that a Tiny or larger living creature is forced to pass through the barrier.
Bane (1st-Level; V, S, M). Three creatures within 30 feet make a DC 16 Charisma saving throw or, for 1 minute, must roll a d4 and subtract the number rolled from attack rolls and saving throws.
Chill Touch (Cantrip; V, S). Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 10 (3d8) necrotic damage, and the target can’t regain hit points until the start of the cursed priest’s next turn. If the target is undead. It makes attack rolls against the cursed priest with disadvantage until the end of the cursed priest’s next turn.
Consume Vigor (4th-Level; V, S). One creature other than a construct or undead that within 60 feet must make a DC 16 Constitution saving throw or take 27 (6d8) necrotic damage. If this damage reduces the creature to 0 hit points, it is killed and the cursed priest loses one level of fatigue or strife.
Dementing Touch (5th-Level; S, Concentration). The cursed priest touches a creature within 5 feet of it and forces it to make a DC 16 Wisdom saving throw. On a failure, it takes 1 level of strife.
Enervating Light (4th-Level; V, S; Concentration). A mote of sickly light appears at a point within 30 feet. It emits bright light in a 20-foot radius and dim light for another 20 feet. Non-undead creatures that start their turn in the bright light or enter it for the first time on a turn must make a DC 16 Constitution saving throw or take 1 level of fatigue. On a success, the creature is immune to the light until it leaves the area. If a creature takes fatigue, all undead in the area of bright light gain 2d8 temporary hit points, or 1d8 temporary hit points if in the area of dim light.
Hold Person (2nd-Level; V, S, M, Concentration). One humanoid the cursed priest can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Hold Person (5nd-Level; V, S, Concentration). One creature the cursed priest can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Inflict Wounds (1st-Level; V, S). Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
Polymorph (4th-Level; V, S, M; Concentration). One creature within 60 feet that has at least 1 hit point and is not a shapechanger is transformed into a beast with a CR equal to or less than it’s own for 1 hour. The creature’s game statistics are replaced by the statistics of the chosen beast and can’t speak, cast spells, or take actions that its new form can’t perform. Its gear melds into its new form. If the target drops to 0 hit points, any excess damage carries over to its true form.
Skeletal Hands (1st-Level; S, M). Melee Spell Attack: +8 to hit, reach 5 ft., one creature that is within 5 feet of a vertical surface. Hit: 4 (1d8) necrotic damage, and the creature is restrained for 1 minute. The restrained creature can use a bonus action to make a DC 16 Strength saving throw. On a failure, the creature takes 4 (1d8) necrotic damage.
Spirit Guardians (3rd-Level; V, S, Concentration). Spirits surround the cursed priest in a 10-foot radius for 10 minutes. The cursed priest can choose creatures it can see to be unaffected by the spell. Other creatures treat the area as difficult terrain, and when a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 16 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save or half damage on a success.
Void Maw (Cantrip; V, S). Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 10 (3d6) necrotic damage. If the target is a corpse or Tiny or smaller nonmagical object, it disintegrates into nothing. If the spell kills a creature (and it has failed its final death saving throw), it disintegrates.
Wall of Flesh (6th-Level; V, M, M; Concentration). A wall of fleshy bodies, limbs, tentacles, and mouths appears. It is 6 inches thick and is made out of a contiguous group of ten 10-foot squares and can be arranged in any shape. It the wall enters a creature’s space when it appears, the creature must make a DC 16 Dexterity saving throw. On a success, it must move up to its Speed to escape. On a failure, it is swallowed. When a creature enters the area for the first time on a turn or starts its turn within 10 feet of the wall, it must make a DC 16 Dexterity saving throw or take 5d8 bludgeoning damage and become grappled (escape DC 16). If it is already grappled at the start of its turn and fails its saving throw, it is swallowed by the wall. A swallowed creature takes 22 (5d8) bludgeoning damage and is blinded, deafened, and restrained.
The huecuva (or heucuva, if you prefer) is an undead created when a person who had levels in certain classes (cleric, druid, paladin, monk) failed in their vows. In LU, you could conceivably include warlocks in that list, and remove adept from that list, as only a handful of adept archetypes are connected to the idea of a monastery and vows.
Just to open up the possibilities a bit, I’d say that if someone, regardless of class, worships a god with a specific alignment but gains the diametrically opposed alignment, should be considered to have broken their vow. And depending on how you view the Destiny part of chargen, you can say that a person who deliberately works against their Destiny has also broken their vow.
Interestingly, the 2e entry on huecuvas gives them the ability to polymorph into a “nonthreatening” form—although a creature that relies on infravision sees their skeletal appearance, which means that this isn’t a shapechange so much as an illusion. They had this ability despite only being semi-intelligent (Int 2-4) and an inability to speak. In 1e, they weren’t limited to nonthreatening forms.
The name huecuva seems to be one of the variant names of the wekufe, a class of shapeshifting evil spirit from Mapuche mythology. The only obvious connection between the two is that they both spread disease (which is specifically a “cardiovascular-renal” disease in 1e). The wekufe have a lot more powers than their D&D descendants. They allow sorcerers to use them in order to cause illness and death, can possess people, and can control the spirits of the recently, but are in turn controlled by more powerful ancient spirits—who only let wekufes harm a person if that person has broken one of the ancient spirit’s rules. I imagine that’s where the idea that heucuvas are created out of clerics who break their vows came from.
It's quite likely that a huecuva you make is going to have a lot of nasty spells—but since their mental stats are so low, they're not going to use them all that effectively.
Huecuva (Template)
Source: Fiend Folio; Designers: Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt
Huecuvas are the undead remains of a person who had taken, and then broken, holy vows. They have become corrupted caricatures of their lives. Where once they healed, they now spread disease; where they sought to destroy evil and uphold their gods or honor their vows, they now seek to kill the living and those associated with their former faith, and to bring ruin to the world.
Skeletal in appearance, they can be distinguished by the ritual robes and holy symbols most of them still wear. Although these symbols are usually little more than rags and dented metal, they are important to the huecuva. They have little memory of their former lives and can’t speak, but they do remember how important their religion was to them.
Huecuvas often lair in empty temples, shrines, or other holy places. Those who find other places to stay often decorate them to look like a temple.
Legends and Lore
With an Arcana check, the characters can learn the following:
DC 10. Huecuvas are skeletal undead; in life, they had broken a vow they made to a higher power. As undead, they can’t speak and have almost no memories from their life.
DC 15. These undead retain a twisted version of the spellcasting they knew in life. Now, they can only cast harmful and corrupted spells.
DC 20. The huecuva’s claw-like phalanges spread a disease called huecuva blight which causes life-threatening levels of fatigue and is not easily removed.
Signs
1-2. A defaced shrine
3. Random and jumbled-up verses from a holy text scrawled on the wall
4. A dead cleric; their holy symbol has been destroyed
Behavior
1. Praying at a damaged alter
2. On a mock pilgrimage
3. Attacks on sight
4. Disguised as a living person and attempting to lure the party to a dangerous location
--
“Huecuva” is a template that can placed on any humanoid that has at least one level in one of the following classes: cleric, druid, herald, or warlock, or on any other humanoid that has at least one level in a class or archetype that requires a vow.
Type. The huecuva is undead. It loses any other tags.
Attributes. The huecuva’s Strength and spellcasting trait (unless it was Intelligence) increases by 2. Its Intelligence becomes 4 (-3). If its spellcasting attribute was Intelligence, it becomes Charisma instead.
Skills. The huecuva loses all skills other than Religion.
Resistances. The huecuva is resistant to damage from nonmagical, non-silvered weapons.
Immunities. The huecuva is immune to poison and the poisoned condition.
Languages. The huecuva understands the languages it knew in life but can’t speak.
Innate Spellcasting (3/day). The huecuva can cast disguise self without the need for material components. Its spellcasting attribute is the same as the one used with its Spellcasting trait.
Profane Armor. The heucuva’s natural armor class includes its spellcasting ability modifier.
Action: Claw. The huecuva gains a claw attack that does damage depending on the base creature’s size. A creature that is hit by the huecuva’s slam attack must make a Constitution saving throw (save DC = 8 + the huecuva’s PB + the huecuva’s Constitution modifier) or contract a disease: huecuva blight.
Small: 3 (1d6) slashing damage
Medium: 4 (1d8) slashing damage
Large: 7 (2d6) slashing damage.
Altered Damage. If the huecuva has a weapon or spell attack that inflicts radiant damage, it now inflicts necrotic damage.
Altered Trait: Spellcasting. The huecuva loses the ability to cast spells from the divine, good, healing, nature, and radiant domains. However, it gains the ability to cast spells from the affliction, evil, necrotic, and undead domains, even if those the spell is not in its spell list.
Turn Resistance. The huecuva has advantage on saving throws against being turned.
Disease: Huecuva Blight
Every 24 hours, a creature suffering from huecuva blight must make a new saving throw using the original save DC or take 1 level of fatigue. This level can only be removed by magic, but the diseased creature can’t remove it themself, and another creature who attempts to cast a restorative spell on the creature must first make a spellcasting ability check against the huecuva's spell save DC in order for the spell to take effect.
If the diseased creature succeeds on three saving throws, the disease ends. These successes don’t need to be cumulative.
--
The following uses a high priest as the base creature
Cursed Priest
Medium undead; Challenge 6 (2,300 XP)
AC 18 (full plate)
HP 82 (11d8+33; bloodied 41)
Speed 30 ft.
STR 16 (+3) DEX 10 (+0) CON 16 (+3)
INT 4 (-3) WIS 21 (+5) CHA 16 (+3)
Proficiency +3; Maneuver DC 13
Saving Throws Int +, Wis +7, Cha +6
Skills Religion +4 (+1d8)
Damage Resistances damage from nonmagical, non-silvered weapons.
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 14
Languages understands the languages it knew in life but can’t speak
Altered Damage. If the cursed priest has a weapon or spell attack that inflicts radiant damage, it now inflicts necrotic damage.
Innate Spellcasting (3/day). The cursed priest can cast disguise self without the need for material components. Its spellcasting attribute is Wisdom.
Magic Resistance. The cursed priest has advantage on saving throws against spells and other magical effects.
Profane Armor. The cursed priest’s natural armor class includes its spellcasting ability modifier.
Spellcasting. The cursed priest is an 11th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following cleric spells prepared:
Cantrips (at will): light, chill touch, void maw
1st-level (4 slots): bane, inflict wounds, skeletal hands
2nd-level (3 slots): hold person, zone of truth
3rd-level (3 slots): animate dead, spirit guardians
4th-level (3 slots): consume vigor, enervating light, polymorph
5th-level (2 slots): antilife shell, dementing touch, hold monster
6th-level (1 slots): wall of flesh
Actions
Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. On a hit, the cursed priest can expend a spell slot to deal 7 (2d6) necrotic damage, plus an extra 3 (1d6) necrotic damage for each level of the spell slot expended above 1st.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) slashing damage. A creature that is hit by the huecuva’s slam attack must make a DC 14 Constitution saving throw or contract a huecuva blight.
Antilife Shell (5t-Level; V, S, Concentration). An oily, rainbow barrier appears in a 10-foot sphere around the cursed priest for 1 hour. Creatures other than undead and constructs cannot pass or reach through its surface. The spell ends if the cursed priest moves so that a Tiny or larger living creature is forced to pass through the barrier.
Bane (1st-Level; V, S, M). Three creatures within 30 feet make a DC 16 Charisma saving throw or, for 1 minute, must roll a d4 and subtract the number rolled from attack rolls and saving throws.
Chill Touch (Cantrip; V, S). Ranged Spell Attack: +8 to hit, range 120 ft., one creature. Hit: 10 (3d8) necrotic damage, and the target can’t regain hit points until the start of the cursed priest’s next turn. If the target is undead. It makes attack rolls against the cursed priest with disadvantage until the end of the cursed priest’s next turn.
Consume Vigor (4th-Level; V, S). One creature other than a construct or undead that within 60 feet must make a DC 16 Constitution saving throw or take 27 (6d8) necrotic damage. If this damage reduces the creature to 0 hit points, it is killed and the cursed priest loses one level of fatigue or strife.
Dementing Touch (5th-Level; S, Concentration). The cursed priest touches a creature within 5 feet of it and forces it to make a DC 16 Wisdom saving throw. On a failure, it takes 1 level of strife.
Enervating Light (4th-Level; V, S; Concentration). A mote of sickly light appears at a point within 30 feet. It emits bright light in a 20-foot radius and dim light for another 20 feet. Non-undead creatures that start their turn in the bright light or enter it for the first time on a turn must make a DC 16 Constitution saving throw or take 1 level of fatigue. On a success, the creature is immune to the light until it leaves the area. If a creature takes fatigue, all undead in the area of bright light gain 2d8 temporary hit points, or 1d8 temporary hit points if in the area of dim light.
Hold Person (2nd-Level; V, S, M, Concentration). One humanoid the cursed priest can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Hold Person (5nd-Level; V, S, Concentration). One creature the cursed priest can see within 60 feet makes a DC 16 Wisdom saving throw. On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on a success.
Inflict Wounds (1st-Level; V, S). Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (3d10) necrotic damage.
Polymorph (4th-Level; V, S, M; Concentration). One creature within 60 feet that has at least 1 hit point and is not a shapechanger is transformed into a beast with a CR equal to or less than it’s own for 1 hour. The creature’s game statistics are replaced by the statistics of the chosen beast and can’t speak, cast spells, or take actions that its new form can’t perform. Its gear melds into its new form. If the target drops to 0 hit points, any excess damage carries over to its true form.
Skeletal Hands (1st-Level; S, M). Melee Spell Attack: +8 to hit, reach 5 ft., one creature that is within 5 feet of a vertical surface. Hit: 4 (1d8) necrotic damage, and the creature is restrained for 1 minute. The restrained creature can use a bonus action to make a DC 16 Strength saving throw. On a failure, the creature takes 4 (1d8) necrotic damage.
Spirit Guardians (3rd-Level; V, S, Concentration). Spirits surround the cursed priest in a 10-foot radius for 10 minutes. The cursed priest can choose creatures it can see to be unaffected by the spell. Other creatures treat the area as difficult terrain, and when a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 16 Wisdom saving throw, taking 10 (3d6) necrotic damage on a failed save or half damage on a success.
Void Maw (Cantrip; V, S). Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 10 (3d6) necrotic damage. If the target is a corpse or Tiny or smaller nonmagical object, it disintegrates into nothing. If the spell kills a creature (and it has failed its final death saving throw), it disintegrates.
Wall of Flesh (6th-Level; V, M, M; Concentration). A wall of fleshy bodies, limbs, tentacles, and mouths appears. It is 6 inches thick and is made out of a contiguous group of ten 10-foot squares and can be arranged in any shape. It the wall enters a creature’s space when it appears, the creature must make a DC 16 Dexterity saving throw. On a success, it must move up to its Speed to escape. On a failure, it is swallowed. When a creature enters the area for the first time on a turn or starts its turn within 10 feet of the wall, it must make a DC 16 Dexterity saving throw or take 5d8 bludgeoning damage and become grappled (escape DC 16). If it is already grappled at the start of its turn and fails its saving throw, it is swallowed by the wall. A swallowed creature takes 22 (5d8) bludgeoning damage and is blinded, deafened, and restrained.