Thursday 1 October 2015

Mega Monster Mash

Hello again. I'm not dead, I've just been busy. When I haven't been busy, I've been working on some of my projects, but sadly don't have anything to show for it quite yet.
On the flip side, the players in my 5e game have been fighting a plethora of custom monsters. So, since they fought three of these in the last session alone, I decided to bundle them together for your enjoyment.
The Manavore originally had resistance to bludgeoning and piercing damage from non-magical weapons, but my players recommended I change it to what it is now.
I have a whole adventure based around The Pilgrim and the concept of an unexpected genre shift, hopefully, I'll get around to posting that in the near future. Pa-Ag is an Elder God (think Lovecraft) heavily themed around night. The Pilgrim is also my first attempt at a creature with legendary actions.
I've babbled enough. Here, have some monsters!

Manavore
Appearing as a floating orb in dull colours like gray or beige, these creatures feed on ambient magic. When it detects movement, it unfolds a mucously mass of bright green tendrils and narrow eyestalks that are concealed as part of the sphere shape. The creature then spits raw magical energy at it's enemies.
Medium Beast, unaligned

Armour Class 11
Hit Points 33 (3d8 +6)
Speed Fly 30ft.

STR    DEX    CON     INT   WIS CHA
10 (+0) 12(+1) 14 (+2) 4 (-3) 6 (-2) 16 (+3)

Damage Resistances bludgeoning and piercing damage from magical weapons
Condition Immunities charmed, deafened, prone
Senses blindsight 120ft., passive perception 8
Languages Understands Common but cannot speak
Challenge 1 (200 XP)

Magic Resistance. The manavore has advantage on saving throws against spells and other magical effects.

Actions

Overload. Ranged Spell Attack: +5 to hit, range 60ft/120ft., one target.
Hit: 12 (2d8+3) force damage


Walking Womb
The result of extensive research into creating a massive army quickly was the Walking Womb, a four legged construct, mostly built of glass and brass fixtures. The main body of this construct is a roughly ovoid platform with legs that look like a cross between an insect's leg and a blunted scythe blade. On the creature's back is a 7 foot tall grass tube in which a mixture of magical essence and the conjured blood of lesser fiends combine to create a degenerate and temporary Tiefling-like creature. It's legs are useless in defending itself, but it is able to spit poisonous fiendish blood at it's foes.
Medium Construct, unaligned

Armour Class 13 (Natural Armour)
Hit Points 60 (10d8 +30)
Speed 20ft.

STR      DEX CON       INT WIS   CHA
10 (+0) 12(+1) 16 (+3) 4 (-3) 6 (-2) 6 (-2)

Damage Vulnerabilities thunder, bludgeoning
Damage Resistances piercing
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive perception 8
Languages Understands Common but cannot speak
Challenge 1 (200 XP)

Corrupted Conjuration. Whenever the Walking Womb starts its turn near a free space, it produces a single Infernal Simulacrum.

Actions

Caustic Ichor. Ranged Weapon Attack: +3 to hit, range 30ft/60ftft., one target.
Hit: 5 (1d8+1) poison damage

Accelerated Growth (Recharge 6). If the Walking Womb is next to a free space, it can produce an additional Demonic Simulacrum as a bonus action.


Infernal Simulacrum
The misbegotten spawn of the Walking Wombs, these creatures are formed from demonic blood and magical essence. They are soulless, feral, and animalistic. Luckily for the world at large, they are highly unstable and only their prodigious birthrate from the Walking Wombs keeps their population up. Their appearance is similar to that of a Tiefling, save their pale, slimy skin, milk white eyes, sexless bodies, and obvious deformity.
Medium Monstrosity, Chaotic Evil

Armour Class 10
Hit Points 5 (1d8+2)
Speed 30ft.

STR      DEX   CON    INT   WIS    CHA
14 (+2) 10(+0) 14 (+2) 3 (-4) 10 (+0) 10 (+0)

Damage Resistances fire
Senses darkvision 60ft., passive perception 8
Languages Understands Infernal but cannot speak
Challenge 0 (10 XP)

Mutations. When an Infernal Simulacrum is born, it varies from the template in some significant way, roll 1d10 and consult the table below to find out what mutation they have
1) Infernal Instability. This simulacrum is bloated with infernal ichor and will explode at the end of its turn, dealing 1d8 necrotic damage to everything within 5 ft.
2) Leathery Skin. The simulacrum has an Armour Class of 12 (Natural Armour).
3) Jagged Claws. Replace the simulacrum's Slam attack with a Claw attack which deals 4 (1d6+2). slashing damage but is otherwise identical to it's normal slam attack.
4) Stillbirth. The simulacrum dies immediately after birth.
5) Keen Mind. The Simulacrum has an intelligence score of 14 (+2) and can make a special attack (Mind Lash. Ranged Spell Attack: +4 to hit, range 20ft/40ft., one target. Hit: 3 [1d4+2] psychic damage).
6) Essence Overflow. Immediately upon birth, this simulacrum dies and creates a 15ft cone of magical energy in a direction of its choosing, causing 5 (2d8) force damage.
7) Unstable Growth. On it's first turn, the simulacrum splits into two identical copies with the Infernal Instability mutation
8) Wings. This simulacrum replaces it's movement with a Fly speed of 30ft.
9) Stinger. The simulacrum has either a large, scorpion-like tail or a massive proboscis instead of a mouth. Whatever the source, replace its Slam attack with a Sting attack which deals 4 (1d4+2). piercing damage and 2 (1d4) poison damage but is otherwise identical to it's normal slam attack.
10) Massive Mutations. Roll twice on this table, ignoring this result. Apply both results to the simulacrum.

Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d4+2) bludgeoning damage


Silk Gargoyle
Created by a powerful Tiefling Wizard to protect his research, the constructs are more similar to harpies in appearance than gargoyles. They are built of soft or brittle materials like wood, bone, cloth, leather, and glass.
Medium Construct, Unaligned

Armour Class 11
Hit Points 9 (2d8)
Speed 10ft., fly 30ft.

STR     DEX    CON    INT   WIS    CHA
15 (+2) 12(+1) 11 (+0) 8 (-1) 10 (+0) 8 (-1)

Damage Vulnerabilities fire, bludgeoning
Damage Resistances piercing
Damage Immunities psychic, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60ft., passive perception 10
Languages Understands Infernal but cannot speak
Challenge 1/8 (25 XP)

Actions
Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 4 (1d6+2) slashing damage

Flying Bodyslam. During a dash action, the Silk Gargoyle may spend a bonus action to push a single creature of size medium or smaller 5ft. away from it if the creature fails a DC 14 Dexterity saving throw.


The Pilgrim, Herald of Pa-Ag
A creature from beyond the stars which guards a site at the behest of its ineffable patron. It appears as a mass of tar-like ooze with multiple eyes. Its presence locks the site away in a demi-plane under the control of its ineffable master.
Large Aberration, Chaotic Evil

Armour Class 14 (natural armour)
Hit Points 85 (10d10 +30)
Speed 40ft., Climb 40ft.

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

Skills Stealth +7, Athletics +7, Perception +5
Saving Throws Wis +5, Con +6
Damage Immunities radiant, psychic
Damage Resistances bludgeoning, slashing and piercing damage
Condition Immunity prone, charmed, frightened
Senses truesight 60ft., blindsight 30ft, passive perception 15
Languages all, Telepathy 120ft
Challenge 7 (2900 XP)

Controlled Lash. When making a Radiant Lash attack against a target withing 5ft, The Pilgrim doesn't have disadvantage.

Amorphous. The Pilgrim can move through a space as narrow as 1 inch wide without squeezing

Psychic Scream. The Pilgrim is surround by an aura that radiates 10ft away from its body, any creature that enters this area or starts their turn in it takes 5 psychic damage.

Actions

Multiattack. The Pilgrim can make two Claw attacks or a single Radiant Lash when it takes an action.
Claw. Melee Weapon Attack: +7 to hit, reach 15ft., one target.
Hit: 13 (2d8+4) slashing damage

Radiant Lash. Ranged Spell Attack: +6 to hit, range 60ft., one target.
Hit: 8 (1d10+3) radiant damage

Legendary Actions

The Pilgrim can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Pilgrim regains spent legendary actions at the start of its turn.

Radiant Lash. The Pilgrim makes one attack with its Radiant Lash.
Relocate (Costs 2 Actions) The Pilgrim may teleport anywhere within its demiplane, regaining 1d10+3 Hit Points when it does.
Psychic Maelstrom (Costs 3 Actions) The Pilgrim increases the size of it's psychic scream to 15ft and automatically deals 5 psychic damage to anyone caught in the radius.