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.
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