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Parmemnon
2017-12-29, 03:48 PM
I've done a little bit of research but it seems like most efforts to make Skaven in D&D 5E either focuses on making them PCs or focus way too much on their plague aspect. So I've started brewing up some monsters. This is the first time posting on this forum and first time brewing up monsters so all criticism is welcome. Thanks in advance.

Skaven (Spear and Shield)
Skaven
Medium humanoid, neutral evil
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Armor Class 17 (studded leather, shield)
Hit Points 11 (2d8)
Speed 30 ft., climb 30 ft.
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STR 12 (+1), DEX 16 (+3), CON 10 (+0), INT 12 (+1), WIS 10 (+0), CHA 8 (-1)
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Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)
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Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.

Pack Tactics. This creature has advantage on an attack roll against a creature if at least one of this creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions
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Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 4 (1d6+1) piercing damage or 5 (1d8+1) piercing damage if used with two hands to make a melee attack.

Skaven (Sword and Shield)
Skaven
Medium humanoid, neutral evil
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Armor Class 17 (studded leather, shield)
Hit Points 11 (2d8)
Speed 30 ft., climb 30 ft.
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STR 12 (+1), DEX 16 (+3), CON 10 (+0), INT 12 (+1), WIS 10 (+0), CHA 8 (-1)
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Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)
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Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.

Pack Tactics. This creature has advantage on an attack roll against a creature if at least one of this creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions
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Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8+1) slashing damage or 6 (1d10+1) slashing damage if used with two hands to make a melee attack.

Gutter Runner
Skaven
Medium humanoid, chaotic evil
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Armor Class 16 (studded leather)
Hit Points 11 (2d8)
Speed 30 ft., climb 30 ft.
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STR 12 (+1), DEX 18 (+4), CON 10 (+0), INT 10 (+0), WIS 10 (+0), CHA 8 (-1)
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Saving Throws Dex +6
Skills Perception +2 (You have advantage on checks relying on smell)
Senses passive Perception 12
Languages —
Challenge 1 (200 XP)
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Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.

Ambusher. The creature has advantage on attack rolls against any creature it has surprised.

Keen Smell. has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. This creature has advantage on an attack roll against a creature if at least one of this creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions
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Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 6 (1d4+4) piercing damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 6 (1d4+4) piercing damage.

Sling. Ranged Weapon Attack: +6 to hit, range 30 ft./120 ft., one target.
Hit: 7 (1d4+5) bludgeoning damage

Plague Monk
Skaven
Medium humanoid, chaotic evil
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Armor Class 17 (chain shirt, shield)
Hit Points 19 (3d8+3)
Speed 30 ft., climb 30 ft.
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STR 14 (+2), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 10 (+0), CHA 8 (-1)
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Damage Resistances necrotic, poison
Damage Immunities disease
Senses darkvision 60 ft., passive Perception 10
Languages —
Challenge 2 (450 XP)
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Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.

Pack Tactics. This creature has advantage on an attack roll against a creature if at least one of this creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions
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Plague Censor. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8+2) bludgeoning damage.

Plague Censor (At will). When a Plague monk hits a target with a Plague Censor, the target must make a DC 13 Constitution saving throw. On a failed roll the target is poisoned and take 1d8 Poison damage.

Rat Ogre
Skaven
Large monstrosity, neutral evil
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Armor Class 12
Hit Points 65 (8d10+16)
Speed 40 ft., climb 40 ft.
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STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 5 (-3), WIS 5 (-3), CHA 5 (-3)
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Skills Athletics +5
Senses darkvision 60 ft., passive Perception 7
Languages —
Challenge 2 (450 XP)
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Aggressive. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.

Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Pack Tactics. This creature has advantage on an attack roll against a creature if at least one of this creature’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the creature moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the creature can make one attack of the chosen type against it as a bonus action.

Actions
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Multiattack. Rat Ogre makes two attacks.

Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (2d8+3) piercing damage.

Tail Slap. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 12 (1d8+3) bludgeoning/slashing damage. Target must make a DC 13 Dexterity Saving throw. On a failed roll th4t are knocked prone.