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JNAProductions
2019-01-25, 10:45 PM
Chill Penguin
Small Construct, Lawful Evil
Armor Class 17 (Constructed Nature)
Hit Points 170 (20d8+80)
Speed 30', Swim 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


16 (+3)
18 (+4)
18 (+4)
16 (+3)
12 (+1)
14 (+2)


Skills Athletics +7
Damage Resistances Cold, Poison
Senses Passive Perception 11
Languages Common
Challenge 7
Ice Walker Chill Penguin ignores any difficult terrain caused by snow, ice, or cold weather.

Actions
Shotgun Ice Ranged Weapon Attack: +8 to-hit, range 120', one target. Hit: 1d8+4 bludgeoning damage and 1d8 cold damage. In addition, if the target fails a DC 16 Constitution save, they have their movement speed halved until the end of their next turn.

Slide Chill Penguin slides on his belly at frightening velocity. He immediately moves up to 90' in a straight line (however, he can ricochet off of walls to adjust his slide). Anyone in his way must make a DC 15 Dexterity save, taking 1d10+3 damage on a failed save and being pushed 5' to the side of Chill Penguin's choice. On a successful save, they either take no damage, or may make an opportunity attack. If the opportunity attack stops Chill Penguin, they take no damage, otherwise, they take damage as if they failed the save. Chill Penguin may not move otherwise on a turn when he uses this action.

Ice Breath Breathing out a gust of frozen air, Chill Penguin freezes those who'd oppose him. All creature's in a 20' line in front of Chill Penguin take 2d6 cold damage, and must make a DC 16 Strength save. On a failure, they are restrained as ice freezes them solid. They may attempt a DC 16 Strength check on their turn, with each attempt replacing a single attack, to break free.

Shotgun Burst Chill Penguin makes three Shotgun Ice attacks.

Bonus Actions
Leap Chill Penguin immediately leaps up to 30' in any direction.

Storm Eagle
Medium Construct, Lawful Evil
Armor Class 15 (Constructed Nature)
Hit Points 213 (25d8+100)
Speed 30', Fly 60'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
14 (+2)
18 (+4)
14 (+2)
10 (0)
16 (+3)


Skills Athletics +8, Acrobatics +6
Senses Passive Perception 10
Languages Common
Challenge 7
Dive Attack If Storm Eagle descends at least 20' before making an attack, he deals an additional 4d6 damage of the attack's damage type.

Actions
Peck Melee Weapon Attack: +8 to-hit, reach 5', one target. Hit: 2d6+4 piercing damage.

Storm Tornado All creatures in a 90' line in front of Storm Eagle must make a DC 16 Strength save. On a failure, they are pushed back 30', though no further than 90' away from Storm Eagle. If they fail by 5 or more, they are also knocked prone.

Egg Lob Ranged Weapon Attack: +6 to-hit, range 30', one target. Hit: 4d4+2 bludgeoning damage. Miss: Four homing pigeons spawn, and hunt Storm Eagle's nearest foes. They act immediately after Storm Eagle in the initiative order, move 15' a round, and upon reaching a target, explode for 1d4 damage (no damage on a DC 16 Dexterity save). They have AC 12, 5 HP, and +0 to all saves.

Flame Mammoth
Large Construct, Neutral Evil
Armor Class 15 (Constructed Bulk)
Hit Points 252(24d10+120)
Speed 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
12 (+1)
20 (+5)
12 (+1)
8 (-1)
10 (0)

Damage Resistances Fire
Senses Passive Perception 9
Languages Common
Challenge 9

Actions
Slam Melee Weapon Attack: +9 to-hit, reach 10', one target. Hit: 2d6+5 bludgeoning damage.

Crushing Bulk Melee Weapon Attack: +9 to-hit, reach 5', as many targets as can fit directly beneath Flame Mammoth. Hit: 4d6+5 bludgeoning damage, and the targets are pushed to any adjacent square of Flame Mammoth's choice that is not beneath him.

Flame Shot Ranged Weapon Attack: +5 to-hit, range 60', one target. Hit: 1d8+1 fire damage, and the target takes an additional 1d6 fire damage at the start of each of their turns until they put out the fire, which requires replacing a single attack. Miss: A random adjacent square is lit on fire for the next three rounds. Entering this square by any means requires a DC 13 Dexterity save or be lit on fire as if hit by this attack.

Bonus Actions
Leap Flame Mammoth leaps up to 30' in any direction.

Spark Mandrill
Large Construct, Neutral Evil
Armor Class 16 (Constructed Nature)
Hit Points 252 (24d10+120)
Speed 40', Climb 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
14 (+2)
20 (+5)
8 (-1)
14 (+2)
12 (+1)


Skills Athletics +9
Damage Resistances Lightning
Senses Darkvision 60', Passive Perception 12
Languages Common
Challenge 8

Actions
Unarmed Strike Melee Weapon Attack: +9 to-hit, reach 10', one target. Hit: 2d6+5 bludgeoning damage.

Electric Orbs Spark Mandrill stomps and sends out glowing orbs of lightning shooting out in four perpendicular directions. The nearest target in those directions and within 120' is subject to a DC 17 Dexterity save, taking 2d10 lightning damage on a failed save or half as much on a success. These orbs move along the ground, but are fully capable of moving directly up walls.

Bonus Actions
Leap Spark Mandrill immediately leaps up to 30' in any direction.

Armored Armadillo
Medium Construct, Lawful Evil
Armor Class 18 (Armored Shell)
Hit Points 171 (18d8+90)
Speed 30', Burrow 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
14 (+2)
20 (+5)
14 (+2)
14 (+2)
12 (+1)


Senses Darkvision 60', Passive Perception 12
Languages Common
Challenge 6
Armored Shell As a bonus action, Armored Armadillo can either retreat into his shell or emerge. While in his shell, he gains a +3 bonus to AC and resistance to bludgeoning, piercing, and slashing damage. However, he may not move or take actions, other than a bonus action to emerge from his shell.

Actions
Rolling Death Armored Armadillo starts rolling as he moves into his shell. He may move up to 60' (consuming his normal movement as well). Any creature he moves into the space of must make a DC 16 Dexterity save, taking 1d8+4 bludgeoning damage and being knocked prone on a failure, half damage on a success. Attacks of Opportunity may be made against Armored Armadillo as he moves, however, he is treated as being in his shell for them.

Shell Shot Ranged Weapon Attack: +6 to-hit, range 60', one target. Hit: 2d4+2 radiant damage.

Reaction
Deflect Missile Armored Armadillo, when hit by a ranged weapon attack, may use his reaction to reduce the damage by 1d10+10. If the damage is reduced to zero, he may deflect the attack back at the attacker, using the same damage die, but his own proficiency and Dexterity modifier (+4 and +2 respectively).

Launch Octopus
Medium Construct, Neutral Evil
Armor Class 18 (Constructed Nature)
Hit Points 210 (28d8+84)
Speed 25', Swim 45'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


12 (+1)
20 (+5)
16 (+3)
16 (+3)
10 (0)
16 (+3)


Skills Athletics +5
Senses Passive Perception 10
Languages Common
Challenge 8

Actions
Missile Ranged Weapon Attack: +9 to-hit, range 120', one target. Hit: 1d8+5 bludgeoning damage.

Guided Missile Ranged Weapon Attack: +9 to-hit, ignoring cover and moving around corners if needed, range 120', one target. Hit: 1d4+5 bludgeoning damage.

Tentacle Melee Weapon Attack: +5 to-hit, reach 10', one target. Hit: 1d4+1 bludgeoning damage, and the target is grappled (escape DC 15). If Launch Octopus lands at least three tentacles, the target has disadvantage on checks made to escape. Launch Octopus has a total of four tentacles suitable for attacking.

Missile Barrage Launch Octopus makes four missile attacks, no more than two of which may be Guided.

Multiattack Launch Octopus makes four tentacle attacks.

Life Drain Melee Weapon Attack: +9 to-hit, reach 5', one grappled target. Hit: 1d4+5 piercing damage, and 4d4 necrotic damage. Launch Octopus regains HP equal to the necrotic damage dealt.

Boomer Kuwanger
Medium Construct, Lawful Evil
Armor Class 15 (Constructed Nature)
Hit Points 170 (20d8+80)
Speed 40'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
18 (+4)
18 (+4)
16 (+3)
10 (0)
12 (+1)


Skill Stealth +8
Senses Passive Perception 10
Languages Common
Challenge 7
Ambush Predator Boomer Kuwanger gains advantage against any creature that has not yet acted on the first turn of combat. He also has 4d6 points of Sneak Attack, as a Rogue.

Actions
Boomerang Ranged Weapon Attack: +8 to-hit, range 30', one target. Hit: 2d4+4 slashing damage.

Thrash Melee Weapon Attack: +8 to-hit, reach 5', one target. Hit: 1d6+4 bludgeoning damage and the target must make a DC 16 Strength save, being thrown up to 15' in any direction if they fail.

Bonus Actions
Teleport Boomer Kuwanger teleports up to 60' to a space he can see. If he ends this move adjacent to an enemy, he gains advantage on the next attack made against them.

Sting Chameleon
Medium Construct, Chaotic Evil
Armor Class 16 (Constructed Nature)
Hit Points 153 (18d8+72)
Speed 40', Climb 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


14 (+2)
20 (+5)
18 (+4)
14 (+2)
8 (-1)
14 (+2)


Skills Stealth +13
Senses Passive Perception 9
Languages Common
Challenge 8
Chameleonic Skin Sting Chameleon is under a permanent, non-magical Invisibility effect. It may be restarted any time it ends as an action.

Actions
Tongue Lash Melee Weapon Attack: +9 to-hit, reach 15', one target. Hit: 1d4+5 piercing damage.

Tail Shot Ranged Weapon Attack: +9 to-hit, range 60', up to three adjacent targets (though no one can be targeted more than once by a single use of this). Hit: 1d4+5 piercing damage.

Multiattack Sting Chameleon makes up to three attacks, no more than two of which may be Tail Shots.

Bonus Actions
Cunning Action Sting Chameleon Dashes, Disengages, or Hides.

Gr7mm Bobb
2019-01-26, 01:12 PM
"Never in my life have I needed something so much, and never known until I received it. " - Vegeta (TFS dbz abridged)

Will look in greater detail later, but these are just fantastic. TY.

JNAProductions
2019-01-26, 08:17 PM
And finished the first eight.

Will update this post with CR math soon.

Okay-reposting PART of the DMG table here, for reference.



CR
AC
HP
To-Hit
DPR
DC


3
13
101-115
+4
21-26
13


4
14
116-130
+5
27-32
14


5
15
131-145
+6
33-43
15


6
15
146-160
+6
39-44
15


7
15
161-175
+6
45-50
15


8
16
176-190
+7
51-56
16


9
16
191-205
+7
57-62
16


10
17
206-220
+7
62-68
16


11
17
221-235
+8
69-74
17


12
17
236-250
+8
75-80
17


13
18
251-265
+8
81-86
18




Chill Penguin
DCR starts at 7, with 170 HP.
Upped to 8 for AC 17.
OCR starts at 3, with 26 DPR.
Upped to 5, for +8 to-hit.
So that's 5+8=13, 13/2=6.5. Given his other abilities, gonna round up, for CR 7.

Storm Eagle
DCR starts at 10, with 213 HP.
AC drops that to 9.
OCR starts at 3, with 25 DPR.
Increases to 5, for +8 to-hit.
5+9=14, 14/2=7. CR 7.

Flame Mammoth
DCR starts at 13, for 252 HP.
AC drops that to 12.
OCR starts at 5, for 38 DPR (assuming two get hit by Crushing Bulk).
Increases to 6 for hit bonus.
12+6=18, 18/2=9. CR 9.

Spark Mandrill
DCR starts at 13, for 252 HP.
AC drops that to 12.
OCR starts at 3, with 22 DPR assuming two orbs can hit.
Increases to 5 for save DC/to-hit bonus.
12+5/17, 17/2=8.5. Imma round down this time, since he's on the weaker end a little bit. CR 8.

Armored Armadillo
DCR starts at 7, for 171 HP.
AC increases to 8.
OCR starts at 3, with 25 DPR (assuming three Rolling Death hits).
Increases to 4 for save DC.
8+4=12, 12/2=6. CR 6.

Launch Octopus
DCR starts at 10, with 210 HP.
AC leaves it the same.
OCR is 5, with 38 DPR.
Ups to 6 for hit bonus.
10+6=16, 16/2=8. CR 8.

Boomer Kuwanger
DCR starts at 7, for 170 HP.
AC leaves it the same.
OCR is 3, for 21 DPR.
Up to 5, for hit bonus.
Up to 6, for advantage.
7+6=13, 13/2=6.5. Rounding up, for teleportation. CR 7.

Sting Chameleon
DCR starts at a mere 6, for 153 HP.
AC leaves it the same.
OCR is 4, for 30 DPR. (We're assuming one Tail Shot hits two.)
To-hit brings that to 6.
6+6=12, 12/2=6. But he's invisible. That's worth +2 CR in my mind. CR 8.

SkipSandwich
2019-01-28, 12:52 AM
This is amazing! Though is there any particulat reason for not including their classic Vulnerabilities? Also are there any plans to stat any other Reploids or Mavericks? Vile in particular would be nice to have as he could be dropped into nearly any campaign with minimal reflavoring as he's basicly robot Boba Fett.