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View Full Version : D&D 5e/Next Additional Non-elementals and Sapients of the Elemental Planes (PEACH)



sandmote
2021-01-29, 05:00 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/InNwnBAeLYLB)

I have an older section of Grue and Paraelementals here (https://forums.giantitp.com/showthread.php?625867-Additional-Paraelementals-and-the-Grue-(PEACH)), so I've written some other creatures (mostly converted from 3.5e) to go with them.

Monstrosities

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction.
Aerial Combatants. Among the most mobile of the denizens of the plane of air, a battle between arrowhawks is considered a masterful performance even among the djinn and vaati.Medium monstrosity (air), neutral

Armor Class 15
Hit Points 83(1d4 + 5)
Speed 20ft., 60 ft. fly
STR DEX CON INT WIS CHA
14 (+2) 21 (+5) 12 (+1) 10 (+0) 13 (+1) 13 (+1)

Skills Acrobatics +8, Perception +4, Stealth +8
Damage Resistances Poison, Thunder
Damage Immunities Lightning
Senses darkvision 60 ft., passive Perception 14
Languages understands auran but can't speak
Challenge 6 (2,300 XP)
Evasion. If the arrowhawk is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the arrowhawk instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flyby. The arrowhawk doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions
Multiattack. The arrowhawk makes two attacks: one with its electric ray and one with its bite.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 13 (2d6 + 4) piercing damage and 3 (1d6) lightning damage

Electric Ray. Ranged Weapon Attack: +8 to hit, range 50/200 ft., one target. Hit: 13 (3d8) lightning damage.
Delvers build honeycomb like tunnels into stone, lashing out with their flippers at those who disturb their homes. They use the acid they excrete to unexpectedly attack through previously thin layers of stone.
Ambush From Below. Delvers typically attack from floors and walls, melting through sections only a few inches thick to surprise prey.Huge aberration, neutral

Armor Class 16 (natural armor)
Hit Points 116 (11d12+44)
Speed 20 ft., burrow 20 ft.
STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 18 (+4) 12 (+1) 12 (+1) 10 (+0)

Damage Resistances bludgeoning, piercing, and slashing damage
Damage Immunities acid
Senses darkvision 60 ft., tremorsense 30 ft., passive Perception 11
Languages Terran and undercommon
Challenge 9 (5,000 XP)
Corrosive Slime. A creature that touches the delver or hits it with a melee attack while within 5 feet of it takes 6 (1d12) acid damage. When the delver hits with its slam attack, it deals an extra 6 (1d12) acid damage (included in the attack).

Quickened Stone Shape. the delver can cast stone shape at will as a bonus action, requiring no material components.

Stone Camouflage. The delver has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Actions
Multiattack. The delver makes three slam attacks.

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage and 6 (1d12) acid damage.
Living in the plane of earth, Steel Spiders spin webs of metal rather than silks, trailing these webs through the ground. When creatures pass through web, the spider bends it around its prey, leaving them entangled in strong metallic threads. Adapted to defend itself from elementals the spider's bite injects powerful digestive juices instead of poisons, and tears prey apart with the claws on its legs.Medium Monstrosity (earth), unaligned

Armor Class 15 (natural armor)
Hit Points 83(1d4 + 5)
Speed 25ft., burrow 25 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 15 (+2) 3 (-4) 11 (+0) 4 (-3)

Skills Stealth +5
Senses blindsight 10 ft., tremorsense 60 ft., passive Perception 10
Languages --
Challenge 4 (1,100 XP)
Earth Glide. The spider can burrow through nonmagical, unworked earth and stone. While doing so, the spider doesn't disturb the material it moves through.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Multiattack. The spider makes two attacks: one with its bite and one with its gripclaws or Steelweb.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 9 (1d12 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 13 (2d12) acid damage on a failed save, or half as much damage on a successful one. If the acid damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Steelweb (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by steel webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 18; hp 10; immunity to bludgeoning, poison, and psychic damage).

Sapient Earth Elementals
Resembling stone statues, gargoyles prowl the elemental planes, happily toying with whatever victims they can catch.
Elemental Influence. When Ogrémoch, the evil Prince of Elemental Earth, passed regions of the plane of earth influenced by the planes of fire and water, the shards of him that break off form into aquatic kapoacinths and obsidian gargoyles which are immune to the effects of strong heat. A kapoacinth as an aquatic variant of a gargoyle, formed from clay instead of raw stone. It uses to stat block of a gargoyle, but with the following differences:

The Kapoacinth has a 60 ft. swim speed, but can't fly
The kapoacinth has resistance to acid damage
Medium elemental (earth), chaotic evil

Armor Class 15 (natural armor)
Hit Points 113 (15d8+45)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
17 (+3) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 9 (-1)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Challenge 6 (2,300 XP)
False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Razor Hide A creature that touches the gargoyle or hits it with a melee attack while within 5 feet of it takes 4 (1d8) piercing damage.

Actions
Multiattack. The gargoyle makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Pech look almost gnomelike at first glance, but can be recognized by their stony skin and dark eyes, which lack visible pupils. They spend their time mining their way through the plane of earth, hefting equiptment using their outsized strength.
Margins of Margins. Between the sprawling tunnels of the great dismal delve, the constantly collapsing border to the plane of ooze and outflows from the plane of magma, pech often squeeze themselves into tight corners through the plane of earth, much as the gnomes of the prime material find homes hidden in the forests and hills.Small elemental (earth), lawful neutral

Armor Class 14 (ring mail)
Hit Points 18 (4d6+4)
Speed 30ft.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 13 (+1) 9 (-1) 12 (+2) 10 (+0)

Saving Throws STR +5
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 12
Languages common, terran
Challenge 1/4 (50 XP)

Beast of Burden. The pech is considered to be a Large creature for the purpose of determining its carrying capacity.

Actions
Pick. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.

Shattering Blow. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 3 bludgeoning damage and 2 (1d4) thunder damage.

Shift Earth. Three pech within 30 feet of each other can magically create the effects of a wall of stone or move earth spell. Each of the three must use its action on one consecutive turn to perform a dance and must maintain concentration while doing so (as if concentrating on a spell). When all three have finished their turn of the dance, the spell is cast in an unoccupied space within 60 feet of them, lasting for as long as the pech continue to use their turn to continue the spell, gaining the effects of concentrating on the spell as they do so. A caster can't perform the dance again until it finishes a short rest.
Servants of the doa, sandmen are sent out to capture additional slaves using their touch, which has the power to knock creatures unconscious. Many have been knocked out by it only to awake as a slave in the great dismal delve. The most adept slavers learn to cast spells used to supplement their touch, allowing them to isolate and further debilitate victims.Medium elemental (earth), lawful evil

Armor Class 13 (natural armor)
Hit Points 75 (10d8+30)
Speed 35 ft., 20 ft. burrow
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1)

Skills Perception +5, Stealth +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 15
Languages Common and terran
Challenge 5 (1,800 XP)
Amorphous. The sandman can move through a space as narrow as 1 inch wide without squeezing.

Elemental Demise. If the sandman dies, its body disintegrates into a pile of sand, leaving behind only equipment the sandman was wearing or carrying.

Spellcasting. The sandman is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The sandman has following wizard spells prepared:
Cantrips (at will): message, minor image, mold earth
1st level (2 slots): color spray, grease, silent image, sleep

Actions
Multiattack. The sandman makes two attacks using any combination of its Entomb and sleep touch.

Entomb. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the sandman can't entomb another target.

Sleep Touch. The sandman touches a creature, which must make a DC 14 saving throw. On a failed save, the creature falls asleep until they take damage, someone uses an action to shake or slap them awake, or one minute passes. Undead and creatures immune to being charmed aren't effected by this ability.

Other Elementals
While most Azer are content to maintain well crafted holds and materials, some rise in fury to the attempts by the Efreet to enslave their race. These azer train to battle using flaming chains.
Hostile Greeters Hapless travels to stumble upon azer lands may encounter azer chainwhips before any others, many of whom assume everyone to be an efreeti spy. These encounters have led to stories of the azer as ruthless slavers, who stalk the plane of fire to obtain slaves for interrogation.Medium elemental (fire), lawful evil

Armor Class 17 (natural armor, shield)
Hit Points 113 (15d8+45)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 17 (+3) 13 (+1) 15 (+2) 14 (+2)

Saving Throws Con +6
Skills atheltics +8, insight +5, intimidation +5
Damage Immunities fire, poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Ingan
Challenge 6 (2,300 XP)
Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 6 (1d12) fire damage.

Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 4 (1d8) fire damage (included in the attack).

Illumination. The azer sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions
Multiattack. The azer makes two flaming chain attacks.

Flaming Chains Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage and 4 (1d8) fire damage

Chains of Flame (Recharge 5-6). The azer infuses its chains with raging fury, whirling them as it does so. Each creature within 10 feet of the azer must make a DC 14 Dexterity saving throw. On a failed save, the creature takes 12 (2d6 + 5) slashing damage and 4 (1d8) fire damage and is stunned until the start of the azer's next turn. On a successful save the creature takes half as much damage and isn't stunned.
Acting similar to animals on the plane of earth, sandlings are typically content to eat soil and leave behind tiny sandling buds. When roused due to some threat, they can appear to have collected from loose sand across their home as a result of how loosely they had scattered themselves.Medium elemental (earth), chaotic neutral

Armor Class 13 (natural armor)
Hit Points 52 (8d8+16)
Speed 35 ft., 20 ft. burrow
STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 11 (+0) 8 (-1) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11
Languages Common and terran
Challenge 1/2 (100 XP)
Amorphous. The sandling can move through a space as narrow as 1 inch wide without squeezing.

Elemental Demise. If the sandling dies, its body disintegrates into a pile of sand, leaving behind only equipment the sandling was wearing or carrying.

Actions
Entomb. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the creature is restrained, and the sandling can't entomb another target.

Sleep Touch. The sandling touches a creature, which must make a DC 12 saving throw or fall asleep, as if affected by the sleep spell.

Oozes
Pulsing their way through the seas on the plane of water or any other body of water they cross into, bloodbloaters are tiny oozes that assemble into swarms to dissolve away enemies into a viscous feeding frenzy. The swarm itself resembles a cloud of red-brown algae until individual bloodbloaters can be made out. Each individual in the swarm resembles a disk with a thin center and thick, brighter colored edges.
Dissolving Devourers Like other oozes, bloodbloaters act to devour whatever biological material they come across. They can dissolve wood and leather, but not stone or metal.
Ooze Nature. An bloodbloaters don't require sleep.Large swarm of tiny oozes, unaligned

Armor Class 9
Hit Points 85 (13d10+13)
Speed 20 ft., swim 20 ft.
STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 1 (-5) 6 (-2) 1 (-5)

Damage Resistances bludgeoning, piercing, slashing
Damage Immunities acid; slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages --
Challenge 5 (1,800 XP)
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny ooze. The swarm can't regain hit points or gain temporary hit points.

Actions
Multiattack. The swarm makes three enzyme attacks.

Enzyme. Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. Hit 14 (4d4) acid damage, or 7 (2d4) acid damage if the swarm has half of its hit points or fewer.

Fey
Resembling a slender but toned humanoid with glossy wings, sylphs fly so easily they appear to be walking through the air. Whether male or female, a sylph bears an otherworldly beauty.Medium fey, any chaotic alignment

Armor Class 13
Hit Points 18 (4d6+4)
Speed 30ft., fly 45 ft.
STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 13 (+1) 14 (+2) 16 (+3)

Skills Acrobatics +6, Nature +3, Stealth +6, Survival +4
Senses darkvision 60 ft., passive Perception 12
Languages Auran, Common, Elvish, Sylvan
Challenge 2 (450 XP)
Gust. The sylph can cast gust at will, requiring no components. Its spellcasting ability for it is Charisma. This use of the spell has a range of 60 feet and can affect a cube of air no larger than 30 feet on a side.

Quickness (Recharge 5–6). The sylph can take the Dodge action as a bonus action.

Speak With Animals. The sylph can comprehend and verbally communicate with beasts.

Actions
Mind Numbing Kiss (Recharge 5–6). The sylph touches one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or take 19 (3d10 + 3) psychic damage. On a failure, it also can't make reactions until the start of the sylph's next turn.

Lifting Air. The sylph causes whirling winds to batter a creature within 60 feet. The creature must make a DC 13 Strength saving throw, taking 3d6 bludgeoning damage on a failed save or half as much on a success. If the creature fails the saving throw it is also lifted 10 feet in the air until the start of the sylph's next turn.

Triton
Triton are an organized race, fighting to protect the depths of the world from various evil threats. This leads the few members of the race to visit the surface of the Material Plane to be particularly haughty toward surface races, as they except everyone else to have heard of their exploits without being aware of the many conflicts and events of the surface worlds themselves.
From Water to Depths. Hailing from the Plane of Water, a great force of tritons passed into the Material plane to chase after aberrations and other ancestral enemies. Early triton settlements sat at the edge of extreme depths of the ocean, before expanding into the ocean bottom.
Unknowing Nobles. Trained in their own domain, few triton are familiar with events on the surface any more than surface dwellers known of their exploits. However, most are very excited to elucidate others on the history of their race.Medium humanoid (triton), lawful good

Armor Class 14 (scale mail)
Hit Points 26 (4d8+8)
Speed 30ft., 30 ft. swim
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 10 (+0) 10 (+0) 14 (+2)

Damage Resistances Cold
Senses darkvision 60 ft., passive Perception 10
Languages Aquan, common
Challenge 1/2 (100 XP)
Amphibious. The triton can breathe air and water.

Emissary of the Sea. The triton can communicate simple concepts to beasts that can breath water, although the triton gains no ability to understand them in return.

Innate Spellcasting. The triton's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components:
1/day each: fog cloud, gust of wind

Actions
Javelin. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.Medium humanoid (triton), lawful good

Armor Class 14 (scale mail)
Hit Points 72 (11d8+22)
Speed 30ft., 30 ft. swim
STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 14 (+2)

Skills Perception +4
Damage Resistances Cold
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, common
Challenge 2 (450 XP)
Amphibious. The triton can breathe air and water.

Emissary of the Sea. The triton can communicate simple concepts to beasts that can breath water, although the triton gains no ability to understand them in return.

Innate Spellcasting. The triton's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no components:
1/day each: fog cloud, gust of wind, wall of water

Spellcasting. The triton is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following druid spells prepared:
1st level (4 slots): armor of agythys, faerie fire, fog cloud, ice knife
2nd level (2 slots): animal messenger

Actions
Multiattack. The triton makes two weapon attacks

Javelin. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Trident. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack. and an additional 7 (2d6) cold damage.

Beasts
Additional beasts, in the manner of striges being moved to the beast category.

Deathknell Geese Deathknell geese can produce their own elemental air, allowing them to migrate and graze in areas where the plane of air is influenced b the negative energy plane into a complete nothingness. When under threat, they simply head into areas where predators cannot stay aloft. They are named for the threat they pose to anyone with the bright idea to follow planar natives to search for safer paths through the plane of air.

Frostmist Shearwaters Frostmist shearwaters nest around the plane of ice and the bordering regions of the plane of air, the better to protect their breeding grounds from the circling jaws on the sea of ice. They then take regular portals to the plane of water and back to bring their chicks back food. Because of the steady conditions in these regions and harsh environment, the birds typically travel for only three months before building a new nest on their preferred sites, which see use year round.

Jeweler Moles Jeweler Moles have adapted to the plane of earth, protecting their nests from the denizens of this plane by removing jewels to the outside of their nests. Due to the endless stretches of the plane of earth, their tunnels twist and turn across all directions, unconstrained by any need to stay within any topsoil present in the space.

Small beast, unaligned

Armor Class 13
Hit Points 1 (1d4-1)
Speed 5 ft., 30 ft. fly
STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 8 (-1) 4 (-3) 14 (+2) 7 (-2)

Senses passive Perception 12
Languages --
Challenge 1/4 (50 XP)
Air Supplier. The goose produces air around itself, hedging out vapor in its space and allowing it to breath and fly. The goose and up to one medium creature can stay within an enclosed space without suffocating.

Hiss. As a bonus action, a creature within 5 feet of the goose must make a DC 12 Wisdom saving throw or be frightened of the goose until the end of its next turn.

Actions
Beak Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 5 (1d4+3) piercing damage.Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4-1)
Speed 5 ft., 30 ft. fly
STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 8 (-1) 4 (-3) 12 (+1) 8 (-1)

Skills perception +3
Damage Immunities cold
Senses passive Perception 13
Languages --
Challenge 1/8 (25 XP)
Mist Shroud. The shearwater emits a cold mist within its space. The shearwater is lightly obscured and a creature that starts its turn in the tern's space must make a DC 9 Constitution saving throw. On a failed save it takes 1 cold damage.

Actions
Beak Melee Weapon Attack: +1 to hit, reach 0 ft., one target. Hit 1 piercing damage.Small beast, unaligned

Armor Class 12
Hit Points 9 (2d6+2)
Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 12 (+1) 4 (-3) 15 (+2) 3 (-4)

Skills perception +4, stealth +5
Senses passive Perception 14
Languages --
Challenge 1/4 (50 XP)
Keen Sight. The griffonfly has advantage on Wisdom (Perception) checks that rely on sight.

Actions
Bite Melee Weapon Attack: +5 to hit, reach 0 ft., one target. Hit 5 (1d4+3) piercing damage.Tiny beast, unaligned

Armor Class 12
Hit Points 1 (1d4-1)
Speed 20 ft., 20 ft. burrow
STR DEX CON INT WIS CHA
4 (-3) 10 (+0) 9 (-1) 4 (-3) 12 (+1) 5 (-3)

Condition Immunities blinded
Senses tremorsense 30 ft. (blind beyond) passive Perception 11
Languages --
Challenge 0 (10 XP)
Keen Smell. The mole has advantage on Wisdom (Perception) checks that rely on smell.

Treasure Sense. The mole can pinpoint, by scent, the location of precious stones, such gems and crystals, within 10 feet of it.

Actions
Claws Melee Weapon Attack: +1 to hit, reach 0 ft., one target. Hit 1 slashing damage.Medium swarm of tiny beasts, unaligned

Armor Class 102
Hit Points 24 (7d8-7)
Speed 5 ft., 30 ft. fly
STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 8 (-1) 12 (+1) 12 (+1) 8 (-1)

Skills perception +3
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities cold
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained
Senses passive Perception 13
Languages --
Challenge 1 (200 XP)
Mist Shroud. The swarm emits a cold mist within its reach. The swarm is lightly obscured and a creature that starts its turn in the swarm's space must make a DC 9 Constitution saving throw. On a failed save it takes 5 (2d4) cold damage, or 2 (1d4) cold damage if the swarm has half of its hit points or fewer.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny shearwater. The swarm can't regain hit points or gain temporary hit points.

Actions
Beaks Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.
living across the plane of air on areas away from the mistral reach live sirocco flycatcher, which produce steaming air around themselves in a manner similar to the cold air of frostmist shearwaters. A sirocco flycatcher's baking shroud is equivalent to a frostmist shearwater's mist shroud, but deals fire instead of cold damage.

Magikeeper
2021-02-11, 07:39 PM
Some Comments:


> Description: "Many have been knocked out by it only to away as a slave in the great dismal delve." <- missing a word at least (waste away, perhaps?).

> Multiattack: "The sandman makes two entomb and sleep touch attacks." <- Is this supposed to be two actions that's any combination of those things, or 2x Entomb + 2x Sleep touch?

> Entomb: Also, they can't use Entomb after successfully entombing something.. which is their only source of damage. As worded, they can probably keep using entomb attacks against the creature they've already entombed, at least..? What exactly is Entombing, anyway? Are they sealing them in something, or is it more like they're engulfing them? Entombing sounds like the first one, but the one at a time restriction makes it sound like they're being entombed within the Sandman, so its more of a fancy Engulf.

> Sleep Touch: First off, it doesn't list what kind of saving throw the creature has to make. Aside from that... "As the sleep spell"... it's technically fine, I just feel it's kind of iffy as it's basically using just one line and the duration from a much longer spell. Two lines if it is intended for undead/charm-immune creatures to be sleep-proof. The petrifying monsters don't use the Flesh to Stone spell, after all. Example:

Sleep Touch. The sandman touches a creature, which must make a DC 14 Wisdom saving throw. On a failure, the creature falls asleep until they take damage, someone uses an action to shake or slap them awake, or one minute passes. Undead and creatures immune to being charmed aren't effected by this ability.


Delver: The homebrewery page has a ton of blank space in the middle of the page, could use some formatting help. Also the "the"after Quickened Stone Shape isn't uppercase.

Shearwater: The "the" in Mist Shroud is lowercase in both the regular and swarm versions. Also has an "and and" in there.


> Fly Speed: Fly = Walking is very rare for monsters, as flight is usually at least a little faster. It's especially strange for an wind-themed creature to be such a relatively slow flier. Is there a reason for this? There could be, I'm not that familiar with the source.

> Gust - Gust already has a range/area of 30ft, I'm not sure why it is being specified here.

> Mind Numbing Kiss: A Constitution saving throw vs psychic damage is a little odd, but I guess I can see it..?


[spoiler=Misc]
> Tritons can't breathe water. Or maybe they can't breathe air? What they can and cannot breathe should be stated somewhere, IMO.

> "off form into kapoacinths, aquatic gargoyles, and obsidian gargoyles," <- makes it sound like there are three different kinds of gargoyles. I understand the intent is for it so be read like kapoacinths (aquatic gargoyles) and obsidian gargoyles but it comes off as a list. I think just leaving off the "aquatic gargoyles" would be fine, kapoacinths are described right after this section after all. [/misc]

There are likely more small typos but other than the Sandman stuff and Triton breathing questions I didn't see much to question mechanics-wise, looking good overall~

rferries
2021-02-11, 10:45 PM
I can't comment on the balance but it's a pleasure to see old friends in new editions, especially the pech, sylph, and triton. Well done!

sandmote
2021-02-12, 01:29 AM
Thanks for the corrections Magi.

Sandmen:
"Away" replaced with "awake."
Entomb can be used against the same target twice, or it can end the grapple as a non-action.
I think the new wording for multiattack is the correct one (total of two attacks chosen from the two options) by I can't recall what creatures use this.
Sleep touch corrected to the non-lazy version.
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Sylph:
I defaulted to the renaissance version of the nymphs, where they're just floating women. Flight speed increased to 45 feet to fit in better with most flying creatures.
I think I included the range purely for consistency, but now I'll increase it to 60'.
The nereid statblock this was based on deals acid with it's kiss. Should I change it back?
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I've given amphibious to the tritons (Note to self: elementals don't need it specified). How's the new gargoyle fluff?


I can't comment on the balance but it's a pleasure to see old friends in new editions, especially the pech, sylph, and triton. Well done! Now that you mention it, it is very obvious that the triton and sylph must have appeared in older editions; didn't occur to me to check, unfortunately. I hope I got the older version of the pech across okay; the website I was reading lore on doesn't have statblocks so I dipped into Scottish myth to round them out.

Seeing as I started with 5e, I'm less familiar with your old friends. Are there books with good particular themes of monsters that you can recommend? Anything that sticks to particular creature types or planar areas is easier for me to convert, but anything I'd miss after paging through the Monster Manuals would be nice.

rferries
2021-02-12, 05:31 PM
Now that you mention it, it is very obvious that the triton and sylph must have appeared in older editions; didn't occur to me to check, unfortunately. I hope I got the older version of the pech across okay; the website I was reading lore on doesn't have statblocks so I dipped into Scottish myth to round them out.

Seeing as I started with 5e, I'm less familiar with your old friends. Are there books with good particular themes of monsters that you can recommend? Anything that sticks to particular creature types or planar areas is easier for me to convert, but anything I'd miss after paging through the Monster Manuals would be nice.

This website (http://www.mojobob.com/roleplay/monstrousmanual/) collects the 2e monsters (n.b. pech are under Elemental Earth Kin, sylphs are under Elemental Air Kin), but I wouldn't worry about being too faithful to the stats or lore. 2e monsters tended to have a LOT of abilities and characteristics so 3e was more judicious in trimming them down, and it's always fun to see people put their own spin on them.