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sandmote
2021-04-15, 08:46 PM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/Y1ncQaUVEM2a)

I've been looking at aberrations for a while, and have converted some creatures from Lords of Madness.

Cildabrin

Resembling a horrific cross between spider and scorpion, cildabrin stalk the underdark, pouncing on anything and everything that moves.

Material Origins. Given the creatures' resemblance to and ability to communicate with spiders and scorpions, some sages speculate cildabrin do not hail from the far realm themselves, but rather were constructed by aberrations in the material plane.
Large aberration, neutral

Armor Class 16 (natural armor)
Hit Points 105 (14d10+28)
Speed 40 ft.
STR DEX CON INT WIS CHA
17 (+3) 8 (-1) 15 (+2) 4 (-3) 13 (+1) 9 (-1)

Skills stealth +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons.
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, prone
Senses darkvision 60 ft., passive Perception 13
Languages understands deep speech and undercommon but can't speak
Challenge 8 (3,900 XP)
Arachnid Speech. The cildabrin can communicate simple ideas to spiders and scorpions.

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

Actions
Multiattack. The cildabrin makes four attacks: two with its claws, one with its bite, and one with its sting.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target grappled by the cildabrin. Hit: 8 (2d4 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled (escape DC 14). The cildabrin has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 8 (1d10 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Illithidae: I feel like having aberrations that aren't mind flayers but are instead their biological relatives is an awkward idea, but I could see them as being born of similar effects, in the manner that beholderkin have developed.


Resembling an enormous psionic tick, embrac ambush prey near paths and waterways, overtaking them with their tentacles.

Illithidae. Embrac appear almost exclusively near illithid colonies or their remains, and most sages assume the two hail from the same homeworld. They are believed to arrive in new regions by the illithids themselves, although whether they taken intentionally or if they sneak their way along when illithids travel.

Flexible Limbs. An embrac's eight writhing tentacles each end in three finger-like nodes, and the creatures will use them nearly interchangeably for all purposes, whether to walk, fight, or eat.
Large aberration, neutral

Armor Class 16 (natural armor)
Hit Points 75 (9d10+18)
Speed 20 ft.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 15 (+2) 4 (-3) 13 (+1) 9 (-1)

Skills stealth +5
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons.
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned, prone
Senses darkvision 60 ft., passive Perception 13
Languages deep speech, undercommon
Challenge 7 (2,900 XP)
Powerful Grip. The embrac cannot be moved against its will as long as it has at least four tentacles on the ground.

Innate Spellcasting (Psionics). The embrac's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no components:

3/day each: blur, pass without trace

1/day: fear

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

Actions
Multiattack. The embrac makes four attacks with its tentacles.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 15). The embrac has eight tentacles, each of which can grapple only one target. If the embrac grapples more than for creatures at a time its speed is reduced to 0.
Cunning hunters, kigrids drive their prey into dead ends, off cliffs, and into other natural hazards

Close Listeners. Kigrid will withdraw their pups and even their entire pack if they feel that there is a genuine threat. They are able to understand most languages, and occasionally surprise others with their ability to react to discussed plans.

Illithidae. Despite their quadrupedal, almost felid build, kigrid visibly resemble mind flayers, leading scholars to argue they originate from the same world.Medium aberration, neutral

Armor Class 13 (natural armor)
Hit Points 52 (8d8+16)
Speed 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 11 (+0)

Skills acrobatics +5, perception +3, stealth +5
Damage Resistances poison, psychic; bludgeoning, piercing, and slashing damage from nonmagical attacks.
Senses darkvision 60 ft., passive Perception 13
Languages deep speech
Challenge 5 (1,800 XP)
Innate Spellcasting (Psionics). The kigrid's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no components:

At will: comprehend languages, detect thoughts

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

Pounce. If the kigrid 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 DC 15 Strength saving throw or be knocked prone. If the target is prone, the kigrid can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the kigrid can long jump up to 25 feet.

Actions
Multiattack. The kigrid makes two attacks with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage and the target must make a DC 15 Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.
Saltor appear like a cross between a mind flayer and a baboon, save for their bulging blue-black eyes that never blink. Six limp tentacles hand from their snarling maw, and their arms are as long as their legs, making them appear to walk on all fours at first glance.

Illithidae. Saltor most often appear near illithid colonies or their remains, and most sages assume the two hail from the same homeworld. They are believed to arrive in new regions when taken along by illithids themselves, although most packs claim to sneak their way along when the illithids aren't looking.

Scavengers and Scouts. packs of saltor prowl the underdark, scavenging what they can find from cave walls and the remains of battles. Saltor that are treated well and offered metal equipment will often be willing to provide information to passing travelers, but most often they fall upon those weakened or wounded in the underdark.Small aberration, neutral evil

Armor Class 14 (leather scraps)
Hit Points 44 (8d8+8)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 9 (-1) 12 (+1) 11 (+0)

Damage Resistances poison, psychic
Senses darkvision 60 ft., passive Perception 11
Languages deep speech, undercommon
Challenge 1 (200 XP)
Blur. The saltor can cast the blur spell at will.

Actions
Handaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage.

Screech (Recharges after a Short or Long Rest). The saltor emits a sonic shriek in a 15-foot cone. Each creature in that area other than another saltor must make a DC 11 Constitution saving throw. A creature that fails the saving throws takes 21 (6d6) thunder damage and is stunned until the end of its next turn. A creature that succeeds on a saving throw takes half as much damage and isn't stunned.

Bonus Actions
Handaxe. When the saltor makes an attack with one handaxe, it can make an off hand attack with its other hand axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d6) slashing damage.

Grell:


Resembling eyeless brains bearing an enormous beak and multiple writhing tentacles, grell float through their way to hunt down the humanoids they subsist on.

Arranged Covens. When grell gather together, their apparent intelligence increases, and they begin to develop more complicated combat tactics. The oldest grell in the coven learn spellcasting to reinforce their hunting ability, with the single largest taking control to lead the group.

Egalitarian Aberrations. Rare among aberrations, grell covens are heavily egalitarian, with decisions made by the group. The patriarch and philosophers do carry greater weight in discussions, but primarily due to their increased knowledge on related subjects.

Grell Items
The following items are commonly developed by grell, both to extend their combat prowess and avoid being targeted should their larder attempt to pilfer a few weapons for themselves.

Lightning Lance
Staff, rare
On a hit, the staff deals 3d6 lightning damage when used to make a weapon attack.

Proficiency with a quarterstaff allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Silverspear
Weapon (spear), uncommmon
In the hands of a creature other than a grell, a silverspear functions as a +1 magic spear, or as a silvered spear when in an antimagic field. In the tentacles of a grell, this magic weapon acts as an extension of the creature's tentacles, granting the creature +5 reach with its tentacle attacks. The grell cannot grapple with the tentacles it uses to wield the silverspear, but special chamber's in the spear's shaft carry the grell's poison to the tip (use the save DC listed in the grell's statblock).
Medium aberration, neutral evil

Armor Class 15 (mage armor)
Hit Points 82 (14d8+14)
Speed 10 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 13 (+1)

Skills Perception +5, Stealth +8
Damage Immunities Lightning
Condition Immunities Blinded, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
Languages Grell, undercommon
Challenge 5 (1,800 XP)
Spellcasting. The philosopher is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, frostbite, lightning lure, mold earth

1st level (4 slots): grease, mage armor, shield, thunderwave

2nd level (3 slots): enlarge/reduce, invisibility

3rd level (2 slots): lightning bolt, hypnotic pattern

Actions
Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can’t use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.Large aberration, neutral evil

Armor Class 15 (mage armor)
Hit Points 165 (22d10+44)
Speed 10 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
17 (+4) 14 (+2) 15 (+2) 16 (+3) 14 (+2) 13 (+1)

Skills Perception +6, Stealth +6
Damage Immunities Lightning
Condition Immunities Blinded, Prone
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 14
Languages Grell, undercommon
Challenge 9 (5,000 XP)
Spellcasting. The patriarch is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): acid splash, frostbite, lightning lure, mold earth

1st level (4 slots): grease, mage armor, shield, thunderwave

2nd level (3 slots): enlarge/reduce, invisibility

3rd level (3 slots): lightning bolt, hypnotic pattern, slow

Actions
Multiattack. The grell makes two attacks: one with its tentacles and one with its beak.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The target is also grappled (escape DC 15). If the target is large or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can’t use this attack against other targets. When the grell moves, any Large or smaller target it is grappling moves with it.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.

Psurlons: I like this idea. Or I'm tired of the concept of unfathomable horrors from the beyond consisting entirely of mouths, eyes, and tentacles. Worms and claws can function just as well.


Resembling worms eight feet long with two clawed hands and six legs, psurlons can rear up around 5 to 6 feet of the ground. Their mouths are filled with needle-like teeth and ringed with many simple eyes.

Desert Dens. Psurlons dwell deep in the desert, doing their best to repel any humanoids they can with deception and assault. Occasionally they work with evil creatures willing the leave them alone otherwise or dupe less intelligent creatures into repelling other humanoids for them.

Skilled Liars. When interacting with outsiders, psurlons always seek to deceive and confuse those around them. Whenever possible they will attempt to have their enemies deal with each other instead of with themselves.

Psurlon Elders
Upon reaching advanced age, most psurlons develop more powerful psionic powers, and become leaders among their cluster. Despite their privileged position, they must be wary, as they are likely to be replaced if their plans go awry. As a result, they often prefer to lead from the rear, letting their underlings do most of the physical fighting.

Giant Psurlons
Occasionally, a psurlon will fail to develop the greater mental abilities of an elder psion, and will instead grow physically larger, becoming a giant psurlon. Giant psurlons serve as guards and frontline forces in a psurlon strike party, as well as intimidation during any negotiations a cluster partakes in. No smarter than the typical psurlon, they usually defer to the cluster's elder.

Medium aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 60 (11d8+11)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 17 (+3)
Saving Throws Dex +5, Int +5, Cha +5
Skills acrobatics +5, deception +5, insight, +3, persuasion +5, stealth +5
Damage Resistances poison, psychic
Condition Immunities charmed
Senses blindsight 60 ft., passive Perception 11
Languages undercommon
Challenge 2 (450 XP)
Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components:

At will: comprehend languages, detect thoughts, mind spike (as a 3rd level spell)

1/day each: dimension door, invisiblity

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

Silent Speech. The psurlon can speak telepathically to any creature within 250 feet it can see. The creature and the psurlon do not need to share a language.

Sleepless. The psurlon doesn't need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, it can spend all 8 hours doing light activity, such as keeping watch.

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

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: The target takes 3 (1d4 + 1) slashing damage.Medium aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 82 (15d8+15)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 12 (+1) 20 (+5) 17 (+3) 21 (+5)

Saving Throws Dex +5, Int +7, Wis +5, Cha +7
Skills acrobatics +5, deception +7, insight, +5, intimidation +7, persuasion +7, stealth +5
Damage Resistances poison, psychic
Condition Immunities charmed
Senses blindsight 60 ft., passive Perception 13
Languages undercommon
Challenge 4 (1,100 XP)
Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: comprehend languages, detect thoughts, enemies abound, mind spike (as a 4th level spell)

3/day: invisibility

1/day each: dimension door, synaptic static

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

Silent Speech. The psurlon can speak telepathically to any creature within 250 feet it can see. The creature and the psurlon do not need to share a language.

Sleepless. The psurlon doesn't need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, it can spend all 8 hours doing light activity, such as keeping watch.

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: The target takes 4 (1d4 + 2) slashing damage.large aberration, neutral evil

Armor Class 15 (natural armor)
Hit Points 127 (15d10+45)
Speed 30 ft.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 17 (+3) 14 (+2) 18 (+4)

Saving Throws Dex +5, Int +6, Cha +7
Skills acrobatics +5, deception +7, insight, +5, persuasion +7, stealth +5
Damage Resistances poison, psychic
Condition Immunities charmed
Senses blindsight 60 ft., passive Perception 12
Languages undercommon
Challenge 6 (2,300 XP)
Innate Spellcasting (Psionics). The psurlon's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components:

At will: comprehend languages, detect thoughts, mind spike (as a 3rd level spell)

3/day: wrathful smite

1/day each: dimension door, invisiblity

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

Silent Speech. The psurlon can speak telepathically to any creature within 250 feet it can see. The creature and the psurlon do not need to share a language.

Sleepless. The psurlon doesn't need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, it can spend all 8 hours doing light activity, such as keeping watch.

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

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 5) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: The target takes 10 (2d4 + 5) slashing damage.

And finally, this horror.


These powerful aberrations are encountered in mountain lowlands, their bodies cracking with electricity as they charging down prey and intruders to their territory.

Lightning Dance. During thunderstorms zuegalak will seek out lightning bolts, bellowing in apparent joy as they are struck, teleport high into the air, and float back down.
Huge aberration, unaligned

Armor Class 16 (natural armor)
Hit Points 200 (16d12+96)
Speed 50 ft.
STR DEX CON INT WIS CHA
28 (+9) 16 (+3) 22 (+6) 4 (-3) 17 (+3) 12 (+1)

Damage Resistances poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities lightning
Condition Immunities deafened, paralyzed
Senses darkvision 60 ft., passive Perception 13
Languages --
Challenge 14 (11,500 XP)
Lightning Affinity. If the zuegalak takes lightning damage, its speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action. That action can be used only to take the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action. This effect lasts until the end of the zeugalak's next turn.

Lightning Body. A creature that touches the zuegalak or hits it with a melee attack while within 5 feet of it takes 11 (2d10) lightning damage.

Feather Fall. The zuegalak is constantly under the effects of the feather fall spell.

Actions
Multiattack. The zuegalak makes three attacks: two with its hooves and one with its tentacles.

Tentacles. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 9) piercing damage. If the target is Huge or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +14 to hit, reach 5 ft., one incapacitated humanoid grappled by the zuegalak. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the zuegalak kills the target by extracting and devouring its brain.

Hooves. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 14 (2d4 + 9) piercing damage and 11 (2d10) lightning damage.

Lightning Breath (Recharge 3–6). The zuegalak exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.

Reactions
Lightning Teleport. When the zuegalak takes lightning damage it can use a reaction to teleport to the source of the effect.

Ilerien
2021-04-16, 03:33 AM
I'd say after a quick glance that converted monsters look good and faithful to the original.

taking 88 (6d10) lightning damageThis looks like a bug, though. 6d10 is 33 on average.

sandmote
2021-04-17, 02:31 PM
I'd say after a quick glance that converted monsters look good and faithful to the original. I feel like I've reduced the amount of psionics the monsters have a bit, but I'm glad to hear they've been translated well otherwise.

This looks like a bug, though. 6d10 is 33 on average. Thanks for the catch.