Bhu
2023-10-28, 06:42 PM
MONSTER
You have offended a God, Archfey, Great Old One, or other being of vast supernatural power. They turned you into a Monstrosity as punishment. At first you may have been upset at being a giant, humanoid ground squirrel, but you may have learned to like your newfound abilities. You may have even found a way to use them to gain acceptance. Or the populace may consider you a dangerous beast. It's not likely you're getting a cure ever, so you may as well learn to use your new form to it's utmost. After all, you're stronger, faster and harder to hurt. So what if you look like a Mindflayer and an Aboleth had a child. People just need to learn to put their prejudices aside and get to know you. You're a nice person after all.
Well, maybe you're a nice person. Obviously the entity that cursed you doesn't feel that way. And you may have gone mad a few times, and killed a few dozen sheep (or people). Then there's that kid you yeeted into a lake... Look, all were saying is you probably have some issues you need to work through.
CREATING A MONSTER
As you create your monster, think about what God or other being of power made you this way. Who did you offend, and why? How have you lived since then? Were you accepted, or cast out by your narrow minded peers to roam the wilderness? Did you accept your change, or do you fight it all the way? Did you retain your Humanoid mentality, or has life as a Monstrosity changed you? What do you do now, and how did you meet up with a band of Adventurers, let alone get them to accept you?
Quick Build
You can make a Monster quickly by following these suggestions. First, make Strength your highest (and Primary) ability score, followed by Constitution. Second, choose the Cursed background.
Proficiency Bonus Features
1. +2 Teeth, Unarmored Defense, Fighting Style, Primary Ability Score, Monstrosity
2. +2 Monstrous Ability, Modified Attack
3. +2 Monster Type
4. +2 Ability Score Improvement
5. +3 Extra Attack (x1)
6. +3 Magic Fang
7. +3 Monster Type
8. +3 Ability Score Improvement
9. +4 Monstrous Ability, Modified Attack
10.+4 Primary Advantage
11.+4 Extra Attack (x2)
12.+4 Ability Score Improvement
13.+5 Monstrous Ability, Modified Attack
14.+5 Ability Score Improvement
15.+5 Primary Ability Score Increase
16.+5 Ability Score Improvement
17.+6 Monstrous Ability, Monstrous Accuracy, Modified Attack
18.+6 Monster Type
19.+6 Ability Score Improvement
20.+6 Legendary Monster
CLASS FEATURES
As a Monster you gain the following features:
HIT POINTS
Hit Dice: 1d12 per Monster Level
Hit Points at 1st Level: 12 + your Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per Monster Level after 1st
PROFICIENCIES
Armor: None
Weapons: None
Tools: None
Saving Throws: Choose 1 from Strength, Intelligence and Charisma, and 1 from Constitution, Dexterity and Wisdom. At least one Save must match your Primary Ability Score (see below)
Skills: Choose 3 from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Stealth, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
You start with a pouch of 50 gold pieces.
TEETH
At 1st Level, your monstrous body grants you two Natural Attacks. This can be teeth and claws, pincers and a sting, etc. They do 1d6 plus your Primary Ability Score Modifier for attack and damage rolls (choose from Bludgeoning, Slashing or Piercing for damage type). You can use either attack for your attack action, or mix and match when you get Extra Attack. When you get your second Extra Attack, choose which of the two Natural Attacks get used with an Attack Action, and which one is used only once.
UNARMORED DEFENSE
At 1st Level, while you are not wearing any armor, your armor class equals 10 + your Primary Ability Score modifier + your Proficiency Bonus. You can use a shield and still gain this benefit (once you get Shield Proficiency).
FIGHTING STYLE
At 1st Level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again:
Aggression. As a Bonus Action, when you reduce a creature to 0 hit points with an attack on your turn, you can move up to half your speed and make a Natural Attack.
Ambusher. During your first turn, you have Advantage on attack rolls against any creature that hasn't taken a turn. Any hit you score against a surprised creature is a critical hit.
Berserker. When at half maximum hit points or less, you have Advantage on all attack rolls.
Bloodthirsty. You have advantage on melee attack rolls against any creature that is at less than half of it's maximum hit points.
Constrictor. When you have successfully Grappled a creature, it is also Restrained.
Grappler. You have Advantage on attack rolls against any creature you have Grappled.
Mobile. Your movement doesn't provoke opportunity attacks.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
PRIMARY ABILITY SCORE
At 1st Level choose one ability score to be your Primary Ability Score. Your Class Abilities will revolve around this ability score.
MONSTROSITY
At 1st Level your Type changes to Monstrosity.
MODIFIED ATTACK
At 2nd, 9th, 13th and 17th Level you choose any one modified attack from the following list (Note that abilities that modify Natural Attacks can be stacked on one Natural Attack. For example you can add Charging Attack and Shoving Attack to the same Natural Attack. Abilities with a * can be taken more than once. When you gain a Level allowing you to choose a Modified Attack, you may replace one you already have with a new one. For example you can swap Elemental Attack for Improved Elemental Attack. Abilities with a # are swappable.):
*Charging Attack. Choose one of your Natural Attacks. If you move at least 20 feet straight toward a target and then hit it with that Natural Attack on the same turn, the target takes an extra 2d6 bludgeoning damage.
*Critical Attack. Choose one of your Natural Attacks. It does one additional die on a successful critical hit.
*Elemental Attack. Choose one of your Natural Attacks, or a Monstrous Ability requiring an attack roll. That attack does an additional 1d6 damage from one of the following options: Acid, Cold, Fire, Lightning, Necrotic or Poison.
*Grappling Attack. Choose one of your Natural Attacks. If that attack successfully hits the target, and the target is a creature, it is Grappled.
*Reach Attack. Choose one of your Natural Attacks. That attack has a Reach of 10 feet.
*Shoving Attack. Choose one of your Natural Attacks. If that attack hits successfully a creature who is Large or smaller, your target must make a Strength Saving Throw. If it fails you can shove it 10 feet, and it lands prone. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
The following Modified Attacks aren't available until Level 9:
*Continuous Attack. Choose one Natural Attack or Monstrous Ability doing energy damage. If that attack successfully hits, it does another 1d6 damage at the beginning of each of the targets turns, unless it makes a Constitution Saving Throw. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. The damage lasts a max of (Primary Ability Score Modifier) turns.
*Diseased Attack. Choose one Natural Attack or Monstrous Ability doing Necrotic damage. If it hits, and if the target is a creature, it must succeed on a DC Constitution saving throw against disease or the target can't regain hit points boy other than magical means until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
Follow-up Attack. Prerequisite: Charging Attack, Grappling Attack, Shoving Attack or Stunning Attack. Choose one of the prerequisite attacks. If you are successful with that attack, you may use your Bonus Action to make an Attack.
#*Improved Elemental Attack. Your Elemental Attack now does +2d6 damage.
#*Improved Poisoning Attack. Your target is now Poisoned for 1 Hour on a failed Save, instead of 1 Minute.
*Life Draining Attack. Choose one Natural Attack or Monstrous Ability doing Necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
*Paralyzing Attack. Choose one Natural Attack or Monstrous Ability doing cold, lightning, necrotic or poison damage. If it hits successfully, the target must succeed on a Wisdom saving throw or be paralyzed for 1 Minute. This ability has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. You may do this once per long rest.
*Poisoning Attack. Choose one Natural attack or Monstrous Ability doing Poison damage. Any target it successfully damages must make a Constitution Saving Throw, or be Poisoned for 1 Minute. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
*Stunning Attack. Choose one Natural Attack or Monstrous Ability doing Bludgeoning, Cold or Lightning damage. Whenever it succeeds, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. You may do this a number of times equal to your Proficiency Bonus per long rest.
The following Modified Attacks aren't available until Level 13:
*Potent Attack. Choose one attack or Monstrous Ability that requires your target to make a Saving Throw. A number of times per day equal to your Proficiency Modifier, you can give the target Disadvantage on that Saving Throw.
The following Modified Attacks aren't available until Level 17:
#Greater Elemental Attack. Your Elemental Attack now does +3d6 damage.
#Improved Critical Attack. Your Critical Attack now scores a critical hit on an 18-20.
Legendary Attack. Choose one Natural Attack or Monstrous Ability that does damage (choose one damage type if it does more than one). Opponents who are immune to that type of damage have resistance instead. Opponents who only had resistance are affected by it normally.
MONSTROUS ABILITY
At 2nd, 9th, 13th and 17th Level you choose any one ability from the following list (Abilities with a * can be taken more than once. When you gain a Level allowing you to choose a Monstrous Ability, you may replace one you already have with a new one.):
Devil's Sight. Magical Darkness doesn't impede your Darkvision.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
*Movement. You gain a movement speed you don't already have equal to your land speed (burrow, climb, fly, swim, etc.).
Relentless. If you take damage equal to or less than your Monster Level that would reduce you to 0 hit points, you are reduced to 1 hit point instead. You may use this once per short or long rest.
*Ranged Attack. You gain a new Natural Attack similar to the ones listed under the Teeth ability, but it has a range of 30/60.
#*Resistance. Choose one type of damage other than force, psychic or radiant. You have resistance to that damage type..
Speak With Plants and Beasts. You can communicate with beasts and plants as if you shared a language.
Spider-kin. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing.
Standing Leap. Your long jump is up to 25 ft. and its high jump is up to 15 ft., with or without a running start.
Stench. Any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to your stench for 1 hour. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
Web. This is a ranged attack against a Large or smaller creature, with a range of 30/60 feet. The attack roll uses your Primary Ability Score Modifier. If it hits the creature is restrained by webbing. As an action, the restrained creature can make a Strength check (DC is based on your Primary Ability Score Modifier), escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
The following Monstrous Abilities aren't available until Level 9:
Barbed Hide. At the start of each of your turns, you deal 1d10 piercing damage to any creature grappling you. You also do this damage to anyone attacking you with an Unarmed Strike. This counts as a Natural Attack for purposes of being modified by other Monstrous Abilities (specifically Elemental Attack, Poisoning Attack, Continuous Attack, Diseased Attack, Life Draining Attack, Paralyzing Attack, Potent Attack, Legendary Attack, or any iteration thereof).
Breath Weapon. You can use your Breath Weapon a number of times per long rest equal to your Proficiency Bonus. It takes the form of Line 30 feet long by 5 feet wide, or a 30 foot Cone. Each creature in that area of effect must make a Dexterity saving throw, taking 8d6 damage on a failed save, or half as much damage on a successful one. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. When choosing this MA, choose one of the following damage types for it to do: Acid, Cold, Fire, Necrotic or Poison. Damage increases by +2d6 at Levels 13 and 17.
Chameleon. You gain Advantage on all Dexterity (Stealth) Checks, and may take the Hide Action as a Bonus Action.
Change Shape. As an Action, you can magically polymorph into a small or medium humanoid, or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. If you dies,you revert to your true form.
#*Condition Immunity. Choose one Condition. You are immune to that Condition.
Elemental Body. Choose one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, or Poison. A creature that touches you or hits you with a melee attack while within 5 feet of it takes 1d10 damage of that type. This can be modified by the following as if it were a Natural Attack: Poisoning Attack (Poison damage only), Continuous Attack (energy damage only), Shoving Attack (Lightning damage only), Life Draining Attack (Necrotic damage only), Paralyzing Attack (Cold, Lightning, Necrotic or Poison damage only), Stunning Attack (Cold or Lightning damage only), Potent Attack or Legendary Attack.
Feral Instincts. You gain Advantage on Initiative rolls, and may use your Bonus Action the first round of any combat to make an attack.
Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Haste. As an Action you can gain the benefits of the Haste spell for 1 minute. You can do this a number of times equal to your Proficiency Bonus per long rest. You regain full use of this ability with a long rest.
#Improved Stench. If a creature fails it's Saving Throw against your Stench, it now takes an additional 1d6 Poison damage at the beginning of each of it's turns (it gains a Saving Throw each turn to end this effect).
#Improved Web. Your webs are now toxic, and targets trapped in them take 1d6 damage each round they remain restrained in them. Damage can be either Acid, Necrotic or Poison. If you choose Poison damage, your webs may be modified with Poisoning Attack as though they were a Natural Attack. If you choose Necrotic damage, your webs may be modified with Life Draining Attack as though it were a Natural Attack. If you choose Acid damage, your webs may be modified with Continuous Attack as though they were a Natural Attack.
*Immunity. Choose one Type of damage you have Resistance to, other than Bludgeoning, Piercing or Slashing. You are now Immune to it instead.
Immutable Form. You are immune to any spell or effect that would alter your form.
Regeneration. At the beginning of each of your turns you gain temporary hit points equal to your Proficiency Bonus plus your Primary Ability Score Modifier.
*Resilience. You gain Proficiency with one Saving Throw you are not already proficient in.
The following Monstrous Abilities aren't available until Level 13:
Check Opponent. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Damage Absorption. Choose one damage type you are Immune to. Whenever you are subjected to that type of damage, you take no damage and instead regain a number of hit points equal to the damage dealt.
*Fighting Style. You can choose a second Fighting Style from the list.
#Improved Breath Weapon. Your Breath Weapon now does 10d6.
#Improved Regeneration. Instead of gaining temporary hit points, you now regain hit points equal to your Proficiency Bonus plus your Primary Ability Score Modifier at the start of your turns if you have at least 1 hit point.
*Improved Resilience. You gain Advantage on any one Saving Throw you do not already have Advantage with. This stacks with Resilience.
The following Monstrous Abilities aren't available until Level 17:
Blindsight. You gain Blindsight with a range of 30 feet.
#Greater Breath Weapon. Your Breath Weapon now does 12d6.
MONSTER TYPE
At 3rd level, you choose an archetype that you strive to embody in physical form. The archetype you choose grants you features at 3rd level and again at 7th, and 18th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
MAGIC FANG
At 6th Level, your Natural Attacks are considered magical for purposes of overcoming damage resistance or immunity. The damage of your Natural Attacks increases to 2d6 plus your Primary Ability Score.
PRIMARY ADVANTAGE
At 10th you gain Advantage on one Type of Skill Check related to your Primary Ability Score.
PRIMARY ABILITY SCORE INCREASE
At 15th Level your Primary ability score by 2. The maximum for this score is now 22.
MONSTROUS ACCURACY
At 17th level, your mastery of tooth and claw grants you extraordinary accuracy. If you miss with an attack roll using a Natural Attack on your turn, you can reroll it. You can use this feature only once on each of your turns, and only a number of times equal to your Primary Ability Score Modifier per Long Rest..
LEGENDARY MONSTER
At 20th Level you become one of the worlds most famous monsters. Your Primary Ability Score increases by 4. The maximum for this score is now 26.
You have offended a God, Archfey, Great Old One, or other being of vast supernatural power. They turned you into a Monstrosity as punishment. At first you may have been upset at being a giant, humanoid ground squirrel, but you may have learned to like your newfound abilities. You may have even found a way to use them to gain acceptance. Or the populace may consider you a dangerous beast. It's not likely you're getting a cure ever, so you may as well learn to use your new form to it's utmost. After all, you're stronger, faster and harder to hurt. So what if you look like a Mindflayer and an Aboleth had a child. People just need to learn to put their prejudices aside and get to know you. You're a nice person after all.
Well, maybe you're a nice person. Obviously the entity that cursed you doesn't feel that way. And you may have gone mad a few times, and killed a few dozen sheep (or people). Then there's that kid you yeeted into a lake... Look, all were saying is you probably have some issues you need to work through.
CREATING A MONSTER
As you create your monster, think about what God or other being of power made you this way. Who did you offend, and why? How have you lived since then? Were you accepted, or cast out by your narrow minded peers to roam the wilderness? Did you accept your change, or do you fight it all the way? Did you retain your Humanoid mentality, or has life as a Monstrosity changed you? What do you do now, and how did you meet up with a band of Adventurers, let alone get them to accept you?
Quick Build
You can make a Monster quickly by following these suggestions. First, make Strength your highest (and Primary) ability score, followed by Constitution. Second, choose the Cursed background.
Proficiency Bonus Features
1. +2 Teeth, Unarmored Defense, Fighting Style, Primary Ability Score, Monstrosity
2. +2 Monstrous Ability, Modified Attack
3. +2 Monster Type
4. +2 Ability Score Improvement
5. +3 Extra Attack (x1)
6. +3 Magic Fang
7. +3 Monster Type
8. +3 Ability Score Improvement
9. +4 Monstrous Ability, Modified Attack
10.+4 Primary Advantage
11.+4 Extra Attack (x2)
12.+4 Ability Score Improvement
13.+5 Monstrous Ability, Modified Attack
14.+5 Ability Score Improvement
15.+5 Primary Ability Score Increase
16.+5 Ability Score Improvement
17.+6 Monstrous Ability, Monstrous Accuracy, Modified Attack
18.+6 Monster Type
19.+6 Ability Score Improvement
20.+6 Legendary Monster
CLASS FEATURES
As a Monster you gain the following features:
HIT POINTS
Hit Dice: 1d12 per Monster Level
Hit Points at 1st Level: 12 + your Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Modifier per Monster Level after 1st
PROFICIENCIES
Armor: None
Weapons: None
Tools: None
Saving Throws: Choose 1 from Strength, Intelligence and Charisma, and 1 from Constitution, Dexterity and Wisdom. At least one Save must match your Primary Ability Score (see below)
Skills: Choose 3 from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Stealth, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
You start with a pouch of 50 gold pieces.
TEETH
At 1st Level, your monstrous body grants you two Natural Attacks. This can be teeth and claws, pincers and a sting, etc. They do 1d6 plus your Primary Ability Score Modifier for attack and damage rolls (choose from Bludgeoning, Slashing or Piercing for damage type). You can use either attack for your attack action, or mix and match when you get Extra Attack. When you get your second Extra Attack, choose which of the two Natural Attacks get used with an Attack Action, and which one is used only once.
UNARMORED DEFENSE
At 1st Level, while you are not wearing any armor, your armor class equals 10 + your Primary Ability Score modifier + your Proficiency Bonus. You can use a shield and still gain this benefit (once you get Shield Proficiency).
FIGHTING STYLE
At 1st Level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again:
Aggression. As a Bonus Action, when you reduce a creature to 0 hit points with an attack on your turn, you can move up to half your speed and make a Natural Attack.
Ambusher. During your first turn, you have Advantage on attack rolls against any creature that hasn't taken a turn. Any hit you score against a surprised creature is a critical hit.
Berserker. When at half maximum hit points or less, you have Advantage on all attack rolls.
Bloodthirsty. You have advantage on melee attack rolls against any creature that is at less than half of it's maximum hit points.
Constrictor. When you have successfully Grappled a creature, it is also Restrained.
Grappler. You have Advantage on attack rolls against any creature you have Grappled.
Mobile. Your movement doesn't provoke opportunity attacks.
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
PRIMARY ABILITY SCORE
At 1st Level choose one ability score to be your Primary Ability Score. Your Class Abilities will revolve around this ability score.
MONSTROSITY
At 1st Level your Type changes to Monstrosity.
MODIFIED ATTACK
At 2nd, 9th, 13th and 17th Level you choose any one modified attack from the following list (Note that abilities that modify Natural Attacks can be stacked on one Natural Attack. For example you can add Charging Attack and Shoving Attack to the same Natural Attack. Abilities with a * can be taken more than once. When you gain a Level allowing you to choose a Modified Attack, you may replace one you already have with a new one. For example you can swap Elemental Attack for Improved Elemental Attack. Abilities with a # are swappable.):
*Charging Attack. Choose one of your Natural Attacks. If you move at least 20 feet straight toward a target and then hit it with that Natural Attack on the same turn, the target takes an extra 2d6 bludgeoning damage.
*Critical Attack. Choose one of your Natural Attacks. It does one additional die on a successful critical hit.
*Elemental Attack. Choose one of your Natural Attacks, or a Monstrous Ability requiring an attack roll. That attack does an additional 1d6 damage from one of the following options: Acid, Cold, Fire, Lightning, Necrotic or Poison.
*Grappling Attack. Choose one of your Natural Attacks. If that attack successfully hits the target, and the target is a creature, it is Grappled.
*Reach Attack. Choose one of your Natural Attacks. That attack has a Reach of 10 feet.
*Shoving Attack. Choose one of your Natural Attacks. If that attack hits successfully a creature who is Large or smaller, your target must make a Strength Saving Throw. If it fails you can shove it 10 feet, and it lands prone. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
The following Modified Attacks aren't available until Level 9:
*Continuous Attack. Choose one Natural Attack or Monstrous Ability doing energy damage. If that attack successfully hits, it does another 1d6 damage at the beginning of each of the targets turns, unless it makes a Constitution Saving Throw. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. The damage lasts a max of (Primary Ability Score Modifier) turns.
*Diseased Attack. Choose one Natural Attack or Monstrous Ability doing Necrotic damage. If it hits, and if the target is a creature, it must succeed on a DC Constitution saving throw against disease or the target can't regain hit points boy other than magical means until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
Follow-up Attack. Prerequisite: Charging Attack, Grappling Attack, Shoving Attack or Stunning Attack. Choose one of the prerequisite attacks. If you are successful with that attack, you may use your Bonus Action to make an Attack.
#*Improved Elemental Attack. Your Elemental Attack now does +2d6 damage.
#*Improved Poisoning Attack. Your target is now Poisoned for 1 Hour on a failed Save, instead of 1 Minute.
*Life Draining Attack. Choose one Natural Attack or Monstrous Ability doing Necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
*Paralyzing Attack. Choose one Natural Attack or Monstrous Ability doing cold, lightning, necrotic or poison damage. If it hits successfully, the target must succeed on a Wisdom saving throw or be paralyzed for 1 Minute. This ability has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. You may do this once per long rest.
*Poisoning Attack. Choose one Natural attack or Monstrous Ability doing Poison damage. Any target it successfully damages must make a Constitution Saving Throw, or be Poisoned for 1 Minute. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
*Stunning Attack. Choose one Natural Attack or Monstrous Ability doing Bludgeoning, Cold or Lightning damage. Whenever it succeeds, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. You may do this a number of times equal to your Proficiency Bonus per long rest.
The following Modified Attacks aren't available until Level 13:
*Potent Attack. Choose one attack or Monstrous Ability that requires your target to make a Saving Throw. A number of times per day equal to your Proficiency Modifier, you can give the target Disadvantage on that Saving Throw.
The following Modified Attacks aren't available until Level 17:
#Greater Elemental Attack. Your Elemental Attack now does +3d6 damage.
#Improved Critical Attack. Your Critical Attack now scores a critical hit on an 18-20.
Legendary Attack. Choose one Natural Attack or Monstrous Ability that does damage (choose one damage type if it does more than one). Opponents who are immune to that type of damage have resistance instead. Opponents who only had resistance are affected by it normally.
MONSTROUS ABILITY
At 2nd, 9th, 13th and 17th Level you choose any one ability from the following list (Abilities with a * can be taken more than once. When you gain a Level allowing you to choose a Monstrous Ability, you may replace one you already have with a new one.):
Devil's Sight. Magical Darkness doesn't impede your Darkvision.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
*Movement. You gain a movement speed you don't already have equal to your land speed (burrow, climb, fly, swim, etc.).
Relentless. If you take damage equal to or less than your Monster Level that would reduce you to 0 hit points, you are reduced to 1 hit point instead. You may use this once per short or long rest.
*Ranged Attack. You gain a new Natural Attack similar to the ones listed under the Teeth ability, but it has a range of 30/60.
#*Resistance. Choose one type of damage other than force, psychic or radiant. You have resistance to that damage type..
Speak With Plants and Beasts. You can communicate with beasts and plants as if you shared a language.
Spider-kin. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. While in contact with a web, you know the exact location of any other creature in contact with the same web. You ignore movement restrictions caused by webbing.
Standing Leap. Your long jump is up to 25 ft. and its high jump is up to 15 ft., with or without a running start.
Stench. Any creature that starts its turn within 5 feet of you must succeed on a Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to your stench for 1 hour. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier.
Web. This is a ranged attack against a Large or smaller creature, with a range of 30/60 feet. The attack roll uses your Primary Ability Score Modifier. If it hits the creature is restrained by webbing. As an action, the restrained creature can make a Strength check (DC is based on your Primary Ability Score Modifier), escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
The following Monstrous Abilities aren't available until Level 9:
Barbed Hide. At the start of each of your turns, you deal 1d10 piercing damage to any creature grappling you. You also do this damage to anyone attacking you with an Unarmed Strike. This counts as a Natural Attack for purposes of being modified by other Monstrous Abilities (specifically Elemental Attack, Poisoning Attack, Continuous Attack, Diseased Attack, Life Draining Attack, Paralyzing Attack, Potent Attack, Legendary Attack, or any iteration thereof).
Breath Weapon. You can use your Breath Weapon a number of times per long rest equal to your Proficiency Bonus. It takes the form of Line 30 feet long by 5 feet wide, or a 30 foot Cone. Each creature in that area of effect must make a Dexterity saving throw, taking 8d6 damage on a failed save, or half as much damage on a successful one. The Save DC is 8 plus Proficiency Bonus plus Primary Ability Score modifier. When choosing this MA, choose one of the following damage types for it to do: Acid, Cold, Fire, Necrotic or Poison. Damage increases by +2d6 at Levels 13 and 17.
Chameleon. You gain Advantage on all Dexterity (Stealth) Checks, and may take the Hide Action as a Bonus Action.
Change Shape. As an Action, you can magically polymorph into a small or medium humanoid, or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn't transformed. If you dies,you revert to your true form.
#*Condition Immunity. Choose one Condition. You are immune to that Condition.
Elemental Body. Choose one of the following damage types: Acid, Cold, Fire, Lightning, Necrotic, or Poison. A creature that touches you or hits you with a melee attack while within 5 feet of it takes 1d10 damage of that type. This can be modified by the following as if it were a Natural Attack: Poisoning Attack (Poison damage only), Continuous Attack (energy damage only), Shoving Attack (Lightning damage only), Life Draining Attack (Necrotic damage only), Paralyzing Attack (Cold, Lightning, Necrotic or Poison damage only), Stunning Attack (Cold or Lightning damage only), Potent Attack or Legendary Attack.
Feral Instincts. You gain Advantage on Initiative rolls, and may use your Bonus Action the first round of any combat to make an attack.
Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Haste. As an Action you can gain the benefits of the Haste spell for 1 minute. You can do this a number of times equal to your Proficiency Bonus per long rest. You regain full use of this ability with a long rest.
#Improved Stench. If a creature fails it's Saving Throw against your Stench, it now takes an additional 1d6 Poison damage at the beginning of each of it's turns (it gains a Saving Throw each turn to end this effect).
#Improved Web. Your webs are now toxic, and targets trapped in them take 1d6 damage each round they remain restrained in them. Damage can be either Acid, Necrotic or Poison. If you choose Poison damage, your webs may be modified with Poisoning Attack as though they were a Natural Attack. If you choose Necrotic damage, your webs may be modified with Life Draining Attack as though it were a Natural Attack. If you choose Acid damage, your webs may be modified with Continuous Attack as though they were a Natural Attack.
*Immunity. Choose one Type of damage you have Resistance to, other than Bludgeoning, Piercing or Slashing. You are now Immune to it instead.
Immutable Form. You are immune to any spell or effect that would alter your form.
Regeneration. At the beginning of each of your turns you gain temporary hit points equal to your Proficiency Bonus plus your Primary Ability Score Modifier.
*Resilience. You gain Proficiency with one Saving Throw you are not already proficient in.
The following Monstrous Abilities aren't available until Level 13:
Check Opponent. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Damage Absorption. Choose one damage type you are Immune to. Whenever you are subjected to that type of damage, you take no damage and instead regain a number of hit points equal to the damage dealt.
*Fighting Style. You can choose a second Fighting Style from the list.
#Improved Breath Weapon. Your Breath Weapon now does 10d6.
#Improved Regeneration. Instead of gaining temporary hit points, you now regain hit points equal to your Proficiency Bonus plus your Primary Ability Score Modifier at the start of your turns if you have at least 1 hit point.
*Improved Resilience. You gain Advantage on any one Saving Throw you do not already have Advantage with. This stacks with Resilience.
The following Monstrous Abilities aren't available until Level 17:
Blindsight. You gain Blindsight with a range of 30 feet.
#Greater Breath Weapon. Your Breath Weapon now does 12d6.
MONSTER TYPE
At 3rd level, you choose an archetype that you strive to embody in physical form. The archetype you choose grants you features at 3rd level and again at 7th, and 18th level.
ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.
MAGIC FANG
At 6th Level, your Natural Attacks are considered magical for purposes of overcoming damage resistance or immunity. The damage of your Natural Attacks increases to 2d6 plus your Primary Ability Score.
PRIMARY ADVANTAGE
At 10th you gain Advantage on one Type of Skill Check related to your Primary Ability Score.
PRIMARY ABILITY SCORE INCREASE
At 15th Level your Primary ability score by 2. The maximum for this score is now 22.
MONSTROUS ACCURACY
At 17th level, your mastery of tooth and claw grants you extraordinary accuracy. If you miss with an attack roll using a Natural Attack on your turn, you can reroll it. You can use this feature only once on each of your turns, and only a number of times equal to your Primary Ability Score Modifier per Long Rest..
LEGENDARY MONSTER
At 20th Level you become one of the worlds most famous monsters. Your Primary Ability Score increases by 4. The maximum for this score is now 26.