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Thread: Low-Level Necromancy

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    Default Re: Low-Level Necromancy

    Here are a few new monsters, to support the spells.

    Spoiler: Body Parts
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    Creeping Foot
    Tiny undead, neutral evil

    Armour Class 11
    Hit Points 2 (1d4)
    Speed 20 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 13 (+1) 11 (+0) 5 (-3) 10 (+0) 4 (-3)

    Damage Immunities poison
    Condition Immunities charmed, exhausted, poisoned
    Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
    Languages understands Common but can't speak
    Challenge 0 (10 XP)


    Turn Immunity. The foot is immune to effects that turn undead.

    Actions

    Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.


    Flapping Wing
    Tiny undead, neutral evil

    Armour Class 12
    Hit Points 2 (1d4)
    Speed 10 ft., fly 30 ft

    STR DEX CON INT WIS CHA
    13 (+1) 15 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3)

    Damage Immunities poison
    Condition Immunities charmed, exhausted, poisoned
    Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
    Languages understands Common but can't speak
    Challenge 0 (10 XP)


    Turn Immunity. The wing is immune to effects that turn undead.

    Actions

    Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.


    Rolling Head
    Tiny undead, neutral evil

    Armour Class 9
    Hit Points 3 (1d4+1)
    Speed 20 ft.

    STR DEX CON INT WIS CHA
    14 (+2) 9 (-1) 12 (+1) 7 (-2) 12 (+1) 6 (-2)

    Damage Immunities poison
    Condition Immunities charmed, exhausted, poisoned, prone
    Senses blindsight 30 ft., darkvision 60 ft., passive Perception 11
    Languages Common
    Challenge 0 (10 XP)


    Turn Immunity. The head is immune to effects that turn undead.

    Actions

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage.


    Slithering Tail / Wriggling Tentacle
    Tiny undead, neutral evil

    Armour Class 12
    Hit Points 2 (1d4)
    Speed 30 ft., swim 30 ft.

    STR DEX CON INT WIS CHA
    13 (+1) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3)

    Damage Immunities poison
    Condition Immunities charmed, exhausted, poisoned, prone
    Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
    Languages understands Common but can't speak
    Challenge 0 (10 XP)


    Turn Immunity. The tail/tentacle is immune to effects that turn undead.

    Actions

    Constrict. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the creature is restrained, and the tail/tentacle can't constrict another target.

    Spoiler: Templates
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    An aberration, beast, dragon, giant, humanoid, monstrosity or plant can become undead. When a creature becomes undead, it retains all of its statistics except as noted below.

    Corpse type. The most common kinds of undead are skeletons and zombies. If a creature was reduced to bones before it was raised, it becomes a skeleton; otherwise, it will be a zombie. Neither needs to eat, drink, sleep or breathe.
    Alignment changes. All skeletons are Lawful Evil and all zombies are Neutral Evil.
    Ability score changes. A skeleton has its Intelligence score reduced to 6, its Wisdom reduced to 8 and its Charisma reduced to 5, unless they were already lower. Its Constitution is changed to 15, regardless of what it was before. A zombie has its Intelligence score reduced to 3, its Wisdom reduced to 6 and its Charisma reduced to 5, unless they were already lower. Its Dexterity is changed to 6, regardless of what it was before.
    Immunities. All skeletons and zombies are immune to poison damage and the poisoned and exhausted conditions. Additionally, skeletons are vulnerable to bludgeoning damage.
    Skills and saves. Skeletons and zombies lose any skill and saving throw proficiencies they had in life.
    Senses. All skeletons and zombies have darkvision out to a range of 60 feet and no other special senses, even if they had more/better senses while they were alive.
    Languages. Skeletons and zombies know the languages they spoke in life, but lose the ability to speak.
    Simple servants. Skeletons and zombies lose any special traits and features they had in life, including spellcasting. If they had any limited-use or recharge-type abilities, they lose those as well. If their attacks included magical or supernatural riders (such as inflicting petrification on their targets), those effects are also lost.
    Zombie flaws. Zombies have all their movement speeds reduced by 10 feet (to a minimum of 5 feet, unless it was 0 to begin with) and are unable to use any kind of armour.
    Zombie fortitude. Zombies gain the Undead Fortitude trait and proficiency in Wisdom saving throws.
    Last edited by Ninja_Prawn; 2017-04-09 at 05:56 PM.
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