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  1. - Top - End - #1
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Apr 2015

    Default SonsOfSauron's Bestiary - (NEW: Werebat 05/16) [PEACH]

    I wanted to try my hand at some custom monsters. The Ice Elemental was a CR 5 that was needed for a white dragon's lair, and the latter are for a CR 9 dungeon I have planned. I'm not entirely sure I nailed the CRs, but I figured this would be a sound place to get some feedback on them.

    Spoiler: Ice Elemental
    Show
    Ice Elemental
    Large elemental, neutral

    Armor Class: 16 (natural armor)
    Hit Points: 114 (12d10 + 48)
    Speed: 30 ft., burrow 30 ft. (ice and snow only)

    Str Dex Con Int Wis Cha
    17 (+3) 10 (+0) 18 (+4) 5 (-3) 10 (+0) 5 (-3)

    Damage Vulnerabilities: fire
    Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
    Damage Immunities: cold, poison
    Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses: darkvision 60 ft., passive Perception 10
    Languages: Aquan, Auran
    Challenge 5 (1800 XP)

    Ice Glide. The elemental can burrow through nonmagical ice and snow. While doing so, the elemental doesn't disturb the material it moves through. The elemental treats ice as non-frozen terrain.

    Ice form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 4 (1d8) cold damage, and has disadvantage on the next weapon attack it makes. Whenever the elemental comes into contact with water, that water becomes frozen.

    Actions
    Multiattack. The elemental makes two slam attacks.

    Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: 12 (2d8 + 3) piercing damage plus 4 (1d8) cold damage.

    My primary inspiration for the ice elemental was to take make an elemental that was sturdy - but not quite as sturdy as the earth elemental, and have an aura similar to the fire elemental's. The HP is modeled pretty much exactly off the water elemental's, and the AC is high but not quite up to the level of the earth elemental.

    Spoiler: Greater Earth Elemental
    Show
    Earth Elemental, Greater
    Huge elemental, neutral

    Armor Class: 20 (natural armor)
    Hit Points: 175 (14d12 + 84)
    Speed: 30 ft., burrow 30 ft.

    Str Dex Con Int Wis Cha
    23 (+6) 8 (-1) 22 (+6) 5 (-3) 10 (+0) 5 (-3)

    Damage Vulnerabilities: thunder
    Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
    Damage Immunities: poison
    Condition Immunities: exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10
    Languages: Terran
    Challenge 9 (5000 XP)

    Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

    Siege Monster. The elemental deals double damage to objects and structures.

    Actions
    Multiattack. The elemental makes two slam attacks.

    Slam. Melee Weapon Attack: +10 to hit, reach 15 ft., one target.
    Hit: 22 (3d10 + 6) bludgeoning damage.

    The greater earth elemental was just me trying to upsize the vanilla earth elemental, nothing terribly fancy. AC, Ability Scores, HP, and damage scaled up as appropriate to the new size and CR I was aiming for.

    Spoiler: Young Earth Tyrant
    Show
    Young Earth Tyrant
    Large elemental, neutral

    Armor Class: 17 (natural armor)
    Hit Points: 147 (14d10 + 70)
    Speed: 30 ft., burrow 30 ft.

    Str Dex Con Int Wis Cha
    23 (+6) 8 (-1) 21 (+5) 6 (-2) 11 (+0) 14 (+2)

    Skills: Intimidation +6, Perception +4
    Damage Resistances: bludgeoning, piercing, and slashing from nonmagical weapons
    Condition Immunities: prone
    Senses: darkvision 60 ft., tremorsense 60 ft., passive Perception 10
    Languages: Terran, understands Common and Undercommon but can't speak
    Challenge 9 (5000 XP)

    Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

    Innate Spellcasting. The earth tyrant's spellcasting ability is Charisma (spell save DC 14, spell attack bonus +6). It can innately cast the following spells, requiring no material components:

    At will: mold earth, earth tremor
    3/day each: earthbind, erupting earth
    1/day each: transmute rock, wall of stone

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

    Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
    Hit: 15 (2d8 + 6) slashing damage.

    Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
    Hit: 19 (2d12 + 6) piercing damage.

    Sandstorm (Recharge after a Short or Long Rest). The tyrant surrounds itself with a 20-foot-radius sphere of swirling sand for 1 minute. Ranged attacks made within the area have disadvantage. Whenever a creature enters the area of the sandstorm for the first time on a turn or ends its turn in the area, it must make a DC 14 Constitution saving throw. On a failed save, the creature is blinded. As long as the creature is not in the area of the sandstorm, it can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    My primary inspiration for the sand tyrant was actually this nerd...
    Spoiler: this nerd
    Show

    I wanted an elemental that has a much more magical control over earth and stone, and the sandstorm ability seemed interesting to try and fit in. It's also a monster I wanted to be more of a "solo" encounter, even at 9th level.

  2. - Top - End - #2
    Dwarf in the Playground
     
    BlackDragon

    Join Date
    Apr 2015

    Default Re: SonsOfSauron's Bestiary - (NEW: Werebat 05/16) [PEACH]

    I've a new monster that a friend wanted to turn into an NPC for their campaign: a werebat! Here's what I came up with for a generic werebat's stat block.

    Werebat
    Medium humanoid (shapechanger), neutral

    AC: 13 in humanoid form, 14 (natural armor) in beast or hybrid form
    Hit Points: 82 (15d8 + 15)
    Speed: 30 ft. (30 ft., fly 60 ft. in bat or hybrid form)

    Str Dex Con Int Wis Cha
    15 (+2) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 11 (+0)

    Skills: Perception +8, Stealth +9
    Damage Immunities: bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
    Senses: blindsight 60 ft. (bat or hybrid form only), passive Perception 15
    Languages: Common (can’t speak in bat form)
    Challenge 5 (1800 XP)

    Shapechanger. The werebat can use its action to polymorph itself into a bat-humanoid hybrid or into a giant bat, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Echolocation (Bat or Hybrid Form Only). The werebat can’t use its blindsight while deafened.

    Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.

    Actions
    Multiattack (Humanoid or Hybrid Form Only). The werebat makes two attacks: two with its shortswords and/or claws, only one of which can be its bite. Alternatively, it can attack twice with its shortbow.

    Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
    Hit: 6 (1d6 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werebat lycanthropy.

    Claws (Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: 10 (2d6 + 3) slashing damage.

    Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
    Hit: 6 (1d6 + 3) piercing damage.

    Shortbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target.
    Hit: 6 (1d6 + 3) piercing damage.

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