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  1. - Top - End - #1
    Dwarf in the Playground
     
    Hipster Dixit's Avatar

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    Default Hipster Dixit's Monster Compendium (alphabetical index on first post)

    Hello playgrounders,

    After being (as I'm still are) a 3.5/PF player for a lot of time I recently jumped on the 5e train, lured mostly by the promise of simplification and balance. To start with 5e homebrew I made some monsters and it goes without saying that I need a lot of help to improve them. I found the monster making guide on the Dungeon's Master Guide and it has proven to be very useful, although of course a feedback by someone who actually plays the game would be much appreciated. Thanks in advance to everyone.

    Also, I accept requests. Do you have an idea for a monster but don't have time/desire to make it yourself? Or maybe there is a monster from previously edition you really loved but wizard didn't port it to 5e? Don't worry! Just tell me and I'll try to fullfill your wish.

    UPDATE: Yes, I necro'ed the thread after 3 and a half years since I recently got back to homebrewing. Will update with new monsters every now and then... stay tuned ;)



    TABLE OF CONTENTS



    Name Type CR Description
    Blightmold Plant 3 A carnivorous humanoid plant that lives in poisonous forests and swamps.
    Demons
    -> Baergh Fiend 6 A fire demon that excels in close combat
    -> Malshanax Fiend 18 An ice-themed balor counterpart
    Dread Wraith Undead 11 A lord of wraiths that rules over an ancient crypt
    Frostfell Warden Elemental 12 The wrathful guardian of the frozen wastes
    Giant Leech Monstrosity 2 A giant, disgusting leech
    Grave Troll Giant 8 This variant of troll lives in crypts and graveyard, and has the habit of eating undead
    Nev'im Celestial 11 Fallen angels driven mad with torture, they only seek to inflict pain and despair
    Rotten Carriage Undead 7 A procession of zombies looking for corpses to bring to their master.
    Storm Wraith Undead 6 The vengeful phantom of those died on the sea during powerful storms
    Varghul Undead 17 A ruthless envoy of the gods, this creature brings death and sorrow wherever it goes
    Last edited by Hipster Dixit; 2019-01-18 at 06:08 AM.

  2. - Top - End - #2
    Dwarf in the Playground
     
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    STORM WRAITH







    Art by Dan Scott



    Storm wraiths are the phantoms of the unlucky sailors who die during sea tempests. They usually wander near the sites of shipwrecks, bringing woe and demise, but it is not rare to encounter them in open seas, ambushing vessels in the middle of a raging squall.



    STORM WRAITH
    Medium undead, chaotic evil

    Armor Class 14
    Hit Points 74 (10d8 + 30)
    Speed 0 ft., fly 60 ft.

    STR 6 (-2)
    DEX 18 (+4)
    CON 16 (+3)
    INT 10 (+0)
    WIS 11 (+0)
    CHA 16 (+3)

    Damage Resistances acid, cold, fire, thunder; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
    Damage Immunities necrotic, poison
    Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
    Senses darkvision 60 ft., passive Perception 10
    Languages the languages it knew in life
    Challenge 6 (2,300 XP)


    Absorb Lightning. Whenever the storm wraith would take lightning damage, it instead gains an amount of temporary hit points equal to half the damage it would have taken.

    Eye of the Storm. Regardless of the actual weather, the area within 50ft. of a storm wraith is always swept by a torrential rain with moderate winds. The sky also looks dark and cloudy in the area.

    Incorporeal Movement. The storm wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    ACTIONS

    Lightning Strike. Ranged Spell Attack: +6 to hit, range 30 ft., one target. Hit: 27 (6d8) lightning damage. The target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the storm wraith's next turn.

    Sudden Shock (Recharge: 5-6). The storm wraith can teleport to up to 60 ft. from its current position. Each creature within 5 ft. of the point the storm wraith teleported to must make a DC 14 Dexterity saving throw, taking 18 (4d8) damage on a failed save, or half as much on a succesful one.





    GIANT LEECH







    Art by Dave Allsop



    Giant leeches are repulsive creatures lurking in marshes and forests. Once they manage to find a prey, they stick to it with their countless little teeth and proceed sucking blood until the victim is completely dried.



    GIANT LEECH
    Medium mostruosity, unaligned

    Armor Class 13 (natural armor)
    Hit Points 52 (8d8 + 16)
    Speed 10 ft.

    STR 16 (+3)
    DEX 8 (-1)
    CON 14 (+2)
    INT 5 (-3)
    WIS 10 (+0)
    CHA 6 (-2)

    Skills Perception +2, Stealth +1
    Senses blindsight 30 ft., passive Perception 12
    Languages -
    Challenge 2 (450 XP)


    Grappler. The giant leech has advantage on attack rolls against any creature grappled by it.


    ACTIONS

    Blood Suck. Melee weapon attack: +5 on hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is Huge or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Constitution saving throw or suffer one level of exhaustion.
    Last edited by Hipster Dixit; 2019-01-09 at 07:53 AM.

  3. - Top - End - #3
    Dwarf in the Playground
     
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    DREAD WRAITH






    Art by Chris Rahn



    Dread wraiths are very powerful specimens of their kind, usually born from ancient souls filled with unimaginable hatred.
    Lords of the Crypt. Dread Wraiths always haunt the place where their tomb is located, which is usually an old, large underground crypt full of treasures and dangers. In life, they has been either powerful warriors, kings, or other important characters, died in a sudden and violent way, often betrayed by whom they loved most. The grudge and bitterness they felt in their last moments growed immensely after death, and made them rise again not as ordinary wraiths, but as very feared and powerful ones.

    A Dread Wraith's Lair

    Dread Wraiths usually dwell in huge and complex catatombs flooding with undead and other monstruisities coming from ancient times, but also powerful magic items and unbelievable, long forgotten hoards. Adventurers who feel brave enough to sneak in such labirynthine corridords may find wealth and fame if they also are smart and strong, otherwise... oblivion is their destiny.

    Regional Effects
    The region containing a dread wraith's lair is warped by the creature's presence, which creates one or more of the following effects:
    • The dread wraith hunt the dreams of every creature with intelligence 5 or more that rests within 1 mile from the dread wraith's lair. Such creatures need to take a long rest to gain the benefit of a short rest, and two long rests to gain the benefits of one long rest. In addition, resting does not free them of the exhausted condition.
    • The area within 1 mile of a dread wraith's lair is always dark, even at noon. Ominous clouds cover the sky, and sinister winds whisper words of doom in the traveller's ears.



    DREAD WRAITH
    Large undead, neutral evil

    Armor Class 15
    Hit Points 136 (16d10 + 48)
    Speed 0 ft., fly 80 ft. (hover)

    STR 6 (-2)
    DEX 10 (+0)
    CON 16 (+3)
    INT 12 (+1)
    WIS 16 (+3)
    CHA 20 (+5)

    Damage Resistances acid, cold, fire, lightning, thunder
    Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
    Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
    Senses darkvision 120 ft., passive Perception 13
    Languages the languages it knew in life
    Challenge 11 (7,200 XP)


    Dread Aura. Each creature that starts it turn within 60 ft. or the dread wraith must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turn, ending the effect on a success. If a creature's saving throw is succesful or the effect ends for it, the creature is immune to the dread wraith's Dread Aura for the next 24 hours.

    Innate Spellcasting. The dread wraith's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

    At will: darkness, fog cloud, hex, protection from good
    3/day each: blindness/deafness, invisibility
    1/day each: phantasmal killer, telekinesis

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

    Incorporeal Movement. The dread wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Sunlight Sensitivity. While in sunlight, the dread wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


    ACTIONS

    Life Drain. Melee Weapon Attack: +9 to hit, range 5 ft., one target. Hit: 22 (4d10) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Create Wraith. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute, and died violently. The target's spirit raises as a wraith in the space of its corpse or in the nearest unoccupied space. The wraith is under the dread wraith's control. The dread wraith can have no more than seven wraiths under its control at one time.

    Dead's Grasp (Recharge: 5-6). The dread wraith target an area of 20 feet which is within 60 feet of it. Every creature in the area must succeed on a DC 17 Dexterity saving throw or be restrained, its legs grabbed by ghastly hands emerged from the ground. At the start of each of its turns, a restrained creature must succeed on a DC 17 Constitution saving throw or take 2d10 (11) nectoric damage, and have its hit point maximum reduced by the same amount. This reduction lasts until the creature finishes a long rest. The creature dies if this effect reduces its hit point maximum to 0. A restrained creature can take an action to make a DC 17 Strength or Dextreity saving throw during its turn. if it succeeds, the restrained condition ends.


    LEGENDARY ACTIONS

    The dread wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.

    Rend Life. the dread wraith makes one life drain attack.
    Soul Absorption (Costs 2 Actions). Each wraith, ghost or spectre of the wraith's choice that is within 60 feet of the dread wraith takes 11 (2d10) psychic damage. The dread wraith heals by an amount of hit points equal to the damage dealt.
    Last edited by Hipster Dixit; 2019-01-09 at 07:30 AM.

  4. - Top - End - #4
    Bugbear in the Playground
     
    WhiteWizardGirl

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    Default Re: Hipster Dixit's Monsters Compendium (PEACH)

    Thnx dude! Really useful. However, how can you become "Exhausted"?
    Quote Originally Posted by RodrigoAlves
    Once a player almost fell into a trap full of spikes. He asked me "how much damage would a spike do?"
    I said "Instant death"
    Then, he grabbed a spike and used it as a weapon for the rest of the adventure.

  5. - Top - End - #5
    Dwarf in the Playground
     
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    Default Re: Hipster Dixit's Monsters Compendium (PEACH)

    The exhausted condition is described on Player's Handbook, page 291. The wording is actually incorrect as it should be "suffers one level of exhaustion" instead of "be exhausted". I'll fix it the sooner I can.

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    NEV’IM







    Art by Ramses Melendez



    Poor, wretched creatures are the nev’im. Once proud and cheerful angels, they got captured by the cruel denizens of the lower planes and tortured for centuries, just for the sick joy of it.
    Fated to Suffer. Very little remains of the old appearance of a nev’im, now simply a mockery of the beauty of old. Its body has been brutally quartered, the limbs torn out piece by piece. Its eyes were gouged out, its tongue ripped. Only the wings remain, featherless and withered, always dripping blood from the unclosing wounds made by the depraved jailers.
    Hollow and Broken. The indescribable torments suffered by a nev’im not only destroyed its body, but shattered its mind as well, reducing it to nothing more than a malignant monster, incapable even of listening to its own, confused thoughts. Being unable to speak, its only way to communicate is to share images and sounds via telepathy. Its only concern is to spread pain and sorrow, and to do that, it lures unsuspecting victims taking its old appearance with magic. Once the prey is captured, the nev’im tortures it for the longest possible, before finally killing it.


    NEV’IM
    Medium celestial, chaotic evil

    Armor Class 15
    Hit Points 160 (16d10 + 80)
    Speed fly 90 ft.

    STR 14 (+2)
    DEX 18 (+4)
    CON 20 (+5)
    INT 17 (+3)
    WIS 1 (-5)
    CHA 20 (+5)

    Saving Throws Wis -1
    Damage Resistances psychic, radiant
    Condition Immunities charmed, frightened
    Senses blindsight 120 ft., passive Perception 19
    Languages telepathy 120 ft.
    Challenge 11 (7,200 XP)


    Angelic Weapons. The nev'im' s weapon attacks are magical. When the nev'im hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

    Magic Resistance. The nev'im has advantage on saving throws against spells and other magical effects.

    Beckon Suffering. If the nev'im takes at least 30 points of damage in a single turn, it gains advantage on attack rolls until the end of its next turn.

    Curse of a Broken Soul. When the nev'im dies, it curses the creature which dealt the fatal damage to it. The target must succeed on a DC 16 Wisdom saving throw or become cursed. A cursed target has disadvantage on ability checks and saving throws made with a single ability score chosen by the DM. The curse lasts until is dispelled with remove curse.

    ACTIONS

    Multiattack. The nev'im makes two wing attacks.

    Razor Wings. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 7 (1d10 + 2) slashing damage plus 7 (2d6) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or become cursed. A cursed target receives only half the amount of healing from spells and other magical or non-magical effects. The curse ends when the target takes a short or long rest.

    Shower of Gore (Recharge 5-6). The nev'im shakes its tortured wings, sprinkling a rain of blood in a 30 ft. radius centered on it. Each creature in the area must make a DC 16 Wisdom saving throw or take 54 (12d8) necrotic damage, or half as much on a successful one. In addition, creatures that failed the saving become frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    Change Shape. The nev'im magically polymorphs into a Deva (Monster Manual, 16), or back into its true form. It returns in its true form if it dies. In Deva form, the nev'im retains all its game statistics, does not gain any statistic or capability of the new form and it is still unable to speak, though it can communicate telepathically as normal.





    VARGHUL







    Art by Grzregorz Rutkowski



    A varghul is a powerful general of the undead, and a harbinger of woe. While exemplars of this kind are very rarely seen throughout history, their appearance is more often than not a sign of imminent doom.
    Death Incarnate. Since there aren’t records of any necromancer powerful enough to summon a varghul, it is widely believed that they are envoys of the gods of death themselves. Sometimes they are sent to the material plane during, or immediately before, a cataclysm, a war, or a great plague; some speculate to collect souls for their masters. They are also employed as executioners, and sent after whoever is fool enough to directly challenge the gods’ power. Whatever the reason, once a varghul is on your track, the only chance of survival is praying to a god more powerful than its master.



    VARGHUL
    Large undead, neutral evil

    Armor Class 21
    Hit Points 241 (22d10 + 120)
    Speed 50 ft. (normal form), fly 120 ft. (wraith form)

    STR 24 (+7)
    DEX 20 (+5)
    CON 22 (+6)
    INT 16 (+3)
    WIS 18 (+4)
    CHA 11 (+0)

    Saving Throws Con +12, Wis +10
    Damage Resistances bludgeoning, piercing, and slashing from non magical weapons (normal form); bludgeoning, piercing, and slashing (wraith form)
    Damage Immunities necrotic, poison
    Condition Immunities charmed, frightened, poisoned
    Senses blindsight 120 ft., passive Perception 12
    Languages Abyssal, telepathy 120 ft.
    Challenge 17 (18,000 XP)


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

    Magic Weapons. The varghul's weapon attacks are magical.

    Innate Spellcasting. The varghul's spellcasting ability is Wisdom (spell save DC 18). The varghul can innately cast the following spells, requiring no material components:

    At will: darkness, phantasmal killer

    Incorporeal Movement. (Wraith Form Only) The varghul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    ACTIONS

    Multiattack (Normal Form Only). The varghul makes two longsword attacks.

    Longsword (Normal Form Only). Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 19 (3d8 + 7) slashing damage plus 22 (5d8) necrotic damage, and the target must succeed on a DC 19 Constitution saving throw or suffer one level of exhaustion. A given creature may not gain more than one level of exhaustion from this ability on a single turn.

    Soulflame Slash (Normal Form Only). The varghul slashes the air with its sword, protruding black flames in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 44 (10d8) necrotic damage on a failed save, or half as much damage on a successful one. In addition, the flames linger on the line, creating a wall that is 10-foot tall. Each creature starting its turn within the wall, or trying to pass through it, must succeed on a DC 19 Wisdom saving throw or take 5 (1d10) necrotic damage and become unable to take any action until its next turn (this does not affect the creatue's movement). The wall disappears at the beginning of the varghul's next turn.

    Soul Drain (Wraith Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one creature.Hit: 66 (12d10) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. In addition, the varghul heals by an amount equal to half the damage dealt (33).

    Wraith Form. The varghul changes form, becoming a formless, evanescent specter; gaining new actions and qualities and losing other ones, as indicated. It can use this action to enter in wraith form, or to revert to its normal form. When it enters in wraith form, the varghul emits a dreadful wail which forces all creatures within 120 ft. of him to make a DC 19 Constitution saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.





    BAERGH







    Art by smirtouille



    The baergh are skilled warriors, often employed as infantry in the blood war against the Nine Hells. They wield their flaming scythe with exceptional prowess, making them formidable opponents when fought at short distance.



    BAERGH
    Medium fiend (demon), chaotic evil

    Armor Class 14
    Hit Points 89 (12d8 + 36)
    Speed 40 ft.

    STR 18 (-4)
    DEX 14 (+2)
    CON 17 (+3)
    INT 12 (+1)
    WIS 16 (+3)
    CHA 11 (+0)

    Saving Throws Dex +5
    Damage Resistances cold, fire, lightning
    Damage Immunities poison
    Condition Immunities poisoned
    Senses darkvision 120 ft., passive Perception 16
    Languages Abyssal, telepathy 120 ft.
    Challenge 6 (2,300 XP)


    Searing Blood. Whenever a creatures hit the baergh with a melee weapon, it must succeed on a Dexterity saving throw or take 1d8 (4) fire damage, of half that much on a successful save.

    ACTIONS

    Multiattack. The baergh makes two scythe attacks.

    Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d6 + 4 (11) slashing damage plus 1d6 (3) fire damage, and the baergh can immediately make a shove attempt against the target.

    Sweep. The baergh roteates its scythe upon the head, making one scythe attack against every target within reach.

    REACTIONS

    Mow the Weak. The baergh makes a scythe attack against a prone creature that makes a movement or that stands up.
    Last edited by Hipster Dixit; 2019-01-10 at 09:47 AM.

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    Dwarf in the Playground
     
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    GRAVE TROLL







    Art by Vincent Proce



    Distant cousins of the more common trolls of the hills, grave trolls are named after their habit of raiding crypts and graveyards in search for food. What's most weird about them is the fact that they do not usually feed on living creatures, preferring the rotten flesh of the undead.
    An Unusual Diet. Some say that the first grave trolls were once a tribe of trolls that started eating undead to not die of starvation after a great cataclysm caused by the failure of a great magical experiment. Apparently, the new diet changed their inner metabolism a lot, depriving them of their traditional features in exchange for others who made them more undead-like. Despite this, the casual adventurer should not be deceived when encountering a grave troll: they are very dangerous and do not disdain eating living creatures when hunger calls.



    GRAVE TROLL
    Large giant, unaligned

    Armor Class 12 (natural armor)
    Hit Points 147 (14d10 + 70)
    Speed 30 ft.

    STR 18 (+4)
    DEX 13 (+1)
    CON 20 (+5)
    INT 5 (-3)
    WIS 9 (-1)
    CHA 7 (-2)

    Skills Perception +2
    Damage Resistances poison
    Condition Immunities poisoned
    Senses darkvision 60 ft., passive Perception 12
    Languages -
    Challenge 8 (3,900 XP)


    Stench. Any creature that starts its turn within 5 feet of the grave troll must succeed on a DC 16 Constitution check or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all grave trolls for 1 hour.

    Undead Metabolism. The grave trolls has advantage on saving throws against being charmed or exhausted.

    ACTIONS

    Multiattack. The grave troll makes three attacks: one with its bite and two with its claws.

    Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage. If the target is a creature, the grave troll gains an amount of temporary hit points equal to the damage dealt, and the target must succeed on a DC 16 Constitution saving throw against disease or be infected with grave fever. While the target is infected, it is poisoned, and its movement speed is halved. In addition, every 24 hours, the target must repeat the saving throw. On a failure, it takes 14 (4d6) damage, and its hit point maximum is reduced by the same amount. On a success, the disease is cured. The creature dies if its hit point maximum is reduced to 0. This reduction lasts until the disease is cured, or the creature is dead.

    Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
    Hit: 14 (3d6 + 4) slashing damage.





    FROSTFELL WARDEN







    Art by Michael Bierek



    Frostfell wardens are silent, yet savage creatures from the elemental plane of ice, conjured by the most powerful druids to protect the frozen wastes.
    Ruthless and Unbound. Being a primal force of nature, frostfell wardens never bow to their summoner's orders, sometimes even ending up killing them. They are very much territorial: after they found a place to settle which is cold and snowy enough, they usually never leave it, murdering anyone who is unlucky enough to enter.



    FROSTFELL WARDEN
    Huge elemental, neutral

    Armor Class 18 (natural armor)
    Hit Points 138 (12d12 + 60)
    Speed 30 ft.

    STR 22 (+6)
    DEX 14 (+2)
    CON 20 (+5)
    INT 6 (-2)
    WIS 18 (+4)
    CHA 10 (+0)

    Saving Throws Con +9
    Damage Vulnerabilities fire
    Damage Resistances acid, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons
    Damage Immunities cold, poison
    Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
    Senses tremorsense 60 ft., passive Perception 14
    Languages Aquan, Auran
    Challenge 12 (8,400 XP)


    Innate Spellcasting. the frostfell warden's spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:

    At will: gust of wind
    3/day each: sleet storm
    1/day each: ice storm

    Regeneration. The frostfell warden regains 10 hit points at the start of its turn if it has at least 1 hit point. If the frostfell warden takes fire damage, this trait doesn't function at the start of the frostfell warden's next turn.

    Winter Aura. Any creature that starts its turn within 10 feet of the frostfell warden takes 3 (1d6) cold damage, and must succeed on a DC 16 Constitution saving throw or suffer 1 level of exhaustion.

    ACTIONS

    Multiattack. The frostfell warden makes one frost cage attack and two slam attacks.

    Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
    Hit: 19 (3d8 + 6) bludgeoning damage plus 11 (2d10) cold damage.

    Frost Cage. The frostfell warden targets one creature within 30 ft. of it. The targed must make a DC 16 Reflex saving throw against this ability. On a failed save, the target becomes restrained for 1 minute, encased in ice. At the beginning of its turn, a restrained creature can attempt a Strength (athletics) or Dexterity (acrobatics) check with DC 16, as an action. On a success, the restrained condition ends. On a failure, it takes 11 (2d10) cold damage. If the creature takes at least 5 points of fire damage while under the effect of this ability, the restrained condition ends.
    Last edited by Hipster Dixit; 2019-01-09 at 07:28 AM.

  8. - Top - End - #8
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    Default Re: Hipster Dixit's Monsters Compendium (PEACH)

    NEV’IM is CR 11. Assuming it fights a group of 8th level PCs, they can easily have a save DC of 16. A simple Hold spell is something it can never save against, since the highest it can roll is a 15.

    Why is the Wisdom so dang low?
    I have a LOT of Homebrew!

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    Default Re: Hipster Dixit's Monsters Compendium (PEACH)

    Quote Originally Posted by JNAProductions View Post
    NEV’IM is CR 11. Assuming it fights a group of 8th level PCs, they can easily have a save DC of 16. A simple Hold spell is something it can never save against, since the highest it can roll is a 15.

    Why is the Wisdom so dang low?
    Well, they can easily make that save if they're proficient in it and have at least a moderately good ability score. If they're not they'll still have quite a hard time, because of how saving throws work.
    Last edited by Potato_Priest; 2019-01-07 at 12:43 PM.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

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    Quote Originally Posted by Potato_Priest View Post
    Well, they can easily make that save if they're proficient in it and have at least a moderately good ability score. If they're not they'll still have quite a hard time, because of how saving throws work.
    They have no proficiency and a wisdom of 1. Not mod-score.
    I have a LOT of Homebrew!

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    HalflingPirate

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    Default Re: Hipster Dixit's Monsters Compendium (PEACH)

    Quote Originally Posted by JNAProductions View Post
    They have no proficiency and a wisdom of 1. Not mod-score.
    Oh, I thought you were talking about players making the saves it gave out, never mind.
    Quote Originally Posted by No brains View Post
    See, I remember the days of roleplaying before organisms could even see, let alone use see as a metaphor for comprehension. We could barely comprehend that we could comprehend things. Imagining we were something else was a huge leap forward and really passed the time in between absorbing nutrients.

    Biggest play I ever made: "I want to eat something over there." Anticipated the trope of "being able to move" that you see in all stories these days.

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    Default Re: Hipster Dixit's Monsters Compendium (PEACH)

    Quote Originally Posted by JNAProductions View Post
    NEV’IM is CR 11. Assuming it fights a group of 8th level PCs, they can easily have a save DC of 16. A simple Hold spell is something it can never save against, since the highest it can roll is a 15.

    Why is the Wisdom so dang low?
    Well, the Wisdom is 1 because they are completely mad. While it does not have much sense mechanically (the role of ability scores in monsters is quite obscure in this edition), I wanted to do it for the fluff. That said, I think I will give it proficiency in Wis savings, so the malus reduces to -1 and we avoid the scenario you describe, which admittedly is quite absurd. The Remorhaz has a +0 bonus and is a CR 11 as well, so it should be on par.

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    ROTTEN CARRIAGE







    Art by unknown! Please help me find the author (it's from warhammer)



    A rotten carriage is an abomination that roams in devastated lands, where war or plague has decimated the population and only the dead remains. Conceived by the deranged mind of a necromancer, this woeful procession is always looking for fresh bodies to bring to its master. However, it may happen that a rogue carriage wanders aimlessly after its summoner is dead, or loses control of its creation. The adventurers must be wary, since this obscenity is not able to distinguish between alive and dead, and will try to collect everything on its path that seems even remotely humanoid.



    ROTTEN CARRIAGE
    Huge undead, neutral

    Armor Class 10
    Hit Points 180 (24d12 + 24)
    Speed 10 ft.

    STR 18 (+4)
    DEX 10 (+0)
    CON 13 (+1)
    INT 3 (-4)
    WIS 10 (+0)
    CHA 10 (+0)

    Damage Immunities poison
    Condition Immunities charmed, poisoned
    Senses darkvision 60 ft., passive Perception 10
    Languages understands Common but can’t speak
    Challenge 7 (2,900 XP)


    Putrescent Load. The carriage is constantly surrounded by a cloud of insects, drawn by the smell of carrion. The area within 10 feet of the carriage is considered difficult terrain, and creatures in it have disadvantage on Wisdom (Perception) throws. In addition, a creature in the area that is concentration on a spell, must succeed on a DC 15 Constitution saving throw at the start of each of its turn, or lose the concentration for that spell.

    Many Bodies, One Shepherd. When the carriage is subject to one of the conditions listed below, the condition affects only the driver. Also, the driver can be directly targeted with weapon or spell attacks, but the attacker has disadvantage on the attack roll if it wishes to do so. Area attacks automatically hit the driver as well. If the driver takes 20 or more damage in a single round, it dies. If the driver dies or is subject to one of the conditions in the list below, the carriage must use an action on its next turn to substitute it. When this happens, a body from behind the carriage rises up and take the driver’s place.
    The conditions are: frightened, incapacitated, paralyzed, petrified, stunned.

    ACTIONS

    Stake. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 4) piercing damage. If the target is a medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be impaled on the stake, and pulled in the back of the cart. A creature which is pulled in the cart is grabbed by the dead bodies, and is unable do move or make any action. It takes 3 (1d6) necrotic damage at the start of each of the carriage’s turns. If the creature dies while in the carriage, it turns undead and becomes part of it. If the carriage dies, the pulled creature is no longer immobilized, and can escape using 20 feet of movement, exiting prone.

    Trample. The carriage moves rapidly in a straight line to a point it can see within 40 feet of it. Each creature in the line must make a DC 15 Dexterity saving throw or take 36 (8d8) bludgeoning damage and fall prone. A creature that succeeds on the saving throw takes only half the damage, and does not fall prone. The carriage cannot use this this action on two subsequent turns. In addition, when it uses this action, he cannot make a movement during the following turn.





    BLIGHTMOLD







    Art by Yvan Villeneuve



    A blightmold is a small, but obnoxious creature that dwells in the depths of untamed forests and swamps. It uses its natural ability to blend with the environment to surprise unwary victims and cripple them with its poisonous gas, before eating them.



    Blightmold
    Small plant, unaligned

    Armor Class 14 (natural armor)
    Hit Points 55 (10d6 + 20)
    Speed 30 ft.

    STR 14 (+2)
    DEX 16 (+3)
    CON 14 (+2)
    INT 8 (-1)
    WIS 10 (+0)
    CHA 5 (-3)

    Skills Stealth +5
    Damage Vulnerabilities fire, radiant
    Damage Resistances poison
    Condition Immunities blinded, paralyzed, poisoned
    Senses blindsight 60 ft., passive Perception 10
    Languages -
    Challenge 3 (700 XP)


    Death Throes. When the blightmold dies, it explodes in a cloud of spores. Each creature within 5 feet of it must succeed on a DC 12 Constitution saving throw or become diseased. At the start of each day, a diseased creature must make a DC 12 Constitution saving throw. On a success, the disease is cured. On a failure, it suffers one level of exhaustion. This exhaustion cannot be cured while the disease lasts. If the creature fails three of these saving throws it dies, and if the body is not disposed properly (for example, with cremation), it turns into a Blightmold after 1d4 hours.

    Forest Lurker. While in forest terrain, the blightmold has advantage on Dexterity (Stealth) checks.

    Sun Sickness. While in sunlight, the blightmold has disadvantage on ability checks, attack rolls, and saving throws. The blightmold dies if it spends more than 1 hour in direct sunlight.

    ACTIONS

    Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3 (1d6) poison damage.

    Putrid Breath (Recharge 5-6). The blightmold exhales a poisonous gas in a 15-foot cone. Each creature in the area must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage and becoming blinded on a failed save, or half as much damage and avoiding the blindness on a successful one.

    BONUS ACTIONS

    Hide. The blightmold takes the Hide action. It can use this bonus action only in forest terrain.





    MALSHANAX
    (Porting from Ars Daemonica)








    Art by Alex Horley-Orlandelli



    The malshanax is the uncontested ruler of the frozen planes of the abyss. It is said it is the only demon, besides the demon princes, that can rival in strength with the famed balor.



    MALSHANAX
    Huge fiend (demon), choatic evil

    Armor Class 21
    Hit Points 270 (20d12 + 140)
    Speed 40 ft., fly 80 ft.

    STR 22 (+6)
    DEX 22 (+6)
    CON 24 (+7)
    INT 20 (+5)
    WIS 20 (+5)
    CHA 22 (+6)

    Saving Throws Str +12 Con +13, Wis +11, Cha +12
    Damage Resistances fire, lightning; bludgeoning, piercing, and slashing from non magical weapons
    Damage Immunities cold, poison
    Condition Immunities poisoned
    Senses truesight 120 ft., passive Perception 15
    Languages Abyssal, telepathy 120 ft.
    Challenge 18 (20,000 XP)


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

    Magic Weapons. The malshanax's weapon attacks are magical.

    Permafrost. The malshanax is surrounded by a 500 feet aura of extreme cold, in which the temperature can never go above 0 degrees Fahrenheit, regardless of the actual climate. In addition, the malshanax’s feet freeze the ground, creating difficult terrain in the area within 15 feet of it.

    ACTIONS

    Multiattack. The malshanax makes two glaive attacks.

    Glaive. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit: 12 (1d12 + 6) slashing damage plus 9 (2d8) cold damage.

    Impale. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 19 (3d8 + 6) piercing damage plus 9 (2d8) cold damage, and the target must succeed on a DC 21 Constitution saving throw. On a failure, the target’s flesh is turned into ice. A creature turned into ice is petrified, with the following difference: it has vulnerability to fire and bludgeoning damage. After this action, the malshanax immediately reforms a new glaive in his hand.

    Frost Barrage (Recharge 5-6). The malshanax stirs its ranseur, summoning a small avalanche in a 45-foot cone. Each creature in the area must make a DC 21 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and 35 (10d6) cold damage, or half as much on a successful one. The area affected by this action remains buried in snow, impeding movement. Creatures that start their turn in the area take 7 (2d6) cold damage and must make a DC 21 Strength or Dexterity saving throw. On a failure, their movement speed is reduced to 5 feet until the end of the turn. The snow melts with enough heat.

    BONUS ACTIONS

    Awaken Snow (1/Day). The malshanax infuses life into a pile of snow it can see. Two Frost Elementals emerge from the snow, at the Malshanax’s command (a Frost Elemental has the statistics of an Earth Elemental, but it has immunity to cold, can use Earth Glide to burrow into snow and ice, and deals and additional 1d6 cold damage with each attack). The elementals disappear after one hour.
    Last edited by Hipster Dixit; 2019-01-18 at 06:04 AM.

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