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    Barbarian in the Playground
     
    BlackDragon

    Join Date
    Jun 2016

    Default My 5e Monster Repository

    Welcome to my collection of homebrewed 5th Edition monsters! Honestly, I don't design monsters too often, but if there's something I want that's not in the books I have, I'm not afraid to throw it together myself. So I'll be adding monsters here as I use them, in the hopes that someone else will find them useful in their campaigns, or just as a point of inspiration.

    I'm generally posting these after they see play, so I'm not looking for feedback on them; however, feel free to point out how you'd tweak them for the good of whoever might use them. On to the monsters!


    Spoiler: Coyote (CR 1/8)
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    COYOTE
    Small beast, unaligned
    Armor Class 13 (Natural armor)
    Hit Points 9 (2d8)
    Speed 40 ft.
    STR DEX CON INT WIS CHA
    12 (+1) 14 (+2) 10 (+0) 3 (-4) 12 (+1) 6 (-2)

    Skills Perception +3, Stealth +4
    Senses passive Perception 13
    Challenge 1/8 (25 XP)
    Keen Hearing and Smell. The coyote has advantage on Wisdom (Perception) checks that rely on hearing or smell.

    Pack Tactics. The coyote has advantage on an attack roll against a creature if at least one of the coyote's allies is within 5 ft. of the creature and the ally isn't incapacitated.

    ACTIONS
    Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.


    Spoiler: Gulthias Tree (CR 3)
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    GULTHIAS TREE
    Huge plant, neutral evil
    Armor Class 13 (natural armor)
    Hit Points 85 (10d12+20)
    Speed 10 ft.
    STR DEX CON INT WIS CHA
    19 (+4) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 7 (-2)

    Damage Vulnerabilities fire, radiant
    Damage Resistances bludgeoning, piercing
    Senses passive Perception 10
    Languages Common
    Challenge 3 (700 XP)
    ACTIONS
    Slam. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 14 (3d6+4) bludgeoning damage.

    Summon Swarm of Bats (Recharge 5–6). The Gulthias tree magically calls a swarm of bats, which appears in an unoccupied space within 60 feet of it. The swarm acts as an ally of the Gulthias tree, and remains until the tree is slain, at which time the bats will disperse to the surrounding area.

    Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the Gulthias tree, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the Gulthias tree's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
    LEGENDARY ACTIONS
    The Gulthias tree can take 1 legendary action, choosing from the options below. A legendary action can only be used at the end of another creature's turn. The Gulthias tree regains spent legendary actions at the start of its turn.

    Slam. The Gulthias tree makes a slam attack.
    Summon Swarm of Bats. The Gulthias tree uses its Summon Swarm of Bats action, if it is available.
    Entangling Plants. The Gulthias tree uses its Entangling Plants action, if it is available.
    Shamble. The Gulthias tree moves up to its speed.

    Spoiler: Note
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    The Gulthias tree is called out in the Blights entry of the Monster Manual, but no entry is provided for it. I assembled this creature using the Awakened Tree and Vine Blight abilities and adding the swarm of bats to fit with the vampiric theme. When I actually used this monster, instead of giving it legendary actions, I gave it two turns per round until it reached half its HP total, at which point it reverted to one turn. I've rewritten the stat block to simply use a legendary action instead.


    Spoiler: Hedge Wizard/Witch (CR 1/8)
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    HEDGE WIZARD/WITCH
    Medium humanoid (any race), any alignment
    Armor Class 13 (mage armor)
    Hit Points 10 (2d8+2)
    Speed 30 ft.
    STR DEX CON INT WIS CHA
    10 (+0) 12 (+1) 10 (+0) 14 (+2) 14 (+2) 8 (-1)

    Saving Throws Int +4, Wis +4
    Skills Animal Handling +4, Arcana +4, History +4, Investigation +4, Medicine +4, Nature +4, Survival +4
    Tools Alchemist's Kit, Herbalism Kit
    Senses passive Perception 12
    Languages Common, Draconic, Sylvan
    Challenge 1/8 (25 XP)
    Spellcasting. The hedge wizard or witch is a 1st-level spellcaster. Its spellcasting ability is Int (spell save DC 12, +4 to hit with spell attacks). The hedge wizard or witch has the following spells prepared:

    Cantrips (at will): Light, Mage Hand, Mending, Minor Illusion, Prestidigitation, Produce Flame, Resistance
    1st level (1 slot): Enchant Objectsee below, Healing Elixirsee below

    The hedge wizard or witch can also cast the following spells, but only as a ritual:

    1st level: Alarm, Comprehend Languages, Detect Poison and Disease, Find Familiar, Identify, Mage Armor, Purify Food and Drink, Speak with Animals, Unseen Servant
    ACTIONS
    Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.

    Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing damage.

    Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.


    Spoiler: Custom Spells
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    ENCHANT OBJECT
    1st-level transmutation

    Casting Time: 1 minute
    Range: Touch
    Components: V, S, M (the materials required by the spell imbued into the object)
    Duration: Instantaneous

    You turn one small object into an enchanted charm, imbued with the powers of a cantrip or simple spell. It can render a trivial effect indefinitely, a very minor effect a limited number of times, or a minor effect just once.

    Spoiler: A sampling of charms
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    Alarm Whistle
    Wondrous item, common
    This wooden whistle contains 1d4 charges of the Alarm spell. The spell is activated by blowing a very short note on the whistle, and it sounds repeated long whistles upon intrusion.

    Bottle of Darkness
    Wondrous item, rare
    When unstopped or shattered, this glass bottle releases a cloud of Darkness, as the spell, centered on the point where the bottle was opened, for one minute. Its magic is spent after one use.

    Lighthouse Figurine
    Wondrous item, common
    This pocket-sized, hand-carved wooden lighthouse has a fitted thimble covering the lighthouse's lamp. When the thimble is removed, the lamp sheds light as a torch for one hour. Covering it with the thimble ends the effect. The thimble must remain in place for at least a minute before the spell will function again.

    Pouch of Illusions
    Wondrous item, common
    Once per day, as an action, you can reach into this pouch, grasp a pebble, and toss it to cast Minor Illusion. If you remove the pebble but do not toss it, it disintegrates into dust before your next turn.

    Ring of Healing
    Wondrous item, common
    This ring contains up to 4 charges, which can be expended by pressing the ring to one's lips, as an action, to heal 1d4 HP. The ring regains 1d4 charges at dawn.

    Sister Scrolls
    Wondrous item, uncommon
    Whatever is written on one of these two scrolls instantly appears on the other as well.


    HEALING ELIXIR

    Casting Time: 10 minutes
    Range: 10 feet
    Components: V, S, M (rare herbs worth 10 gp, which the spell consumes, and a small cauldron, which the spell does not consume)
    Duration: Instantaneous

    Combining rare herbs into a small cauldron, you brew a Potion of Healing.



    Note: This stat block was originally conceived as a particular, named NPC witch who specialized in crafting minor magic items, such as those listed above, which were offered to the PCs in exchange for favors.


    Spoiler: Poisonous Tangleweed (trap, CR 1/8)
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    POISONOUS TANGLEWEED
    Mechanical trap (plant)
    Challenge 1/8 (25 XP)
    Poisonous tangleweed is a low-lying shrub which reacts, when disturbed, by grasping with its tendrils and releasing a puff of poisonous gas from its bright blue bulbs.

    Those who live in the same area are aware of the tangleweed and can normally notice it without trouble. Otherwise, it requires a DC 18 Nature check to recognize it as a dangerous plant.

    In difficult conditions, such as combat, the DC to notice the tangleweed is 13 (the Nature DC to recognize its danger remains 18). When a creature enters its space, the tangleweed reacts. The creature takes 1 poison damage. A creature that fails a DC 13 Dexterity saving throw is restrained. A creature that fails a DC 13 Constitution saving throw is poisoned for 1 hour.

    A creature can use its action to make a DC 13 Dexterity (Acrobatics) or Strength (Athletics) check, freeing itself on a success. Such an attempt, or any other substantial movement, will trigger another puff of poisonous gas, causing the creature to take 1 poison damage. Once again, a creature that fails a DC 13 Constitution saving throw is poisoned for 1 hour.

    A different creature can free a restrained creature by spending one minute carefully cutting each of the restraining tendrils individually with a knife or dagger. This will remove the restrained condition, but upon leaving the plant’s space, the previously restrained creature takes 1 more point of poison damage, and is poisoned for 1 hour upon failing a DC 13 Constitution saving throw..

    If the poisonous bulbs are attacked, they release a poisonous burst, dealing 6 (1d12) poison damage to anyone within five feet, and anyone within five feet who fails a DC 13 Constitution saving throw is poisoned for 1 hour.


    Spoiler: River Gremlin (CR 1/8)
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    RIVER GREMLIN
    Tiny fey (gremlin), chaotic neutral
    Armor Class 12* (unarmored; spell attacks of 12–13 subject to Arcane Reflectivity)
    Hit Points 4 (1d4 + 1)
    Speed 20 ft., swim 20 ft., fly 40 ft.
    STR DEX CON INT WIS CHA
    6 (-2) 14 (+2) 12 (+1) 9 (-1) 11 (+0) 7 (-2)

    Skills Acrobatics +4, Sleight of Hand +6, Stealth +4
    Damage Vulnerabilities cold
    Damage Resistances fire
    Damage Immunities poison
    Condition Immunities poisoned
    Senses passive Perception 10
    Languages Sylvan
    Challenge 1/8 (25 XP)
    Amphibious. The gremlin can breathe air and water.

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

    Arcane Reflectivity. When the gremlin succeeds on a saving throw against a ranged, single target spell of 3rd level or lower (or an equivalent magical effect), or such a spell or effect with an attack roll hits AC 12 but would miss AC 14, the magic reflects off of the gremlin. Roll 1d6. On a 1–2, it reflects 45 degrees to the left of the caster; on a 3–4, it reflects directly back at the caster; on a 5–6, it reflects 45 degrees to the right of the caster, with the same range as the spell. Anyone in the path of the reflection must make a DC 11 saving throw of the same kind required by the spell (or a Dexterity saving throw if the spell requires an attack roll) or suffer the effects of the spell.

    Scurry. The gremlin can take the Dash or Disengage action as a bonus action on each of its turns.[Credit: The Angry GM]
    ACTIONS
    Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

    Trip. If another gremlin aids it with the Help action, the gremlin can attempt to trip one Large or smaller creature within 5 feet of it, using a rope or whatever objects are at hand. The creature must succeed on a DC 16 Dexterity saving throw or be knocked prone.
    REACTIONS
    Gremlin Hands. As a reaction, a gremlin can catch a small object and throw it, or take the Help action to aid another gremlin.


    Spoiler: Skeletal Hill Giant (CR 5)
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    SKELETAL HILL GIANT
    Huge Undead, lawful evil
    Armor Class 13
    Hit Points 157 (15d12+60)
    Speed 40 ft.
    STR DEX CON INT WIS CHA
    21 (+5) 10 (+0) 19 (+4) 4 (-3) 9 (-1) 5 (-3)

    Damage Vulnerabilities bludgeoning
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses darkvision 60 ft., passive Perception 12
    Challenge 5 (1,800 XP)
    ACTIONS
    Multiattack. The skeletal giant makes two greatclub attacks.

    Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage.

    Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10+5) bludgeoning damage.


    Spoiler: Skeletal Saber-Toothed Tiger (CR 2)
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    SKELETAL SABER-TOOTHED TIGER
    Large Undead, lawful evil
    Armor Class 12
    Hit Points 59 (7d10+21)
    Speed 40 ft.
    STR DEX CON INT WIS CHA
    18 (+4) 14 (+2) 17 (+3) 3 (-4) 8 (-1) 5 (-3)

    Damage Vulnerabilities bludgeoning
    Damage Immunities poison
    Condition Immunities exhaustion, poisoned
    Senses darkvision 60 ft., passive Perception 9
    Challenge 2 (450 XP)
    Pounce. If the skeletal tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.
    ACTIONS
    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) piercing damage.

    Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) piercing damage.


    Spoiler: Sneak (CR 1/4)
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    SNEAK
    Medium humanoid (any race), any alignment
    Armor Class 13 (studded leather armor)
    Hit Points 22 (4d8+4)
    Speed 30 ft.
    STR DEX CON INT WIS CHA
    11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

    Skills Perception +2, Stealth +3
    Senses passive Perception 12
    Languages any one language (usually Common)
    Challenge 1/4 (50 XP)
    Sneak Attack. The sneak deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the sneak that isn’t incapacitated and the sneak doesn’t have disadvantage on the attack roll.
    ACTIONS
    Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) piercing damage.

    Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage.

    Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.


    Spoiler: Swarm of Jellyfish (CR 1)
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    SWARM OF JELLYFISH
    Medium swarm of Tiny beasts, unaligned
    Armor Class 12
    Hit Points 19 (3d8+6)
    Speed 0 ft., swim 15 ft.
    STR DEX CON INT WIS CHA
    11 (+0) 13 (+1) 15 (+2) 2 (-4) 10 (+0) 2 (-4)

    Skills Stealth +3
    Damage Resistances Bludgeoning, piercing, and slashing
    Condition Immunities Charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
    Senses 60 ft., passive Perception 10
    Languages —
    Challenge 1 (200 XP)
    Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny jellyfish. The swarm can't regain hit points or gain temporary hit points.

    Water Breathing. The swarm can breathe only underwater.
    ACTIONS
    Tentacles. Melee Weapon Attack: +3 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (1d8+1) poison damage, and the target must make a DC 12 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


    Spoiler: Tar Demons (CR 1/8–9)
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    This is a growth progression for a tar demon that feeds on living sacrifices, and its related minion, the abyssal tar slug. The demon spawns in a pool of tarry demonic ichor, to which it is bound until it reaches full size and shambles free of the pool. The related abyssal tar slug is a lesser form, spawned by scattered tar, which moves freely.

    Spoiler: Abyssal Tar Slug (1 eye, CR 1/8)
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    ABYSSAL TAR SLUG
    Tiny Fiend, chaotic evil
    Armor Class 8
    Hit Points 7 (4d4-4)
    Speed 5 ft.
    STR DEX CON INT WIS CHA
    8 (-1) 6 (-2) 8 (-1) 3 (-4) 4 (-3) 5 (-3)

    Damage Immunities acid, poison
    Condition Immunities poisoned
    Senses darkvision 30 ft., passive Perception 7
    Languages —
    Challenge 1/8 (25 XP)
    Sticky Form. The tar slug's tarry surface adheres to any weapons used to attack it. The attacker must succeed on a DC 10 Strength saving throw or the weapon is stuck to the tar slug. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by making a DC 10 Str check, as an action or in place of one attack, and succeeding.

    Death Burst. When damage reduces the tar slug to 0 hit points, it explodes, unless the damage is radiant. Each creature within 5 feet of it must succeed on a DC 10 Dexterity saving throw or take 2 (1d4) necrotic damage and be restrained by tar until the end of their next turn.

    ACTIONS
    Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage and the target is grappled (escape DC 9), and it must succeed on a DC 9 Dexterity saving throw or be knocked prone.


    Spoiler: Fledgling Tar Demon (3 eyes, CR 1/2)
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    FLEDGLING TAR DEMON
    Small fiend, chaotic evil
    Armor Class 11
    Hit Points 27 (5d6+10)
    Speed 0 ft., swim 5 ft. (in tar pool)
    STR DEX CON INT WIS CHA
    15 (+2) 10(+0) 15 (+2) 4 (-3) 4 (-3) 10 (+0)

    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities acid, poison
    Condition Immunities poisoned
    Senses darkvision 45 ft., passive Perception 7
    Languages —
    Challenge 1/2 (100 XP)
    ACTIONS
    Multiattack. The tar demon makes 1 attack with each of its 2 tentacles.

    Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage and the target is grappled (escape DC 12). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

    Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 12 Strength saving throw or take 5 (1d6+2) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 10 (4d4) acid damage at the start of each of the tar demon's turns.

    If the tar demon takes 5 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

    Splash Abyssal Tar. The tar demon splashes about in its pool of abyssal tar. Each creature within 10 feet must make a DC 12 Dexterity saving throw or take 2 (1d4) necrotic damage and be restrained by tar. A creature can use its action to make a DC 12 Strength check, freeing itself or another creature within its reach on a success.
    REACTIONS
    Acrid Belch (Recharge 5–6). When the tar demon is damaged, it can belch a cloud of acrid gas. Each creature within 10 feet must make a DC 12 Constitution saving throw or be poisoned. At the end of each of its turns, a poisoned creature can make a new saving throw to end the effect.


    Spoiler: Intermediate Tar Demon (5 eyes, CR 4)
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    INTERMEDIATE TAR DEMON
    Large fiend, chaotic evil
    Armor Class 13
    Hit Points 76 (8d10+32)
    Speed 0 ft., swim 5 ft. (in tar pool)
    STR DEX CON INT WIS CHA
    19 (+4) 10(+0) 19 (+4) 6 (-2) 6 (-2) 14 (+2)

    Saving Throws Con +6
    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities acid, poison
    Condition Immunities poisoned
    Senses darkvision 60 ft., passive Perception 8
    Languages —
    Challenge 4 (1,100 XP)
    ACTIONS
    Multiattack. The tar demon makes 1 attack with each of its 3 tentacles, or it uses its Swallow ability and makes 1 tentacle attack.

    Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6+4) piercing damage and the target is grappled (escape DC 14). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

    Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 14 Strength saving throw or take 7 (1d6+4) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 15 (6d4) acid damage at the start of each of the tar demon's turns.

    If the tar demon takes 10 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

    Splash Abyssal Tar. The tar demon splashes about in its pool of abyssal tar. Each creature within 15 feet must make a DC 14 Dexterity saving throw or take 3 (1d6) necrotic damage and be restrained by tar. A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success.
    REACTIONS
    Acrid Belch (Recharge 5–6). When the tar demon is damaged, it can belch a cloud of acrid gas. Each creature within 15 feet must make a DC 14 Constitution saving throw or be poisoned. At the end of each of its turns, a poisoned creature can make a new saving throw to end the effect.


    Spoiler: Mature Tar Demon (8 eyes, CR 6)
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    MATURE TAR DEMON
    Large fiend, chaotic evil
    Armor Class 15
    Hit Points 95 (10d10+40)
    Speed 0 ft., swim 10 ft. (in tar pool)
    STR DEX CON INT WIS CHA
    19 (+4) 10(+0) 19 (+4) 6 (-2) 8 (-1) 14 (+2)

    Saving Throws Con +7
    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities acid, poison
    Condition Immunities poisoned
    Senses darkvision 90 ft., passive Perception 9
    Languages —
    Challenge 6 (2,300 XP)
    Shambling Metamorphosis. If the mature tar demon swallows and kills a creature, it automatically transforms into a Shambling Tar Demon, at full health, after one round.
    ACTIONS
    Multiattack. The tar demon makes 1 attack with each of its 4 tentacles, or it uses its Swallow ability and makes 2 tentacle attack.

    Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

    Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 15 Strength saving throw or take 8 (1d8+4) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 17 (7d4) acid damage at the start of each of the tar demon's turns.

    If the tar demon takes 10 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

    Splash Abyssal Tar. The tar demon splashes about in its pool of abyssal tar. Each creature within 15 feet must make a DC 15 Dexterity saving throw or take 4 (1d8) necrotic damage and be restrained by tar. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success.
    REACTIONS
    Acrid Belch (Recharge 5–6). When the tar demon is damaged, it can belch a cloud of acrid gas. Each creature within 15 feet must make a DC 15 Constitution saving throw or be poisoned. At the end of each of its turns, a poisoned creature can make a new saving throw to end the effect.


    Spoiler: Shambling Tar Demon (11 eyes, CR 9)
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    SHAMBLING TAR DEMON
    Large fiend, chaotic evil
    Armor Class 16
    Hit Points 126 (12d10+60)
    Speed 10 ft., swim 10 ft.
    STR DEX CON INT WIS CHA
    19 (+4) 10(+0) 20 (+5) 7 (-2) 8 (-1) 14 (+2)

    Saving Throws Con +9
    Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
    Damage Immunities acid, poison
    Condition Immunities poisoned
    Senses darkvision 120 ft., passive Perception 9
    Languages —
    Challenge 9 (5,000 XP)
    Stench. Any creature that starts its turn within 10 feet of the tar demon must succeed on a DC 17 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 the stench of all tar demons for 24 hours.
    ACTIONS
    Multiattack. The tar demon makes 1 attack with each of its 4 tentacles; it may replace 2 tentacle attacks with a slam attack, its Swallow ability, or its Scatter Abyssal Tar ability.

    Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d10+4) piercing damage and the target is grappled (escape DC 16). Until this grapple ends, the tar demon cannot use this tentacle on another target. If the target is already grappled by the tar demon, it becomes restrained by the second tentacle's attack.

    Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 20 (3d10+4) bludgeoning damage.

    Swallow. One creature restrained by the tar demon's tentacles must succeed on a DC 16 Strength saving throw or take 9 (1d10+4) piercing damage and be swallowed by the tar demon, ending the grapple. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tar demon, and it takes 20 (8d4) acid damage at the start of each of the tar demon's turns.

    If the tar demon takes 15 damage or more on a single turn from a creature inside it, the tar demon must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tar demon. If the tar demon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

    Scatter Abyssal Tar (Recharge 5–6). The tar demon shakes itself vigorously, scattering a spray of abyssal tar. Each creature within 10 feet must make a DC 16 Dexterity saving throw or take 5 (1d10) necrotic damage and be restrained by tar. A creature can use its action to make a DC 16 Strength check, freeing itself or another creature within its reach on a success.
    BONUS ACTIONS
    Sticky Step (1/Day). The tar demon teleports through the ground to an unoccupied space it can see within 30 feet.
    LEGENDARY ACTIONS
    The tar demon can take 1 legendary action, choosing from the options below. A legendary action can be used only at the end of another creature's turn. The tar demon regains spent legendary actions at the start of its turn.

    Tentacles. The tar demon makes 2 tentacle attacks.

    Slam. The tar demon makes 1 slam attack.

    Scatter Tar. The tar demon uses its Scatter Abyssal Tar ability, if it is available.

    Regenerate. The tar demon regains 7 (2d6) hit points. If the tar demon takes radiant damage, this ability doesn't function for 1 round.




    Spoiler: Werezombie (Wererat) (CR 3)
    Show

    WEREZOMBIE (WERERAT)
    Medium undead, neutral evil
    Armor Class 12
    Hit Points 46 (7d8+15)
    Speed 30 ft.
    STR DEX CON INT WIS CHA
    10 (+0) 15 (+2) 15 (+2) 3 (-4) 6 (-2) 5 (-3)

    Saving Throws Wis +0
    Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered
    Damage Immunities poison
    Condition Immunities poisoned
    Senses darkvision 60 ft., passive Perception 8
    Languages understands Common but can't speak
    Challenge 3 (700 XP)
    Undead Fortitude. If damage reduces the werezombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, from a silvered weapon, or from a critical hit. On a success, the werezombie drops to 1 hit point instead.

    ACTIONS
    Multiattack. The werezombie makes two attacks, one with its bite and one with its claw.

    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wererat lycanthropy.

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


    More to come later!




    Spoiler: Stat Block Template
    Show

    NAME OF MONSTER
    Size type (tag), alignment
    Armor Class XX (armor)
    Hit Points X (ndx+x)
    Speed XX ft.
    STR DEX CON INT WIS CHA
    XX (+x) XX (+x) XX (+x) XX (+x) XX (+x) XX (+x)

    Saving Throws xx
    Skills xx
    Damage Vulnerabilities xx
    Damage Resistances xx
    Damage Immunities xx
    Condition Immunities xx
    Senses xx, passive Perception XX
    Languages Common
    Challenge X (XX XP)
    Special Ability. Text.

    Spellcasting. The monster is a Xth-level spellcaster. Its spellcasting ability is X (spell save DC XX, +X to hit with spell attacks). The monster has the following class spells prepared:

    Cantrips (at will): spell
    1st level (X slots): spell
    2nd level (X slots): spell
    3rd level (X slots): spell
    4th level (X slots): spell
    5th level (X slots): spell
    6th level (1 slot): spell
    7th level (1 slot): spell
    8th level (1 slot): spell
    9th level (1 slot): spell
    ACTIONS
    Weapon. Melee or Ranged Weapon Attack: +x to hit, reach x ft. or range XX/XX ft., one target. Hit: damage.
    REACTIONS
    Reaction. Text.
    Last edited by Vegan Squirrel; 2020-09-15 at 08:43 PM.
    My 5e Monster Repository (a modest collection)
    5e Quick, ad-hoc task DCs — Simple: 8 | Normal: 13 | Challenging: 18 | Formidable: 23
    5e Quick, ad-hoc monsters — AC: 12 + level/2 | HP: 10 Χ level | To-Hit: 2 + level/2 | DPR: 4 Χ level
    1 monster v. 1 PC; for 4 v. 1 Solos — +2 to AC & To-Hit | HP: 25 Χ level | DPR: 10 Χ level
    5e Quick, ad-hoc monster treasure — CR2 Χ tier gp

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

    Join Date
    Jun 2016

    Default Re: My 5e Monster Repository

    Reserved on the off chance I'll ever need a second post.
    My 5e Monster Repository (a modest collection)
    5e Quick, ad-hoc task DCs — Simple: 8 | Normal: 13 | Challenging: 18 | Formidable: 23
    5e Quick, ad-hoc monsters — AC: 12 + level/2 | HP: 10 Χ level | To-Hit: 2 + level/2 | DPR: 4 Χ level
    1 monster v. 1 PC; for 4 v. 1 Solos — +2 to AC & To-Hit | HP: 25 Χ level | DPR: 10 Χ level
    5e Quick, ad-hoc monster treasure — CR2 Χ tier gp

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