Posts Tagged ‘ 5E D&D ’

Tuesday Terror: The Terara

This week’s Tuesday Terror was created by John Tedrick. You check his online portfolio by clicking here. The monster statted below is based on a piece titled “The Terror of Undermountain” (click here, please).

The terara dwells deep within rocky realms, often claiming an abandoned subterranean structure as its lair. From there, it ranges throughout the region, either hunting or demanding tribute from the creatures it encounters.

Terara
Gargantuan aberration, chaotic evil

Armor Class 18 (natural armor)
Hit Points 325 (26d20+182)
Speed 40 ft., fly 75 ft., swim 40 ft.

STR 27 (+8), DEX 14 (+2), CON 25 (+7), INT 19 (+4), WIS 15 (+2), CHA 16 (+3)

Saving Throws DEX +8, CON +15, INT +10, WIS +8
Skills Perception +10
Damage Resistances psychic; bludgeoning, piercing, slashing (in Swarm Form)
Condition Immunities blinded; charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned (in Swarm Form)
Senses blindsight 120 ft. or 40 ft. while deafened (blind beyond this radius), passive Perception 20
Languages Undercommon, telepathy 120 ft.
Challenge 20 (25,000 XP)

Amphibious. The terara can breathe air and water.

Blind Senses. The terara can’t use its blindsight while deafened and unable to smell.

Innate Spellcasting (Psionics). The terara’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect magic, detect thoughts, invisibility
3/day each: phantasmal force, see invisibility, shield
2/day each: charm monster, gaseous form, nondetection, suggestion
1/day each: clairvoyance, phantasmal killer

Keen Hearing and Smell. The terara has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Legendary Resistance (3/Day). If the terara fails a saving throw, it can choose to succeed instead.

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

Actions

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

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) piercing damage plus 11 (2d10) psychic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Swarm Form (Recharge 5-6). The terara can discorporate its body into a squirming mass of monstrous worms. The terara remains in this form until the beginning of its next turn. While in swarm form, the terara cannot fly, bite, claw, or use its tail. The terara can occupy other creatures’ spaces, and it can move through any opening large enough for a Medium creature. When a creature enters the swarm form for the first time on a turn or starts its turn there, the creature must make a DC 19 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect. The terara makes a Wisdom (Perception) check.

Tail Attack. The terara makes a tail attack.

Psionic Blast (2 Actions). The terara unleashes a blast of psionic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 15 (2d10+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself.

February 12th, 2019  in RPG No Comments »

Tuesday Terror: Ch’ik’ich’ik’i

This week’s Tuesday Terror is brought to us from the mind of the talented Mike Franchina. You check his online portfolio by clicking here. The monster statted below is based on a piece evocatively titled “Monk of the Church of the Metamorphosis” (click here, please).

Portals ought to be opened. Doorways ought to be walked through. Every path leads somewhere, and every destination necessitates innumerable experiences. Each experience changes me, and — oh! — I so long to change. Nothing is now as it was, and I am ever new. This form you see? This form from which you recoil? It serves me now as the means to further transcendence. (Canons of Chaos, Book II, Verses XXX through XXVIII)

Ch’ik’ich’ik’i
Large aberration, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 119 (14d10+42)
Speed 25 ft., fly 45 ft.

STR 21 (+5), DEX 14 (+2), CON 17 (+3), INT 12 (+1), WIS 19 (+4), CHA 14 (+2)

Saving Throws CON +6, WIS +7
Skills Perception +7, Persuasion +5, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages any three languages
Challenge 5 (1,800 XP)

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the ch’ik’ich’ik’i and can see the ch’ik’ich’ik’i’s true form must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the ch’ik’ich’ik’i is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ch’ik’ich’ik’i’s Horrific Appearance for the next 24 hours.

Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the ch’ik’ich’ik’i.

Spellcasting. The ch’ik’ich’ik’i is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The ch’ik’ich’ik’i has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt, shield of faith
2nd level (3 slots): aid, enhance ability, hold person
3rd level (3 slots): dispel magic, protection from energy, spirit guardians

Spider Climb. The ch’ik’ich’ik’i can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Venomous Infusion. As a bonus action, the ch’ik’ich’ik’i can expend a spell slot to cause its melee weapon attacks to magically deal an extra 7 (2d6) poison damage to a target on a hit. This benefit lasts until the end of the turn. If the priest ch’ik’ich’ik’i a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Actions

Appendages. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the ch’ik’ich’ik’i can’t use its appendages against another target.

Digestive Tendrils. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature that is grappled by the ch’ik’ich’ik’i, incapacitated, or restrained. Hit: 12 (2d6+5) piercing damage plus 18 (4d8) acid damage.

Touch of Chaos (3/Day). Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target has disadvantage on attack rolls and saving throws for 1 minute. At the end of each of its turns, the target can make a DC 15 Wisdom saving throw, ending the effect with a successful save.

February 5th, 2019  in RPG No Comments »

Tuesday Terror: Amiq Rasol

This week’s Tuesday Terror comes from the AD&D Monstrous Compendium Annual: Volume Two, published in 1995.

Also called deep men or dark men, amiq rasol are vengeful undead spawned from pirates who were lost at sea, murdered, or marooned. These creatures haunt coasts and islands, preying upon the living. Amiq rasol appear much as they did in life, albeit perhaps paler with shabbier clothing. When seen through magic (such as true seeing) or when they attack, the amiq rasol’s true appearance reveals itself: that of a corpse whose eyes glow with hellish green fire and whose nails and teeth have become bestial.

Amiq Rasol
Medium undead, neutral evil

Armor Class 16 (natural armor)
Hit Points 58 (9d8+18)
Speed 45 ft., swim 25 ft.

STR 13 (+1), DEX 14 (+2), CON 15 (+2), INT 12 (+1), WIS 13 (+1), CHA 12 (+1)

Saving Throws DEX +4, WIS +3
Skills Deception +3, Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold
Condition Immunities charmed, paralyzed
Senses darkvision 60 ft., passive Perception 13
Languages the languages it knew in life
Challenge 3 (700 XP)

False Appearance. Unless seen via appropriate magic (such as true seeing) or when it attacks, the amiq rasol appears to be a living creature.

Actions

Multiattack. The amiq rasol makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage. Against a creature that is grappled, incapacitated, or restrained, the bite inflicts an extra 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the amiq rasol 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.

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) slashing damage. Instead of dealing damage, the amiq rasol can grapple the target (escape DC 13).

Charm (3/Day). The amiq rasol targets one humanoid it can see within 30 feet of it. If the target can see the amiq rasol, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by the amiq rasol. The charmed target regards the amiq rasol as a trusted friend to be heeded and protected. Although the target isn’t under the amiq rasol’s control, it takes the amiq rasol’s requests or actions in the most favorable way it can, and it is a willing target for the amiq rasol’s bite attack.

Each time the amiq rasol or the amiq rasol’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the amiq rasol is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.

January 29th, 2019  in RPG No Comments »

Tuesday Terror: Sveppadýr

This week’s Tuesday Terror can be viewed at this link. It think that site is the sculptor’s, who goes by the pseudonym steambastet. Below is what I think the creature in the picture could be as a D&D monster.

Despite its appearance, the sveppadýr is not undead, but instead is a plant creature, an amalgam of roots, fungus, bone, and vines that occurs in spontaneous response to the wanton slaughter of wildlife. It stalks poachers, despoilers, and hunters alike.

Sveppadýr
Huge plant, unaligned

Armor Class 16 (natural armor)
Hit Points 114 (12d12+36)
Speed 60 ft.

STR 21 (+5), DEX 14 (+2), CON 16 (+3), INT 5 (-3), WIS 14 (+2), CHA 8 (-1)

Skills Perception +6, Stealth +6
Damage Resistances cold, fire; bludgeoning
Damage Immunities lightning; piercing and slashing from attacks made by plants or with wooden weapons
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16
Languages understands Common, Elvish, and Sylvan but can’t speak them
Challenge 9 (5,000 XP)

Charge. If the sveppadýr moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 9 (2d8) damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the sveppadýr can make one hooves attack against it as a bonus action.

Hunter Becomes the Prey. The sveppadýr knows the distance to and direction of any creature that has killed a beast, fey, or plant within the past 24 hours, so long as the sveppadýr and the killer are no more than 5 miles apart.

Magic Resistance. The sveppadýr has advantage on saving throws against spells and other magical effects. The sveppadýr always makes its saving throws against spells and other magical effects that use plants (such as entangle).

Regeneration. As long as the sveppadýr is touching the ground, it regains 5 hit points at the start of its turn. If the sveppadýr takes cold or fire damage, this trait doesn’t function at the start of the sveppadýr’s next turn. The sveppadýr’s body is destroyed is destroyed only if it starts its turn with 0 hit points and doesn’t regeneration.

Rejuvenation. When the sveppadýr’s body is destroyed, its spirit lingers. After 24 hours, the spirit grows a new body within 1 mile of the old body’s place of demise. The sveppadýr regains all its hit points. While the spirit is bodiless, a banishment spell (or similar magic) can be used to destroy the spirit and prevent its rejuvenation.

Woodland Camouflage. The sveppadýr has advantage on Dexterity (Stealth) checks made to hide in forested terrain.

Actions

Multiattack. The sveppadýr makes two attacks: one with its ram and one with its hooves.

Ram. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8+5) bludgeoning damage.

Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10+5) bludgeoning damage.

Wall of Thorns (Recharges after Short or Long Rest). The sveppadýr creates a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within 120 feet on a solid surface and lasts for 10 minutes. The sveppadýr chooses to make the wall either up to 60 feet long, 10 feet high, and 5 feet thick, or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight, but not the sveppadýr’s blindsight.

When the wall appears, each creature within its area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 31 (7d8) piercing damage, or half as much damage on a successful save.

A creature can move through the wall. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a DC 16 Dexterity saving throw. It takes 31 (7d8) slashing damage on a failed save, or half as much on successful one.

January 22nd, 2019  in RPG No Comments »

Tuesday Terror: Sruthán

Check out this pic by clicking here. The artist is Nise Loftsteinn Below is what I think the creature in the picture could be as a D&D monster.

The sruthán are creatures of fire and earth, native to the Para-Elemental Plane of Magma. These genies, caught in the volcanic realm between Elemental Earth and Elemental Fire, live a precarious life with the greedy, malicious dao on one side and the haughty, cruel efreet on the other. The sruthán are deceitful and melancholy. They have little reason to trust other creatures.

Sruthán
Large elemental, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 149 (13d10+78)
Speed 30 ft., burrow 30 ft., fly 30 ft.

STR 20 (+5), DEX 10 (+0), CON 22 (+6), INT 10 (+0), WIS 11 (+0), CHA 12 (+1)

Saving Throws INT +3, WIS +3, CHA +4
Skills Deception +4
Damage Resistances fire
Condition Immunities petrified
Senses darkvision 120 ft., passive Perception 10
Languages Ignan, Terran
Challenge 7 (2,900 XP)

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

Elemental Demise. If the sruthán dies, its body disintegrates into charred pebbles, leaving behind only equipment the sruthán was wearing or carrying.

Heated Body. A creature that touches the sruthán or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Illumination The sruthán sheds dim light in a 10-foot radius.

Innate Spellcasting. The sruthán’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic
3/day each: stinking cloud, tongues
1/day each: gaseous form, invisibility, plane shift

Actions

Multiattack. The sruthán makes two molten hair attacks.

Molten Hair. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage plus 7 (2d6) fire damage.

Hurl Magma. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 10 (3d6) fire damage.

January 15th, 2019  in RPG No Comments »