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dndcreaturesinfo · 6 days
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Werebears by Star Sail Games
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dev-the-dm · 2 years
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Collection: Purple Dragons
“Born from amaranthine, great form uncoiled, ivory claws extended to the smoke-storming sky, pale eyes blinded by immense hands, yet no less daunting than if they would pierce each mind.” - Excerpt from “Song of the Dragon”, a mythological account of an encounter with the Great Blind Serpent, Rilzriaduss (author unknown)
Scourge of the Underdark. Where some are lucky enough to see - and survive - an encounter with a red, blue or green dragon, those who have encountered their purple cousins are fewer and far between. Purple dragons are difficult to learn about, both because they are extremely solitary creatures, preferring the company of none in their caves and underground burrows, and because any unfortunate soul that meets one rarely escapes with their life. Purple dragons burrow out their lairs, digging it out of stone and earth, and are most often found in the Underdark, where they prey on unsuspecting passersby, which are most often drow or svirfneblin. On rare occasions, purple dragons have dealt with humanoid races through mutual agreements - purple dragons are, in fact, smart enough to manipulate, and wise enough to understand when they have been outnumbered or when escape is unlikely. They are powerful though disloyal allies, although their pure strength is often enough to make up for their rapidly-shifting alliances.
Mental masters. Purple dragons are, just moments after hatching, notoriously difficult to control, whether through mind magic or through deception. Their nature allows them a strong defense against magical effects, and influencing their minds is nearly impossible. They are well-spoken beings, capable of such mental gymnastics that they can change other creatures’ minds without revealing their intentions. However, as cousins to the chromatic dragons, purple dragons are also greatly manipulative, evil, and cruel.
For better, full-page high quality imagery, take a look at the Purple Dragons Collection at the Homebrewery here!
Under the Read More, you’ll find the purple dragon’s lair actions and regional effects.
Lair actions. Purple dragons lair underground, preferring darkness or minor fluorescence over the brightness of day. Their adaptation to their subterranean surroundings has made their lairs dangerous to any that venture within. Purple dragons enjoy hiding in loose earth or amongst crystalline rock, to camouflage themselves, and are masters of stealth, especially within their own lairs.
On initiative count 20 (losing initiative ties), the purple dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
Thick magical fog billows around the dragon in a 20-foot radius that spreads around corners. The area is heavily obscured and creatures within it are blind. A creature with darkvision can’t see through the darkness, and light (nonmagical or not) cannot illuminate it. After 1d4 rounds, the fog becomes slightly transparent and the area is lightly obscured. The next round, the fog vanishes.
One creature of the dragon’s choice within 120 feet of the dragon is set upon by illusory imagery of attackers. That creature must succeed on a DC 15 Wisdom saving throw or be frightened of these imaginary creatures for 1 minute. While frightened, the creature attempts to fight these creatures off, which appear to approach it from any area in dim light or darkness. At the end of each of its turns, the affected creature can repeat its saving throw, ending the effect on a success. A creature can’t be affected by this lair action twice within 24 hours.
The dragon’s shadow appears to start moving on its own. Until the start of the dragon’s next turn, it gains a +3 bonus to AC, and attack rolls against it have disadvantage.
Regional effects. The region containing a legendary purple dragon’s lair is warped by the dragon’s presence, which creates one or more of the following effects:
Caves and narrow passages underground begin winding in a labyrinthine, nonsensical way. Corridors connect in non-Euclidian manners, dead ends appear where a connection to another space was expected, and previously crossed spaces suddenly seem to be cut off by steep rock walls or unexpected cave-ins that were unnoticed before.
Nonmagical and magical illumination is immediately snuffed out within 1 mile of the lair, and can’t be lit again.
Twisted crystalline constructions or dimly phosphorescent mushrooms grow in great numbers within 5 miles of the lair. Areas with large concentrations of crystals or mushrooms are considered difficult terrain. A mushroom that is disrupted (such as stepped upon or destroyed) releases a cloud of poisonous gas. A creature that inhales the gas must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage and be poisoned for 1 hour.
If the purple dragon dies, the mushrooms wither and die after 1d10 days, but the crystals remain indefinitely. Immediately after its death, routes within the caves no longer change randomly, and lanterns can be lit once again.
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cabbagewithdice · 2 years
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Luck Elemental and a greater Luck Elemental! You ever get on a hot streak and then all of a sudden lose it? That's Diamandia's fault, and she thinks its hilarious
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segorae · 5 months
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cr5
cr5
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Deepfield Way Coulsdon CR5 -Paul O'Shea Homes
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THREE BEDROOM FAMILY HOME | GARAGE | EXCELLENT CONDITION  
This stunning three-bedroom family home is located in the popular Deepfield Way Coulsdon Woods development, just a 7-minute walk from the Coulsdon town centre (via a useful shortcut - see photos), local schools and a selection of bus routes is conveniently located. Contact property sourcing agents in london for further information.
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Troll Types of Ringwaldt for 5e
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For today we have the Pyre Troll and the Ice Troll
These are simple modifications to the troll stat block easy enough to use.
The Ice Troll has blindsight thanks to its minor echolocation and electro-magnetic abilities that it uses to hunt and pounce on prey like some sort of horrid giant fox
Ice Trolls will spend weeks without eating making them leaner meaner and far more willing to fight to the death for any meat.  As who knows when it will find new prey
Pyre Trolls have a dangerous loogie attack which is rarely going to be used thanks to its low accuracy but on a trapped target the troll will use it.  The really dangerous thing is a pyre troll resists Fire and has its regeneration turned off by cold damage making them a far more difficult threat to handle then what parties would expect.
Pyre Trolls are more noticeable and more readily a threat thanks to the burning loogies to break down trees to get prey in said trees and an insatiable appetite like the fires burning within them.
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negans-lucille-tblr · 2 years
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Excited for the weekend 🥰 anyone else here???
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tomthefanboy · 1 year
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D&D Movie Follows the Rules
I want to make it very clear that this was not a criteria for me to enjoy D&D Honor Among Thieves. I would not have blamed the actors, crew, or writers if this had not been the case…
I was unable to find anything that would interfere with the Rules as Written.
There are things that go beyond the rules included in the Player's Handbook, yes. But everything is well within the realm of feats, magic items, and background abilities that needn't be specifically called out or even have visible evidence. Everything in the film is BALANCED. ESPECIALLY for high level characters.
In every fight scene I compulsively counted 6 second rounds and saw no damage dealt that would be beyond the normal number of attacks for the character. Weapons drawn fell within the range of bonus actions. No spells cast too quick. No simultaneous concentration spells. Spells stayed in keeping with saving throws, durations, ranges, and areas of effect. Creature abilities and attacks matched their statistic entries. Class abilities like rage or wild magic even stayed in their framework.
One possible issue would be wildshape going beyond the usual "twice per day"and shows 6 uses in one encounter. But a feat to trade spell slots for shapes fixes that! Even the owlbear of it all is easy enough to dismiss with Polymorph, a magic item, or simply replacing the Circle of the Moon's Elemental form with 4 Monstrosities (more than fair since it's a drop from CR5 to CR3). But even if you had to bend the capabilities, the uses of wildshape are still utilized as actions and bonus actions within their rounds and don't grant any abilities not in keeping with rules.
Bigger nerds than me can cry homebrew all they want but the DMG provides framework for changes in keeping with game balance and Tasha's Cauldron laid the groundwork for even more customization. And if you let player characters craft magic items then you might as well just log off mad about it.
It's all there on the page! (It's even more rules compliant if you don't restrict yourself to 5th edition. I can show you all SORTS of nonsense you can get away with if you turn back the clock!)
D&D Honor Among Thieves is more than a great movie! The diverse cast, the detailed production design, the writing that mixes high fantasy with the hi-jinks that INEVITABLY happen at the game table, and the unnecessarily accurate choreography make it a MASTERPIECE in adaptation!
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soylent-crocodile · 1 month
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Red Hag (Monster)
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(art by @soylent-crocodile)
(Behold! A hag! The red hag exists because nearly every hag outside of core are, like, Leader Only types, someone who always takes control of their coven and makes it follow THEIR rules. That's all fine and dandy, but it means that filling out a coven can be hard, and filling out a high-level coven without the annis hag (CR6), the green hag (CR5), or the sea hag (CR4) is harder. The red hag is designed as a follower-type hag and more martially inclined than her sisters- in particular, she's designed to be paired with the CR9 night hag. I personally would round the coven out with an ame-onna from @thecreaturecodex, whose temperment and spellcast-y nature provide a nice balance.
Also, the trend of hag being supernaturally "ugly" runs into difficulties when you're critical of conflating disability with evil, so i gave this one the high cheekbones, sharp chin, and wiry eyelashes that are intentionally cultivated by certain fitness communities, as that's more a choice someone makes than just the state of their body.)
CR8 NE Large Monstrous Humanoid
Red hags are the towering physical apex of hagkind; great cunning brutes who use their physical might and tactical skills to live out their brutal destructive fantasies. A red hag relishes the sensation of overpowering her opponents, particularly enjoying the experience of bludgeoning them to death. In battle, this is achieved using her deadly tools, but a red hag may execute a captured victim by dropping heavy objects on them, pelting them with stones, or simply slamming their head against a wall or floor. Red hags in particular enjoy brutalizing men in this way, taking immense joy in the reversal of gender roles.
Indeed, red hags often grow up among farmland and secluded, rural areas where misogyny is rampant and a woman’s work is simultaneously demanded and devalued. Such a place can justifiably produce incredible rage in a changeling, and it’s that rage that often leads these daughters back into the clutches of hagkind. 
Red hags frequently join covens; they find value in the company of other hags and have naturally weak spellcasting themselves. Red hags rarely lead covens, as they lack the charisma to assemble a coven or maneuver their way to the top. This doesn’t mean that a red hag is without ambition; the typical specimen dreams of leading her own coven, and intends to achieve this through treachery and force. One trick passed between red hags- who are usually used as frontline vanguards for the rest of their coven- is to let a single enemy combatant through, in hopes that that combatant will kill the hag’s leader for her, only for the red hag to corner and kill that very assassin. Covens led by red hags tend to self-destruct quickly, however; red hags have little interest in subtlety or sustainability once they gain power.
Covens with a red hag lose Baleful Polymorph and gain Telekinesis, Greater Heroism, and Flesh to Stone (DC19)
This woman towers over the tallest human, her skin pulsing with glowing blood vessels just under the surface.
Misc- CR8 NE Large Monstrous Humanoid HD11 Init:+3 Senses: Perception:+19 Darkvision 60ft 
Stats- Str:27(+8) Dex:16(+3) Con:20(+5) Int:17(+3) Wis:20(+5) Cha:12(+1) BAB:+11/+6/+1 Space:10ft Reach:10ft
Defense- HP:116(11d10+55) AC:20(+3 Dex, +4 Armor, +4 Natural, -1 Size) Fort:+9 Ref:+6 Will:+12 (-4 vs Emotion) CMD:33
Offense- Deadly Tools +19/+14/+9(1d10+13 19-20/x2 plus trip or disarm) or 2 Claws +16(1d8+8) CMB:+20 Speed:40ft, Climb 40ft Special Attacks: Deadly Tools
Feats- Combat Reflexes, Standstill, Combat Expertise (-3/+6), Improved Trip, Greater Trip, Power Attack (-3/+6), Feral Grapple
Skills- Climb +30, Escape Artist +14, Knowledge (Local) +14, Perception +19, Sense Motive +16, Survival +19, Swim +22
Spell-like Abilities- (CL11, Concentration +12) Break (DC12), Magic Weapon, Remove Paralysis /at-will Fog Cloud 3/day
Special Qualities- Martial Flexibility (6/day), Shapechange (A single humanoid form, Alter Self)
Ecology- Environment- Grasslands, Urban (Any) Languages- Common, Giant, Goblin, Abyssal Organization- Coven (Three Hags) Treasure- Standard
Special Abilities-Deadly Tools (Su)- Any sufficiently large item used for housekeeping or farm labor- such as a broom, a rake, or a farming scythe sized for a medium creature- is deals damage as a medium sized +1 Heavy Flail in the hands of a red hag. The red hag does not receive any penalties for wielding an undersized weapon. Martial Flexibility (Ex)- A red hag has martial flexibility as a 6th level brawler. The stat block provided has not used any of her uses of this ability and thus does not have any bonus feats listed.
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pathfinderunlocked · 2 months
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Soulflicker - CR5 Undead
Stay within the candlelight. I'll show you the path...
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Artwork is an in-game model from World of Warcraft, copyright Blizzard Entertainment.
A soulflicker is an undead creature that guides other undead. Mindless undead instinctively believe that a soulflicker can lead them from undeath into the afterlife, and if not directed otherwise, they will follow the soulflicker around for as long as it leads them. Intelligent undead do not fall for the ruse, but soulflickers sometimes make deals with intelligent undead, leading them to their desires in exchange for power or protection. The power that soulflickers seek for themselves is often relatively simple - they mainly look for more mindless undead to be their followers. But if they can learn of something more valuable from a creature's corpse, they'll seek it out.
Soulflickers are constantly on the search for new treasures and secrets, either to take for themselves or to trade to other undead, and they have the ability to gather these secrets supernaturally with some of their spells. They often learn and seek out secrets and treasures that their mindless undead followers were searching for in life, or that they knew about.
Obviously, this is a support creature, and shouldn't be fought alone.
Soulflicker - CR 5
Visibly pale and waxy skin covers the shriveled arms that reach out from under this creature's robe. It's hunched over, and lit candles adorn the top of its backpack, melted into the fabric.
XP 1,600 NE Medium undead Init +4 Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 16, touch 10, flat-footed 16 (+4 mage armor, +2 natural) hp 51 (6d8+24) Fort +6, Ref +3, Will +9 Defensive Abilities channel resistance +2 Immune undead traits
OFFENSE
Speed 25 ft. Melee slam +3 (1d6) Special Attacks warding candles
Spell-like Abilities (CL 6th; concentration +9)     Constant—detect undead, mage armor, resistance     At will—blood biography (DC 16), corpse lanterns, grave words, sentry skull     1/day—carrion compass (DC 15), create treasure map
Spells Known (CL 5th; concentration +8)     2nd (2/day)—glitterdust (DC 15)     1st (3/day)—grasping corpse (CMB +8), touch of blindness (touch +3, DC 14)     0th (at will)—detect magic, ghost sound, spark
STATISTICS
Str 11, Dex 10, Con —, Int 14, Wis 17, Cha 17 Base Atk +3; CMB +3; CMD +13 Feats Combat Casting, Improved Initiative, Toughness Skills Knowledge (arcana, religion) +8, Knowledge (dungeoneering) +5, Perception +12, Survival +9, Spellcraft +7, Use Magic Device +9 Languages Common, Necril Gear backpack, spell component pouch, 160 candles
SPECIAL ABILITIES
Spellcasting A soulflicker casts arcane spells drawn from the sorcerer/wizard spell list. It is a spontaneous caster, and gains half as many spells known and spells per day as a 5th-level sorcerer. It uses Wisdom, not Charisma, as its spellcasting ability score. It does not gain a bloodline or any other sorcerer class features.
Warding Candles (Su) As a standard action, once per hour, a soulflicker can place down and light three warding candles in three different spaces it can reach. Each candle sheds light as a normal candle (increasing the light level in a 5-foot radius by one step, to a maximum of normal light) and emanates a 5-ft. radius aura that protects the soulflicker's allies within the aura. Allies protected in this way gain channel resistance +2 and take half damage from corporeal attacks. This protection does not stack with the reduced damage from actually being incorporeal, and is overcome by any effect that would allow attackers to deal full damage to an incorporeal target, such as a ghost touch weapon or being incorporeal themselves.
Each candle has 1 hit point and an AC of 13 (as a Fine-sized object). Anything that snuffs the candle out, such as even a small amount of water or wind, ends the protection from that candle.
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dndcreaturesinfo · 4 months
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Mable (Dungeons & Doggos) by World of Shira
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alovesreading · 1 year
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Surprise surprise!
Since we’re posting Chicken Shop Date Part 4 on Thursday 23rd and originally Constant Repeat Part 5 was coming on the 24th, I’ve decided to bring CR5 forward a whole week 👀
Constant Repeat part 5 coming this Friday at 3pm EST!! 🥳🤠
Now this one is juicy and shit’s gonna get reallllll good but I have to say I would still post the next part (6) on the day it was meant to which is April 7th.
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Well get excited because the gif is definitely a hint of what’s going to happen 🤭
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rogue-bard · 7 months
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Opened a Zhentarim flask in the middle of the Druid Grove. Suddenly had to fight a CR5 Spectator on level 3 Tactician, with no spells and about half hit points (bc I had just fought a bunch of gnolls).
Made it out with one Tiefling from the grove getting eaten.
So. Maybe DON'T open clearly cursed items in the middle of a bunch of civilians......... it's almost like I've never played dnd before.
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Are you watching CR3 by chance?
Babes I haven't even finished CR1 there is Too Much Content I doubt I'll be caught up until CR5 also if I watch too much I get mega burnt out because there is just so much. I am however aware of the general shape of CR3 because people go insane about it on this webbed site every Thursday 😂 so I've picked up info.
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the-whatcherof-89 · 2 years
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Illager, Pillager - Medium Humanoid, Illager XP1600 CR5
HP 7d8+21(54)
AC 20(+6 Armor, +4 Dex) Ini+4 Senses Darkvision 60ft Perception+10
Ranged: Heavy crossbow+11 1d10+1
Fort +7 Ref +12 Will +4
Str12 Dex18 Con14 Int12 Wis14 Cha8 BaB+6 CMB+7 CMD+21
Feats: Rapid reload, Point blank shot, Precise shot, Toughness, Shake it off/Volley fire/Lookout.
Skills: Climb+7 Perception+10 Ride+10 Stealth+10 Survival+6 Swim+7
Abilities: Illager racial traits.
Tracker: This ability works the same way as the ranger class ability.
Crossbow master: The Pillager is a master of his weapon and possess the class abilities of the Crossbowman Fighter archetype of lv6 except the bonus feats.
Pass without trace: Pillagers leave no tracks behind unless they wish to do so.
Languages: Common, Illager, Villager.
Treasure: MWK Heavy crossbow, Quiver with 100 MWK Bolts, MWK Breastplate, 2 Potions of cure moderate wounds, Survival kit, 2 Manacles, 2 Alchemist fire, Other treasures.
The Pillager is the vanguard of the Illager’s conquest. They work in groups of 4 or more exploring the land for villages to conquer and for resources to plunder. Master trappers and explorers they know how to avoid being noted and backtracked to their base. Should they locate a village, they will take note of all the details they need a and report to their superiors either back to the mansion or at the closest outpost. When the raid starts, they usually shoot the iron golem first to pull his attention while a Ravager charges him and the other Illagers flank him to overwhelm him. When the iron golem is destroyed, they throw their alchemist fire on the houses to smoke the Villagers out and seize them with manacles. Once the village is ransacked of every richness, they eliminate those that cannot be brought along  for the march back to the mansion (usually the elders or those that do not have fitting parameters) and leave the village to burn leaving only ruins. Efficient and quiet, the Pillagers are also found patrolling the outside of the mansion or doing their bodyguard duty for the Evokers.
Link for the image: https://www.pinterest.it/pin/584834701603499086/
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hermscat · 2 years
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So.....Crossroads 6 tickets just launched, I'm going to CR5 in Sept and my Gold ticket which gives me access to everyone and everything was about £230 I think. Alex, Mark P and Mark S, Timothy + several others so although I'll be avoiding Mark P, looking like good value.
CR6 will be having a new Diamond ticket and enhanced Gold...AT £1650 & £850 RESPECTIVELY!!!!!!!!
Now here's the thing. I missed Misha at CR3. The prices then were the £230ish.
Sooooo, you have to assume Jensen or Jared right????
Problem is that tickets are not refundable or transferable and I REALLY have no interest in meeting the big tall lanky really annoying one..don't like him, that's my personal opinion and I'm 56 years old and a granny/mum so that's my prerogative and not up for debate.
CR6 is in March, J2 are booked at Creation Cons beginning and end in US so either theoretically could attend CR6.
Yes, I know, here in the UK it is a RIDICULOUS amount of money BUT technically I'm retired and TECHNICALLY I could justify it....for Jensen. Diamond tickets include a special Saturday Meet and Greet BTW, that's obviously the huge draw....but what if it turns out to be ...well you know...the "other one..?!?"
What would you do in my shoes?????????
@regardingjenmish @fellshish @emeraldcas @chaoticdean @castiel-left-his-mark-on-me @becauseofthebowties @theyarebothgunshot
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