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#creature stat block
dev-the-dm · 11 months
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Creature: Horizon Mongrel
When stars collapse into black holes, not even light can escape the surface. But occasionally, very rarely when there is not a single pair of eyes in the universe even flitting towards the newly birthed black hole, something else can escape. Something that inherits the churning, black darkness and the intense gravity of its birthplace, and speeds away faster from that sinkhole of death than anyone can follow it.
Black holes incarnate. Many people ask questions about the origins of the horizon mongrels, the creatures called after the black boundary of certain death and crushing gravity near an imploded star. Very few people have answers that aren’t an overactive imagination. Where the mongrels really come from, no one is quite certain, but it’s clear that the patch of space that spits them out is darker and emptier than any other.
Flashing nightmares. Mongrels are solitary creatures that seem to be either completely uninterested in their own kind of entirely unaware of them. Rather, a mongrel seeks out places where the flow of spacetime is warped in some way, or even broken. Powerful graviturges often find themselves hunted by a mongrel, which is capable of great destruction should it ever arrive at its unfortunate victim’s doorstep. And as fast as it appears, it is gone - since they are often not much more than a flash of jaws and choking, crushing gravity, leaving nothing behind.
Slowing down time. The mongrels that have been studied seem to live at a faster pace than most creatures, slowing down their internal clock and allowing them to attain lifetimes of aeons. The only true weapon anyone has against a mongrel is to attempt to slow it, forcing it to experience time at a different speed, which seems to draw out some of its few weaknesses. Stopping a mongrel in its tracks entirely, well... it might just kill it.
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homebrewsno1asked4 · 1 year
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CH
And now back to our irregularly scheduled very stupid!
 ~
Ch
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Art by Nick Derington!
The ch look like the lower halves of giants – although with just enough propriety to wear socks and undies everywhere. They hail from a distant reality, far from the Material Plane we know and tolerate. Despite lacking mouths, ch can talk. Unfortunately, they tend to have grating personalities - typically ornery, standoffish, and lazy. Labeling ch as “chaotic evil” seems harsh, but ch often engage in acts of random and aimless destruction until they grow bored and decide to loaf around the rest of the day. Also, on the rare occasions ch make alliances, they gravitate towards chaos-worshipping cults and other powers attempting to tear down reality and build it anew. So despite their oafish personalities and lack of conversational skills, it seems the ch hide sinister ideals.
Ch’s secret weapons lie in their various smells. Unlike the pure rancidity of a troglodyte’s funk, the ch’s natural body odor inflicts heavy strength-sapping depressive episodes. No matter how dire a situation, an enemy that succumbs to the ch’s “Stench of Failure” will curl up on the floor and accept their lot. A ch’s allies – from slaadi to demons – are often seen wearing clothespins on their noses to avoid self-sabotage.
Despite their goofy and lumbering appearance, ch are surprisingly mobile and agile. Ch wade into the fray unleashing kicks, hoping to take down opponents with their Stench of Failure. Should their innate Stench fail, the ch leap around the battlefield, cutting off escape routes with stinking clouds.
Ch
Large aberration, mildly chaotic evil
Armor Class 14
Hit Points 110 (13d10 + 39)
Speed 40 ft.
STR 18(+4) DEX 18(+4) CON 16(+3) INT 8(-1) WIS 9(-1) CHA 7(-2)
Saving Throws STR +7, CON +6
Skills Athletics +7, Acrobatics +7
Condition Immunities blinded, deafened
Senses blindsense 100 ft., passive Perception 9
Languages Common, Deep Speech, Giant
Challenge 6 (2,300 XP)
Proficiency Bonus +3
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Innate Spellcasting. The ch's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components.
4/day each: stinking cloud
Powerful Leap. The ch’s long jump distance is 60 ft., and its high jump distance is 20 ft.
Stench of Failure. Any creature other than a ch that moves within 15 feet of the ch must succeed on a DC 14 Constitution saving throw. On a successful saving throw, the creature is immune to the stench of all ch for 1 hour. On a failure, the creature is overcome with despair and loses all motivation; the creature falls to the ground prone, becoming incapacitated and unable to stand up. The creature can only repeat the saving throw (at the end of each of its turns) once they’re outside the ch’s Stench radius.
Where Are Your Sensory Organs? The ch can’t be surprised from inside its blindsense range.
Actions
Multiattack. The ch kicks twice.
Kick. Melee Attack: +7 to hit, reach 5 ft., 1 target. Hit: 17 (2d12 + 4) bludgeoning damage.
Bonus Actions
Jump. In addition to its normal movement, the ch can jump as a bonus action.
Reactions
Defensive Stink. The ch can use one of its stinking cloud charges when it receives damage.
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quiddling · 5 months
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Within the verdant depths of the Chultan jungles, where the cacophony of exotic birds and the rustling of unseen creatures blend in a harmonious symphony, the enigmatic Ittamoomoo makes its elusive abode. A creature seemingly plucked from the whimsy of a divine painter's palette, the Ittamoomoo boasts the eccentric amalgamation of avian features.
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Hi there! Not sure if this is how it works, but could you do a stat block for the nautilus (N. pompillius is its scientific name btw!)
Hell yeah I can! Hope I did it justice.
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Apparently Nautilus are predators, and also they jet through the water at speeds of up to two knots! They also sometimes eat other nautilus.
For future submitters, you can either submit through the ask box, or if you have a statblock you made you can submit through the blog as well and if it fits the vibes of the blog then I will post it.
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Two Magic Dorks
I have two statblocks for you: A simplified magic missile-themed mage and a simplified ice-themed cleric.
These were both inspired by me wanting to be lazy while restructuring the Rime of the Frostmaiden to end it early (pre-Caves of Hunger), so I wanted some memorable creatures other than the "20 Cult Fanatics" that the tiefling Avarice has as minions. I wasn't about to keep track of 20 spiritual weapons and who has who's Shield of Faith across a massive matrix of spell slots. Instead, I made these guys that basically do the same thing without needing to strategize.
Like the Cult Fanatic, the Stygian Cultist has a bonus action attack (spiritual weapon), they have 3/day inflict wounds, and 1/day "hold person" reflavored as an ice cube. Sure, they are missing out on upcasting Command, but I can live without it. These are minions, after all, not commanders. Then I added a fun gamified mechanic that rewards players for moving or pushing enemies: they gain a huge AC boost near ice blocks, and thankfully, they both entomb players in ice and turn into ice themselves when they die! Be careful not to seal yourself in a hallway by killing too many cultists!
Meanwhile the Brotherhood Mage is a similar situation. I took a spellcaster, chose a spell as their main action to focus on, then gave them a 1/day "ultimate" ability that combines some effects of their best spells (lightning bolt and dispel magic), made sure they had a useful reaction or bonus action, and then added the twist of marking their target for double damage!
Check out these really cool mechanics!
Stygian Cultist
Medium humanoid (any)
Armor Class 13 (leather) Hit Points 33 (6d8+6) Speed 30 ft.
| STR 11 (+0) | DEX 14 (+2) | CON 12 (+1) |
| INT 10 (+0) |  WIS 14 (+2) | CHA 14 (+2) |
Skills Deception +4, Persuasion +4, Religion +2 Damage Resistances cold Senses passive Perception 11 Languages Common, Infernal Challenge 2 (450 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. The cultist turns into a block of ice for 9 days when they die.
Stygian Shield. As long as the cultist is adjacent to a creature petrified or restrained by ice, the cultist gains +5 to their AC.
Actions
Chill Touch. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage. The target can't regain hit points until the start of the cultist's next turn.
Inflict Wounds (3/day). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (3d10) necrotic damage.
Ice Tomb (1/day). One creature within 60 feet of the cultist that it can see must make a DC 12 Charisma saving throw or become petrified in a block of ice for 1 minute. The creature is freed early if they take 10 or more fire damage. On a successful save, the creature instead takes 2d8 cold damage instead.
Bonus Actions
Frost Spike. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 6 (1d8+2) cold damage.
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Brotherhood Mage
Medium humanoid (any)
Armor Class 12 Hit Points 55 (10d8+10) Speed 30 ft.
| STR 11 (+0) | DEX 15 (+2) | CON 12 (+1) |
| INT 16 (+3) |  WIS 12 (+1) | CHA 11 (+0) |
Skills Arcana +5, Deception +2, History +5 Senses passive Perception 11 Languages Common, Draconic Challenge 3 (700 XP)
Charges (7). The mage has 7 Charges that fuel their abilities. These replenish whenever they complete a long rest.
Actions
Mage Spark. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5 (2d6) lightning damage. On a hit, the target becomes vulnerable to force damage until the end of the mage's next turn.
Magic Missiles (1 Charge). The mage chooses 3 target creatures within 120 feet that they can see. They can choose the same target multiple times. Each target takes 3 (1d4 + 1) force damage. They can spend 1 additional charge to choose one bonus target.
Arcane Disjunction (1/Day). One creature within 60 feet of the mage must make a DC 13 Constitution saving throw or take 28 (8d6) lightning damage and end all beneficial spells of 3rd-level or lower affecting them. On a success, they take half this damage and suffer no other effects.
Reactions
Abjuring Shield (1 Charge). When targeted by an attack or a Magic Missile spell, the mage can use its reaction to gain +5 to its AC and negate all Magic Missiles targeting them until the start of its next turn. The mage then gains 10 temporary hit points.
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capriciouswriter207 · 4 months
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As announced earlier: stat blocks for the monsters in Terrors Beneath Deepfrost Citadel have been updated, and changes have been made in the text accordingly. In addition, some other small changes (that shouldn't affect anyone yet) have been made. Full changelog under the cut, for those interested. Be warned, this might have spoilers!
Hermilthan
Siege
reduced enemies in wave one from ten to seven sculk thralls
reduced enemies in wave two from four sculk thralls to two sculk thralls
Deepfrost Citadel
D8. Central Tower
changed Wisdom saving throw DC from 18 to 13
cleaner language
D9. Throne Room
changed Intelligence (Investigation) check DC from 15 to 13
D11. Treasure Room
added average lightning damage to text
D12. Library
changed spell scroll of “heat metal” to spell scroll of “misty step”
D16. Landing
made the animated armor inanimate
D17 Thaddeus’ Bedroom
the armor does not join the fight anymore
added average lightning damage from the dragon head
reduced the 2d10 lightning damage to 2d6
PDF page 30 - deleted page number and footnote
Frozen Crypt
Frozen Crypt Features
added average amount of berries produced per bush
F2. Flooded Tunnel
changed Dexterity (Acrobatics) check DC from 13 to 12
added average piercing damage
F4. Circular Room
reduced the amount of snowmen from three to two
F8. Ravine
added average bludgeoning and piercing damage
F11. Dripstone Pond
changed DCs from 15 to 12
Caves of Carnage
C11c. The Sovereign
halved the amount of myconid adults in sovereign Nashal’s presence
clarified where the treasure is located
C14e. Hidden Cove
the kuo-toa are now led by a kuo-toa monitor instead of a kuo-toa whip
C15a. Deck / C15b. Captain’s Cabin
correctly identified the priestess as “kuo-toa archpriest”
C15c. Gun Deck
two kuo-toa whips and one kuo-toa monitor now guard their prisoner
Black Mines
Seal of the burning dark
changed location from Lower Eastern Mining Cavern to Eastern Mining Cavern
changed Dexterity (Stealth) DCs throughout based on improved stat blocks
M8. Iron Ore Room
removed one sculk thrall from this room
added average bludgeoning damage
M18. Flooded Lapis Ore Room
changed description to match amount of creatures inside
gave the catalyst a sculk thrall friend
M21. Eastern Mining Cavern 
removed sculk thralls from the area
added one of the seal fragments to this areas
M22. Lower Eastern Mining Cavern
this area did not exist in the PDF. All references in text have been removed. All areas that were listed below have been given a correct number accordingly
M26. Western Mining Cavern
removed one sculk brute from the encounter
Burning Dark
B1. Landing
changed Wisdom saving throw DC from 15 to 16
B13. Dome
changed source block wisdom saving throw DC from 17 to 16
added average psychic damage
Stat blocks
Jonas Hyffal
changed CR from 5 to 3
reduced proficiency bonus, skill modifiers, and passive perception by one
added Halfling as a language known
added “Poet of the Depths” as a trait
doubled damage dice for Withering Touch attack
changed Cacophony and Taunt saving throw DCs from 12 to 13
Living portrait
changed CR from 4 to 1
increased Wisdom score from 10 to 11
changed skill modifiers for perception (12 to 4) and persuasion (8 to 7)
changed passive perception from 22 to 14
changed Sylvan to Elvish
changed spell save DC from 15 to 13
Miner spore servant
changed CR from 1/8 to 1/4
changed Strength score from 12 to 14
added 1 to Dexterity and Constitution scores
doubled amount of hit dice
changed damage die for Miner’s Pick from a d4 to a d8
One Eyed Willie
changed ability scores: Strength from 19 to 15, Dexterity from 15 to 18, Constitution from 16 to 14, Charisma from 12 to 10
rectified saving throw and skill modifiers
changed bite damage die from 1d10 to 2d4
changed claws damage from 1d8 to 2d6
Ravager
changed hit die from 8d12 to 10d10
changed armor class from 16 to 14
changed ability scores: Dexterity 10 to 9, Constitution 19 to 17, Intelligence 2 to 3, Charisma 5 to 7
added “Charge” trait
changed Bite damage die from 1d8 to 2d6
Ravager spore servant
changed CR from 3 to 2
changed hit die from 8d12 to 10d10
changed armor class from 16 to 14
changed ability scores: Dexterity 10 to 9, Constitution 19 to 17
changed Bite damage die from 1d8 to 2d6
Young ravager
changed CR from 2 to 1
changed hit die from 4d12 to 8d8
changed ability scores: Constitution 15 to 14, Intelligence from 2 to 3, Charisma from 5 to 7
changed Bite damage die from 1d8 to 2d6
Sculk brute
changed CR from 5 to 4
reduced proficiency bonus
changed hit die from 5d10 to 10d8
changed ability scores: Dexterity 12 to 8, Constitution 16 to 17, Wisdom 7 to 8
added damage resistances
added condition immunity ‘poisoned’
replaced “Keen Hearing” trait with “Relentless” trait
changed drill damage die from 2d6 to 2d10
Sculk catalyst
changed armor class from 15 to 14
changed hit die from 6d10 to 13d8
changed ability scores: Dexterity 15 to 18, Intelligence from 12 to 8, Charisma from 1 to 6
added Wisdom saving throw proficiency
added condition immunity ‘poisoned’
removed “charge” trait
moved “spread the sculk” to traits
moved “sap strength” to bonus actions
removed “claw” attack
added “lump” attack
changed slam damage die from 2d4 to 2d6, and 2d6 to 1d6
changed sap strength damage die from 2d8 to 4d8
Sculk shrieker
changed CR from 7 to 6
changed armor class from 17 to 15
changed hit die from 9d10 to 14d10
added condition immunity ‘poisoned’
removed “keen hearing” from traits
removed slam attack
added claw attack
removed bonus action call to arms
moved deafening shriek to bonus actions
rectified Wisdom saving throws
Sculk thrall
changed hit die from 3d10 to 8d8
changed armor class from 11 to 10
changed ability scores: Strength 19 to 16, Constitution 14 to 17, Wisdom 3 to 5
added condition immunity ‘poisoned’
added “fortitude” trait
added multiattack
renamed unarmed strike attack to slam attack
changed slam attack’s damage die from 2d4 to 2d6
Soul echoes
changed armor class from 18 to 16
changed hit die from 9d4 to 14d4
changed ability scores: Strength 1 to 3, Dexterity 25 to 22, 
removed acid, lightning, thunder resistance
added blinded immunity
“consume life” trait renamed to “consume the soul”
changed additional necrotic damage from “siphon life” from 1d10 +2 to 2d10
The Warden
changed hit die from 16d10 to 25d10
changed ability scores: Strength 25 to 22, Dexterity 8 to 10
moved poison from damage resistance to damage immunity
renamed “sonic boom” to “sonic blast”
changed slam damage die from 2d10 to 4d10
fixed Warden saving throws DC to 16
Snowman
changed CR from 3 to 2
increased speed by 5 ft.
changed ability scores: Dexterity 6 to 7, Constitution 14 to 15
removed damage resistances
increased the multiattack from two to three
changed cold damage die on the slam attack from 2d6 to 1d6
Soren Tidrostir
changed CR from 3 to 2
changed hit die from 6d8 to 9d8
changed ability scores: Strength 11 to 7, Intelligence 10 to 12, Wisdom 13 to 11, Charisma 16 to 17
added 1 to skills
added Undercommon as a skill
changed passive Perception from 11 to 10
The Wanderer
changed CR from 5 to 4
reduced proficiency bonus
changed alignment from chaotic evil to neutral evil
increased armor class by one
changed hit die from 9d8 to 12d8
changed ability scores: Dexterity 12 to 9, Intelligence 8 to 3, Wisdom 10 to 6, Charisma 8 to 5
changed cold ray damage die from 2d10 to 3d10
Maps
Deepfrost Citadel - 1st Floor: updated to reflect directions of stairs in tower
Deepfrost Citadel - 2nd Floor: updated to reflect directions of stairs in tower
Deepfrost Citadel - Tower: updated to reflect directions of stairs in tower
Black Mines - Lowest Floor: removed M22 and update other keyed zones
PDF-specific
updated images of above-mentioned maps
fitted all Ravager stat blocks onto one page (as opposed to two separate pages)
fitted the Snowman and Soren stat blocks onto one page (as opposed to two separate pages)
total pagecount reduced from 108 to 106 because of the two changes above
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dmdorga · 1 year
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https://www.patreon.com/posts/regal-ancestor-76434944
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Enjoy the Regal Ancestor Spirirt Homebrew statblock! support me on patreon and check out my tiktok for it!
https://www.tiktok.com/t/ZTRq3VdKQ/
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mollypaup · 1 year
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I will abandon dnd as a format completely when another ttrpg gets as nitty-gritty with its combat and enemy types. Love to get struck by lightning from an evil magc blood flower that can cast spells and is immune to thunder because it cannot hear.
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wetbloodworm · 10 months
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looking into different descriptions of size categories in dnd and i think i accidentally assigned true-form-zenith into the gargantuan category. by accidentally i mean i’ve been going ‘huge sounds right’ and thinking that’s accurate even after officially making him 42 feet long. i drew him next to a person of average height and yes he LOOKS very big but in my brain i still went ‘yes, huge, correct’. i think partially because he’s very long but comparatively fairly slender and he IS mostly tail so somehow that doesn’t count? i wouldn’t consider a 5 foot long snake a medium creature and he’s kind of like a big alien snake. the official 5e rules don’t help or make sense to me because they classify categories based on ‘space’ in a perfect square, like. medium creatures are 5ft by 5ft. gargantuan creatures are 20ft by 20ft or larger. but that means fucking nothing to me because i then picture the creature as a cube and if the creature isn’t a cube then my brain short-circuits and can’t figure out how it would FIT in that cube. (this is likely the Taking Stuff Literally thing cursing me again)
but i found some different descriptions here using the 3.5e rules and unofficial interpretations that make much more sense to me and, by all of those definitions, yeah, zenith is gargantuan. between 32 and 54 ft long, he’s closer to sperm whale length vs orca length, more than 20ft long, etc.
so uh, there’s that i guess! i mean that’s fine i don’t mind, it’s just a category describing a thing i’ve already decided on, i just. didn’t realize lmao
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7 Free Creepy D&D Monster Stat Blocks for Your Next Adventure
7 Free Creepy D&D Monster Stat Blocks for Your Next Adventure Lost – Loathsome Form Share 0 FacebookTwitterPinterestWhatsapp Here are seven free dnd monster stat blocks based on The Loathsome, a hive-mind parasite monstrosity that infects its hosts to create different forms to aid the hive in some way or another. I do recommend giving that post a read so you can better understand how each form…
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dev-the-dm · 2 years
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Collection: Arcane Familiars
Are you also bored with the current limited number of official familiars, whether you get yours through the find familiar spell or by befriending every imp that the DM throws your way? This should help! This collection contains eight new, unique familiars that are made distinct to fit every type of character that should want one. Additionally, each familiar has a trait or two that it can share with its bonded friend - but you may have to work for that.
For better, full-page high quality imagery, take a look at the Collection: Arcane Familiars at the Homebrewery here!
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ineffabletrashcat · 5 months
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So because my trashcat brain can't leave well enough alone (lol). I have made a stat block and given my creation a proper name :)
Behold, the Country Chimera
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The Country Chimera is the truest form of "This looks like it can kill me but it just wants the apples in the basket." The Country Chimera, unlike 2 of it's sources and it's more lion-like cousins, are docile unless you really mess up. You can walk through your forests or in towns to see giant cat pawprints and then just hear a *click* from the alleyway where it is staring at that flatbread you bought at the bakery. The Country Chimera will more likely play dead than actually fight you or anything else, unless you give it a warm place to live and steady food. Then it's coyote instincts will kick in and it will defend where it considers home from dangerous predators like listed above.
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educationaldm · 10 months
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Try these interesting feywild creatures on for size.
Homebrew Fey monsters from @nerdnightnews.
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mortphilippa · 1 year
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A water element spirit | Trove zine.
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creaturecrunch · 2 years
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We watch and talk about Prey. Nope, not that one. Join us as we learn some questionable therapy tactics, draw some obvious comparisons, and question the career of one soda-drinking man in Hollywood. Then, stick around as we crunch the worst ghost you've ever seen: The Clufftrogeist.
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imsobadatnicknames2 · 10 months
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I haven't made a single D&D-hating post in months but I'm about to break my streak:
Lately I've been getting ads for this kickstarter for a studio Ghibli-inspired 5e thingy (which honestly it seems like every 18 months or so a different person decides they're the ones that are gonna make Studio Ghibli in 5e work and creates a kickstarter for it) and I think this page really illustrates the problem with the "just homebrew it into 5e, 5e can do anything" mentality becoming the norm:
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How are you gonna describe your creature as playful, pacific, and non-violent and then present a stat block that exclusively contains information related to exerting violence without realizing that perhaps there's a huge disconnect between the thing you're trying to do and the system you're trying to use?
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