#statblocks
Explore tagged Tumblr posts
Text
Descent into Emberwood Hovel (continued) by Black Tent








#black tent#adventure#adventures#level one#magic items#stats#creatures#statblocks#descent into emberwood hovel
5 notes
·
View notes
Text
Smuggler stat blocks
Here are some various different smugglers stat blocks to spice up your DC20 campaigns.
Here are some abilities you can choose to give these stat blocks.
·(0) Bloody and cornered: When bloody, this creature can increase attacks against non-blood creatures by +2.
·(0) Bloody as a rat: When bloody, this creature increases its movement action by 2 spaces when moving away from danger, and can ignore difficult terrain when doing so.
·(0) Stable footing: This creature is unaffected by difficult terrain.
·(1) Smuggler’s Satisfaction: This creature can gain advantage on attacks towards a creature on difficult terrains.
·(2) Cut your losses: At the cost of 2 Ap and 3Sp, tack 3 movement actions without triggering an opportunity attack.
Here are the actual stat blocks below
==============================================
Smuggler:(Medium)
4 HP | 14 (9) PD | 7 MD
Mig +2 | Agi +3 | Int 0 | Cha 0
4 Space
Actions:2
•(1) dagger attack: 1 damage
•(1) Through: Through an item for 1d4 damage.
•(2) Run away: Range 5 squares of movement away from people.
================================================
Brutish Smuggler:(Medium)
5 HP | (9) PD | 7 MD
Mig +4 | Agi +1 | Int -2 | Cha -1
4 Space
Actions:2
•(1) dagger: 1 damage
•(2) Through: Through an item for 1d6 damage.
•(2) charge in: Range 5 squares of movement towards a target.
Bloodied abilities:
•(1) Relentless Attack: ADV but then Attacks vs you have ADV +1 damage vs Prone targets.
•(1) bite: deal 2 damage at close range
==========================================
Smuggler Bombadear:(Medium)
4 HP | 6 PD | 7 MD
Mig +2 | Agi +4 | Int -4 | Cha -2
4 Space
Actions:2
•(1) dagger attack: 1 damage
•(1) Gunpowder lads: They looked at their allies and went “what subtlety”. Often using their explosions to cause distractions so the others can rush away. 3 times a day, these smugglers can have the ability to either throw an explosive 2+might spaces away from them, or give a willing creature that ability to use once. The explosive will deal 2 force damage.
•(2) Run away: Range 5 squares of movement away from people.
Bloody ability
•(1) Relentless Attack: ADV but then Attacks vs you have ADV +1 damage vs Prone
==============================================
Smuggler boss:(Medium)
8 HP | 10 (9) PD | 10 MD
Mig +1| Agi +2 | Int +1 | Cha +1
4 Space
Stamina points: 4
Actions:4
•(0) First strick: When the bandit enemy sneak attacks, they deal double damage for one round. This only applies if they ambush during their first round. They can not trigger this in any other way. However, If they are ambushed, they’ll have disadvantage for the first round.
•(0) Pack plunder: When near a friendly creature, the bandit gets advantage on hits.
•(0) make them bleed: When the bandit makes a creature bloodied, they regain 1 stamina point.
•(0) Stealthy beginnings: You regain 1 SP when you Hit a Flanked target or one that is affected by a Condition.
•(1) Action Surge: Once on each of your turns you can spend 1 or more SP at any time to gain an amount of AP equal to the SP spent.
•(1) dagger attack: deal 1 piercing damage with a range of 1 space, or at the cost of 2Sp, through the dagger up to 8 spaces.
•(2) rang them up: at the cost of 2 Ap and 1 Sp, Deal 2 damage all squares directly in front of the bandits.
•(1) Reaction: the bandit lord can spend 1 AP and 1 Sp to halve the damage against them that they can see, as a reaction. If the triggering effect deals half damage on a Miss (or when you succeed a Save), they can take no damage instead.
•(2) Banditry: Make a contested Might check with a creature to seal one creature's weapon.
Bloody ability
•(0) Relentless Attack: ADV but then Attacks vs you have ADV +1 damage vs Prone.
•(1) Rally Allies: You can spend 1 AP to take the Help Action as an Action or as a Reaction to add 1 creature with an Attack Check. The creature must be within 5 Spaces of your banner.
•(1) Out for blood: Any creature who is bloody, takes double damage from the Bandit lord’s attack
0 notes
Text
Honestly it's so funny that we know Essek's intelligence score. We have so little else about his stats, but we do have his exact intelligence score pinned, cuz he happened to get roped into being thrown into one of if not the only scenario in the entire dang game where that exact number is relevant. Otherwise we could've gone on forever with, "Well, as an NPC wizard he sure does have a high int mod."
But no, now we know that he's the smartest boi because he happened to get dragged into the Astral Sea with another wizard with whom he was engaged in flirtatious competition. 😌
#now ALL OF CR FANDOM KNOWS YOU HAVE 22 INT#essek thelyss#his wisdom score gets REALLY funny but that's not the point here#this is about the fact that there are SO few scenarios in which ability SCORES are relevant and somehow we got that one lmao#but also lmfao at everyone who said he had to have low wis. put some respect on his name#actually wild his int is 22 his wis has to be at least 18 and his dex is 16#and his charisma can't be terrible he gets a +2 bump by default#tbf his con is unclear though I doubt it's less than 10. however his strength must be SHIT#as suspected 😌#would love to see his statblock fr tho. god. matthew release the tapes!!!
308 notes
·
View notes
Text



Astars and Coraleans, two homebrew tieflings from Horns, my D&D guide to creating non-infernal tieflings!
Available in English and in French on my shop : https://ko-fi.com/nowhere_kings
Texts written by @d-cybele , concepts and illustrations by me ✨
#tiefling#dungeons and dragons#indie zine#dnd#horns#it’s one of my favorite project from last year! hope you’ll like it#the pdf version is only five bucks if you want to treat yourself#I’d love to make a bigger version with statblocks one day but this one was mostly to give a cool base for players and DMs to play with#my art
59 notes
·
View notes
Text
Homebrew Horror: Vodani, Nascent Demon Lord of Intoxication and Anger
(Art by the amazing @stranger-chads!)
First mentioned here, Vodani is one of the least ambitious yet most active among the Nascent Lords, never truly vying for territory but viciously holding what power and reach he stumbles into with a ferocity and determination that cause most others to simply leave him to his own devices. His primary concerns in his day to day life are acquiring alcohol to drink and people to drink it around (specifically around, and uncommonly with), and though he can conjure seemingly bottomless amounts of it and convert even pond scum into a palatable beverage, he's always hounding for a flavor of spirit he's never tasted before, which is one of his motivators for venturing into the world of mortals.
The primary motivator, however, is only barely more complex than that of most demons: chaos, mayhem, destruction, and the corruption of innocents. Vodani takes on the appearance of a common human vagrant or wanderer to inveigle himself in established populations of the destitute and downtrodden. With endless gifts of cheap drink and drugs woven between sob stories he's collected from hundreds of past victims, Vodani establishes himself as a strange but beloved member of the community, where he works to ignite the fires of hatred within them.
Vodani uses inflammatory rhetoric to gradually unite the societies he infiltrates against specific targets, most of them nobles or government officials, or members of an organization with considerable power over the poor (such as bankers, guards, and local guild members), preferring to pick whomever would cause the largest power vacuum if they were removed from their position and/or cause the largest breakdown of societal order (his least favorite type of order). This habit causes many to call him the Prince of Paupers, believing him a figure of hope and unity, but this is false hope at best; Vodani is not driven out of a sincere desire to help, but a demonic desire to destroy. He intentionally steers people away from any solution that does not lead to violent revolution and utilizes drugs, social and societal pressures, and his magic to prevent anyone from speaking against him or offering relief to his "friends," victims of his toxic influence who quickly find themselves with few choices but to continue wallowing in his lifestyle of violence, indulgence, and hate.
Were the Lord of Gin truly a bringer of rebellion and freedom, he would actually stay to help the reconstruction once the dust settled, or even help at all. As it is, the targets of ire he chooses often serve as convenient scapegoats for the actual reason inequality runs rampant; he may target a guard captain enforcing unjust laws while treating the council who made the laws as an afterthought, or call for the death of a king who is unaware that his advisors have been wringing areas of the city dry behind his back. Vodani gets his fill of destruction quickly once he's gotten a whole riot going, wading into the fray to kill and destroy with savage impunity, often felling friend and foe alike. Whether or not his assembled "freedom fighters" actually succeed in destroying their perceived "oppressors" and "enemies" or if they themselves are routed is of little true consequence to him, with the fiend vanishing from the world once his cruel work is done to let everyone else shoulder the consequences. Any actual good that may emerge in the wake of his riot is purely accidental, and hearing that he has bettered a city sends him into a frothing fury which takes him days to calm down from. He often goes out of his way to either send his followers into the same city or slither back in himself to make it burn down 'for good this time,' and this is one of the only things in creation which can give him actual focus and motivation to plan things over the course of the long term... provided he doesn't completely forget about why he was so angry in the first place during days of senseless rage and endless drinking.
Vodani appears to be a humanoid with an extremely severe case of jaundice and lengthy fingers that end in sharpened, bony points. He wears shabby local clothing and is always clutching a bottle of spirits he takes frequent drinks from. His head is his most startling feature, taking the shape of a tapering pillar of flesh that swirls as though it were smoke in a vortex, solid yellow eyes and a mouth filled with shark-like teeth emerging and disappearing at random in the twister. He has a strange amount of control over his malleable head, able to shape it into distorted faces and exaggerated expressions at will, or even lash his head out like a tentacle to deliver bites to distant foes.
Even when magically disguised, his pure yellow eyes or sharpened teeth randomly peek through to reveal his true nature, forcing him to take pains to hide them with long hair, facemasks, tall collars, or other coverings. His commonalities with the Ginever are noted by most who know of both him and the strange, alcoholic carnivores; many believe him to either be their progenitor, or a member of their kind who ascended to demonhood. He gives contradicting reports, alternatively calling them his children, his kin, his subjects, or his parasites, seemingly just to annoy anyone trying to find a concrete truth. What is known is that any mortal who drinks themselves to death with alcohol he's interacted with in some way has a chance of returning to life as a Ginever. When asked of this phenomenon, he is curiously quiet.
Vodani, the Demon at the Bottom of the Bottle CR 23 Chaotic Evil Medium Outsider (Chaotic, Evil, Demon, Extraplanar) Init: +7; Senses: darkvision 60 ft., low-light vision, Detect Good, Detect Law, True Seeing; Perception +37 Aura: Unholy Aura (DC 29)
------- Defense ------
AC 45, touch 35, flat-footed 38 (+7 Dex, +4 deflection, +10 natural, +14 luck) HP 530 (26d10+364), Regeneration 15 (Good) Fort +27, Ref +33, Will +27 Defensive Abilities: Freedom of Movement; DR 15/Cold Iron and Good; Immune: Charm and compulsion effects, cold, death effects, electricity, disease, poison; Resist: Acid 30, Fire 30; SR: 35
------ Offense ------
Speed: 60ft, climb 20ft; Air Walk Melee +3 Improvised Weapon +38/+33/+28/+23 (1d8+10/19-20), claw +28 (1d6+4 plus Intoxicant), bite +33 (1d8+7 plus Intoxicant), OR two claws +33 (1d6+7 plus Intoxicant), bite +33 (1d8+7 plus Intoxicant) Ranged +3 Thrown Improvised Weapon +38/+33/+28/+23 (1d8+10) Space 5ft, Reach 5ft (10ft with bite) Special Attacks: Cloak and Dagger Tactics (DC 28), Intoxicant, Jaundiced Gaze, Sneak Attack +2d6, Whatever's At Hand Spell-like Abilities (CL 20th; concentration +31)
Constant--Air Walk, Freedom of Movement, Detect Good, Detect Law, True Seeing, Unholy Aura (DC 29) At-will--Charm Person (DC 22), Greater Dispel Magic, Greater Teleport (self plus 50lbs only), Invisibility (self only), Rotgut, Suggestion (DC 24) 3/day--Create Drugs, Crime Wave (DC 27), Mass Suggestion (DC 27), Song of Discord (DC 26), Tears to Wine 1/day--Dominate Monster (DC 30), Life of Crime (DC 29), Summon Demons or Ginever, Time Stop
------ Statistics ------
Str 24 Dex 25 Con 38 Int 20 Wis 27 Cha 33
Base Atk +26; CMB +33 (+4 when performing Dirty Trick); CMD 66 (+4 vs Dirty Tricks)
Feats Catch Off-Guard(B), Cloak and Dagger Style, Cloak and Dagger Subterfuge, Cloak and Dagger Tactics, Dirty Fighting, Dirty Trick Master, Grab and Go, Greater Dirty Trick, Improved Dirty Trick, Improvisational Focus, Improvised Weapon Mastery, Multiattack, Quick Dirty Trick, Throw Anything(B), Vital Strike
Skills Appraise +15, Bluff +40, Craft (Alchemy) +34, Disable Device +26, Disguise +17, Escape Artist +21, Intimidate +40, Knowledge (Local) +34, Knowledge (Nobility) +15, Knowledge (Planes) +16, Perception +37, Perform (Comedy) +21, Perform (Oratory) +31, Sense Motive +37, Sleight of Hand +26, Stealth +30
Languages Abyssal, Common, Dwarvish, Draconic, Orcish; telepathy 300ft, Tongues
SQ Change Shape (Any humanoid or monstrous humanoid; Alter Self or Monstrous Physique I), Drunken Demagogue, Happy Hour, Nascent Demon Lord traits
------ Ecology ------
Environment: Any urban Organization: Solitary, hellions (self plus 3~10 Ginever plus 10~30 humanoids), riot (self plus 10~20 Ginever plus 30+ humanoids). Treasure: Triple standard
------
Combat: While preferring to never battle any foe with a reasonable chance of fighting back, Vodani is a bewildering foe to battle on even terms and will utilize his feats to hamper his foes via rapidly-delivered Dirty Trick maneuvers before beating them down with whatever he has available as the negative conditions mount. Capable of turning anything into a deadly weapon, Vodani is never truly unarmed and will utilize any lull in the combat (or rounds in Time Stop) to customize his held item with enchantments he feels would best harm his foes; he usually begins each day having a single bottle opener or corkscrew he keeps loaded with Anarchic, Human-Bane, and Unholy already on his person. If his foes are intoxicated, he will attempt to use his spell-likes to convince them to either fight on his side, fight with each other, or not fight at all.
Morale: The Lord of Gin turns invisible and flees any fight that is no longer "fun" for him, typically meaning fights in which his foes take no damage from his attacks, cannot be meaningfully impaired with Dirty Trick, and any combat where he is reduced to 200 or less HP. If prevented from fleeing, he flies into an indignant rage and fights to the death.
------ Special Abilities ------
Drunken Demagogue (Ex): Vodani's drunken swaying allows him supernatural grace when avoiding danger, granting him a luck bonus equal to his Constitution modifier to his AC, his CMD, and to his Reflex saving throws. In addition, inebriated creatures have a significantly harder time resisting his words; when communicating with inebriated creatures--even one unwillingly rendered drunk by his own abilities--Vodani gains a +5 profane bonus to Charisma-based skill checks against those creatures, and those creatures have a -5 penalty to saving throws against Vodani's mind-affecting spells and abilities. If a creature is normally immune to mind-affecting effects, Drunken Demagogue allows his spells and abilities to bypass this immunity, but the spell or effect ends instantly when the creature is no longer drunk.
Happy Hour (Su): Thirteen times a day as a swift or standard action, Vodani can conjure a bottle or flask of any common, nonmagical alcoholic drink he desires, or which is desired by someone he is speaking to (even if they don't know the specific name). In addition, Vodani can consume single servings of alcohol (the bottles/flasks he summons contain three servings each), as well as potions, tinctures, and similar items as a swift action without provoking an attack of opportunity. Each time he drinks a serving of alcohol, a potion, or a tincture, he recovers 1d8+10 hitpoints and may immediately move up to 10ft in any direction without provoking an attack of opportunity.
Intoxicant (Su): Vodani may, as a free action once per round when successfully damaging a creature with his claw or bite attack, attempt to convert a portion of the liquids in that creature's body into alcohol. That creature must succeed a DC 35 Fortitude save or take 1d4+1 points of Dexterity and Constitution damage, becomes inebriated, and become sickened as though they had drank too much (alternately, a failure raises the victim's level of inebriation by 1, if using the alternate rules present in Inner Sea Taverns). A creature that fails their saving throw against this ability while already inebriated takes 1 additional point of Dexterity and Constitution damage. The sickened condition caused by this ability lasts until all ability score damage from it is healed. This is a poison effect.
Jaundiced Gaze (Su): While his mundane alcohol is typically enough to get what he wants, Vodani can dramatically enhance the effects of nearby alcohol with nothing but his gaze. This gaze attack operates in a 60ft cone, and any alcoholic beverage in this cone is converted into a ferocious brew: one serving of converted alcohol counts as four to any creature not immune to poison, and creatures normally immune to poison can be affected by the drink, though they treat it as only one serving. Alchemical and magical liquids almost always contain at least traces of alcohol in them which is enhanced by this ability, rendering the substance useless; such items can resist this infusion with a DC 35 Fortitude save. Inebriated creatures who meet his gaze while this ability is active must succeed a DC 35 Fortitude save or become confused, fascinated, or prone (his choice) for 1d8 rounds. He may activate or suppress this ability at will as a free action once per round.
Nascent Demon Lord Traits: A nascent demon lord is a powerful demon that has not yet made the full transition from unique demon to full demon lord of an Abyssal realm. They have several traits, as summarized here:
Immunity to charm and compulsion effects, death effects, electricity, and poison.
Resistance to acid 30, cold 30, and fire 30.
Summon (Sp) Once per day, Vodani can summon any demon or combination of demons whose total combined CR is 20 or lower. He can instead choose to summon two Fiendish Ginever with up to 12 levels of any one class each. This ability always works, and is equivalent to a 9th-level spell.
Telepathy 300 feet.
Vodani’s natural weapons, as well as any weapon he wields, are treated as chaotic, epic, and evil for the purpose of overcoming damage reduction.
Vodani can grant spells to his worshipers. He grants access to the domains of Chaos, Community, Evil, and Trickery. His favored weapon is improvised weapons.
Whatever's At Hand (Ex/Su): Vodani is a master of bar brawls and improvisation. He gains Catch Off-Guard and Throw Anything as bonus feats. Any item he uses as an improvised weapon is treated as if it were a +3 magic weapon (dropped or thrown weapons lose these qualities at the end of the turn). As a standard action, Vodani can further empower anything he is wielding--even a weapon that is already enchanted--with up to +3 worth of additional enchantments selected from the following list: Anarchic, Bane (the Bane type is chosen each time this ability is used), Cruel, Deadly, Flaming, Frost, Keen, Throwing, Shock and/or Unholy. These enchantments last until Vodani uses this ability again, or if the improvised weapon leaves his grasp for longer than 1 minute (which allows him to temporarily lend out enchanted armaments). He cannot use this ability to bring a weapon's total combined enchantments above +8.
#pathfinder#original concepts#Homebrew Horror#new tag im gonna go back and add to any statblock ive made#Tw drugs#Tw alcohol
101 notes
·
View notes
Text
I present to you:
The first(?) familiar that is actively harmful to its caster.
Still subject to change, but these are the starting vibes, y'know?
Stats based on the Giant Snail from Witchlight, might adjust them based on what I see of the snail behaviour in-game still. Probably will add some skill proficiencies for the hell of it.
#the realm smp#trsmp#the realm#5e statblock#I need to come up with a consistent tag for this project#realm npc#that works
31 notes
·
View notes
Text

players have seen it so i can post it: underdark elk :)
#art#dnd#down underdark#players do not interact with the notes on this post#others may check the notes for the statblock posted to my secret dm blog
51 notes
·
View notes
Text
hello welcome back to "god there's so much in Strahd's combat writeup", I want to talk about the Heart of Sorrow
because it's kind of weird
and at first I was like "why does he even have this" because if you're fighting him at 10th level and your party picked up their magic items, 50 HP is nothing. that's a trivial amount of protection. there are some builds that average close to 50 damage per turn at 10th level (and that's ignoring whatever insane stuff the 2024 PHB lets PCs do now).
so if I can't rely on this thing to keep this beautiful pipe-organ playing manicure safe from buffs and scratches in the final fight, what else is it good for
well I have some ideas.
mechanically:
this does mean Strahd can do insane stunts around 1st-3rd level parties, like just... let himself get stabbed or set on fire and just kind of laugh about it haha isn't this a fun time we're all having
mid-campaign this is a buffer for if I've fucked up and accidentally left Strahd somewhere the party can damage him
assuming the heart is still active, I'm in love with the image of Strahd opening the bossfight with fireball centered on himself and soaking the damage as an intimidation tactic
plot-wise:
the module kind of tucks the heart way out of the way, but I think it makes more sense to broadcast it to the party as a quest
make it something the party should go out of their way to destroy because for all they know, this thing will protect Strahd indefinitely
it's not like the party destroying it will change my tactics in the final fight because I already can't depend on it to protect Strahd
the party will get to feel like destroying the heart is a major accomplishment that opens a huge hole in Strahd's defenses and I can play along like YEP YOU DID IT, HE DEFINITELY NEEDED THAT HEART AND THIS WILL DEFINITELY NEGATIVELY AFFECT HIM IN THE FUTURE :)
if all else fails and they accidentally destroy the Heart of Sorrow way early by catching Strahd and eating through the damage threshold before he can disconnect from it, it'll be a great excuse for Strahd to be fucking pissed at the party for breaking his very expensive magical hit point rock
#I know everyone hates Strahd's stat block#but weirdly I'm starting to come around to it#I can at least see the design intent#queued post bc lazy#dming is hard#barovia#strahd von zarovich#curse of strahd#cos#strahd campaign#dnd strahd#dnd#dnd shenanigans#dnd campaign#dnd5e#d&d campaign#d&d 5e#d&d#dungeon master#dungeons and dragons#cos spoilers#curse of strahd spoilers#spoilers for curse of strahd#strahd statblock#D&D combat#dnd combat#dming is awesome
26 notes
·
View notes
Text
Some day hundreds of years from now when Laudna is still an undead, undying witch living in a cottage somewhere, animating objects for funsies to keep her company, an adventuring party rocks up on a quest, sent by the current living de Rolo descendant to kill a hag and retrieve a gem that contains the soul of the de Rolos’ greatest nemesis, the one the family was never quite able to completely defeat.
Maybe it’s just me and my Forever DM brain, but seriously look me in the eye and tell me Laudna’s current situation doesn’t sound exactly like a mid-level adventure hook setup for a future Exandrian D&D source book.
#I am building Laudna’s Hag statblock in my mind already#the de Rolo will talk a lot of big game about their plan to destroy it#but really they want Delilah’s power for their own#probably they’re planning to kill the rest of the family for some reason#this is what Forever DM brain does to me#critical role#cr3 spoilers#critical role spoilers#cr spoilers#el talks
51 notes
·
View notes
Text
Oh because I mention it so often when names come up, if you haven't been introduced to my best friend The Drow Naming Table, gifted to the world in January 2000,
here it is in all it's glory
In case you, like me are terrible at coming up with names at the best of times and do appreciate having that crutch to work with
#drow#reference#I shouldn't use it as much as I do#but damn if it doesn't get names which have the right sound to them in a way I'm never great at#but look I bring it up enough. I'm sure it's news to none.#but it's helpful enough to link.#plus your guy loves himself a table.#loves statblocks unnessisary lore and tables.#Also bastions.
14 notes
·
View notes
Text
Hello Tumblr. I am once again mashing my few interests together into one big gooey megahobby. Here are D&D statblocks for BL corn game characters!
131 notes
·
View notes
Text


BBED: Big Bad Evil Dudes
Hello I'm Ana and this is the third in the BBED series! Each installment is a different Homebrew BBEG of a different Challenge Rating that is as fleshed out(And hopefully cool and fun!) as I can make it. The art and statblock for each is made by me and I hope you have fun using them, either as they are or reflavouring them. Remember the lore info and stats are there to inspire you to do what you want to do, not as hard rules!
Lore: Xvarts are all servants of the demigod Raxivort. Acting as decoys for him as he is chased by servants of the demon lord Graz'zt after he stole a valuable object called the Infinity Spindle.
A Xvart Lord is a particularly favored servant of Raxivort, blessed with a powerful weapon known as a Raxivortian Blade that grants them abilities beyond a normal Xvart such as teleporting and summoning. A Xvart Lord is usually a leader of other Xvarts who worship them as high priests and even demigods.
Xvart Lords are noted as having a very notable stench, which is thought to be the reason why Rats and Bats seemingly flock to them and make nests on top of the Xvart's body. Xvart Lords are given the important task of sacrificing people to their god, which is the primary purpose of their blade. The Raxivortian Blade has the special property of transporting someone stabbed with it to Raxivorts domain in Pandemonium, in the hope that he will transform the sacrifice into a new Xvart. Gnomes are most easily transformed, so they tend to prefer sacrificing them.
Any Xvart that steals a Raxivortian Blade successfully becomes the new Xvart Lord, so Xvart Lords tend to be extremely paranoid.
Running a Xvart Lord: A Xvart Lord is still a Xvart, meaning that they will tend towards running away from a fight if it starts to look bad. This also means they will employ vast amounts of creatures to protect them.
I would recommend using a number of other Xvarts, Xvart Warlocks of Raxivort, Giant Rats, Rat Swarms and Giant Bats when planning an encounter with the Xvart Lord. I would also not say it is unrealistic for the Xvarts to have captured something like an Ogre, or to ride Worgs, but keep in mind Xvarts tend to dislike anyone larger than them.
I don't think the Xvart Lord is powerful enough to have lair actions, but in its place I made the stats for their weapon in case your players take it!
Raxivortian Blade: Uncommon Scimitar(Requires Attunement)
This short and jagged blade is embedded with crystals similar to those of Slaad Control Gems. When attuned, the wielder gains a +1 to attack and damage rolls with this weapon.
This weapon has 3 charges. It regains 1d4-1 at dawn.
This charge can be expended on a hit to cause the target creature to make a DC 14 Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
Alternatively as a bonus action you can expend a charge to teleport to a location you can see within 60ft. Alternatively you can switch places with a willing creature within 60ft, or an unwilling creature if the target fails a DC 14 Charisma saving throw.
If the attuned creature is a Xvart, neither option expends a charge.
#art#dnd#character art#digital art#fantasy art#artist#dungeons and dragons#dnd art#dungeons and dragons art#dnd character#statblock#dnd monster#dnd 5e#dnd5e#dnd homebrew#homebrew#dnd 5e homebrew#ttrpg#5e homebrew#dungeons and dragons homebrew#homebrew monster#dnd monster art#dnd 5e art#d&d 5e#5e
18 notes
·
View notes
Note
i play an artificer raccoon (tabaxi stats) in my in-person dnd game. his name is Rabie, and he made his armor out of trash. he wears a traffic cone as a wizard hat. not a request, just a fun fact I felt like sharing since you've been doing raccoon dnd classes
18: Artificer Raccoon
#RABIE IS SUCH A GOOD NAME FOR A RACCOON!!!!#THAT'S SO FUNNY#please tell him i love him#this isnt exactly rabie fanart (no hat or armor) but this did motivate me to finally get to the artificer raccoon#it was the most daunting of the classes by far#well maybe aside from bloodhunter i still have NO idea how im gonna depict a bloodhunter raccoon#oh well#also i really like the idea of using tabaxi stats for a raccoon thats really smart#i wouldnt have thought of it (i wouldve tried looking up a homebrew statblock or homebrew it myself#or maybe the humblewood stats#but the more i think abt tabaxi just makes sense and works#raccoon#raccoonaday#18#artificer raccoon#its gonna be another two raccoon day#bc apparently im just really bad at drawing them on the dayd i have dnd (tuesdays thursdays and sundays)#rip
48 notes
·
View notes
Text
My personal hope for Vax once he's de-orbed is that he goes back to his respawn point in the Matron's realm for a much-needed nap, and as a thank-you for their efforts, the Matron lets the rest of Vox Machina Gate/Plane Shift over for a visit and they all make a big snuggle pile.
#though i also hope he gets to use that cr 21 statblock at some point#either at the key or as a summon from the mask of the matron#because i'd prefer it if being reduced to a literal object isn't his only contribution to this plotline#critical role#cr spoilers#vax'ildan#vax'ilorb#matron of ravens
12 notes
·
View notes
Text
Slaying Adatok: The Paragon of Shatterpeak, is available now for free!
"Slaying Adatok: The Paragon of Shatterpeak" is an unofficial dragon-slaying Dungeons and Dragons 5e adventure for Level 20 players. Players will venture into 4 unique lairs where they will de-power The Barrier protecting the peak of Shatterpeak Mountain. Once they climb to the mountain's top, they will get to face off with Adatok the Paragon, the Amethyst Greatwyrm.
This adventure includes a two pdfs (one normal and one print-friendly), battlemaps and art for each of the 7 unique locations and custom tokens for every named monster and NPC. As a Dungeon Master you shouldn't have to do any extra legwork to find assets to play your adventure!
This adventure assumes that you own the following sourcebooks.
Fizban's Treasury of Dragons
Dungeon Master's Guide
Player's Handbook
Monster Manual
Xanathar's Guide to Everything
If you played this adventure, please tag me on social media (@AshMcGivern) and let me know how it went. If you enjoyed it, consider leaving a tip! Either way thank you so much for playing!
Download it here from Ko-Fi!
#dungeons and dragons#dragons#dnd5e#Slaying Adatok#ITS HEEEERE!!!!#cant wait for people to play it#please def let me know how it goes id be SO stoked to hear about it#adapt it to pathfinder!! see if I care!!!#it uses 5e statblocks but im sure you can find other monsters in other systems to substitute!!!
21 notes
·
View notes
Text
Daemon ideas I have bouncing around my head but have yet to create full statblocks for:
--Phylaxidaemons, death through allergies
--Placebodaemons, death through false cures
--Iatrodaemons, death through medical complications
--Somnodaemons, death through sleep (primarily sleep deprivation)
--Plutodaemons, death through money (primarily through debt)
--Metadaemons, death through the actions of fiends (primarily other daemons)
31 notes
·
View notes