Using My Monsters

Sunday, 29 March 2015

Boneclaw - CR 6 (Large Undead)

Boneclaws are towering undead that first appeared in the 3.5 Monster Manual III. As with most of the monsters I have been converting for my 5e campaigns, they were on my "use one day" list, but never saw the dark of night in either 3.5 or 4e. Anyway, they are due to shred some PC's soon, and so, I thought I would share my conversion for them.

I have slightly erred from their original incarnation, making them more deadly to melee attackers (with the Threatening Reach and Rampant Opportunist powers). If you don't like that, just remove the powers.

Boneclaw
Large Undead (Chaotic Evil)
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Armour Class: 16 (Natural Armour)
Hit Points
: 102 (12d10+36)
Speed 40'
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STR 21 (+5) DEX 18 (+4) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 19 (+4)
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Saving Throws: Dexterity +7, Wisdom +7
Skills: Investigation +8, Stealth +11, Perception +8
Damage Resistances: Slashing and Piercing
Damage Immunities: Cold, Poison, Necrotic
Condition Immunities: Diseased, Poisoned, Exhausted, Unconscious
Senses: Darkvision 60'; Passive Perception: 18
Language: Tradespeak
Challenge: 6 (2,300 XP)
 
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As A Shadow: The Boneclaw adds twice its proficiency bonus to Dexterity (Stealth), Intelligence (Investigation) and Wisdom (Perception) checks

Threatening Reach: The Boneclaw may make an opportunity attack against any enemy it is aware of that leaves a square within its reach (20'), regardless of whether they are moving away from it or not.

Rampant Opportunist: The Boneclaw may make 4 (Dexterity Modifier) Opportunity attacks in a round, rather than one.

Vicious Claws: The Boneclaw's Shredding Claw attacks score a critical hit on a natural 19 or 20.
 
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ACTIONS
Multiattack: The Boneclaw makes two Shredding Claw attacks.

Shredding Claw: Melee weapon attack, Reach 20', +8 to hit, one target, Hit: 21 (3d10+5) slashing damage.

Hey! Who stole my piano?

Sunday, 22 March 2015

"Carnivorous Shadow" - Legendary Longsword

A cruel and slender longsword, seemingly made from solidified blood or some similar material. When wielded it gleams with a malevolent maroon shadow, and veins seem to pulse redly within its black, crystalline blade whenever it hits a living target. A dismal aura of dank shadows seems to hang around the thing always, and even the most dimwitted individual can discern it is an instrument of darkness.

Carnivorous Shadow : +2 Vampiric Longsword

Legendary Weapon (Requires Attunement).
  •  Inflicts +1d8 necrotic damage per hit.
  • Scores a critical hit on a natural 19 or 20.
  • On a crit vs a living target, inflicts +2d10 necrotic, and the wielder gains the damage inflicted, including the extra necrotic, as healing. If wielder is at max hpts, the excess are temporary hit points that remain until their next long rest.
  • Those dedicated to darkness and death recognise the blade and its wielder as a servant of evil (and its touch is abhorrent to one who does not serve such foul things). Charisma based checks when engaging with such individuals have advantage.
  • The same checks suffers disadvantage when the wielder is engaging with those that do not serve dark, unnatural powers.
  • A warlock can use this sword as an implement.

Thursday, 19 March 2015

Wrack Construct (3rd Level Transmutation)

Artificer and Rogue spell lists

Casting Time: 1 Action
Range: 60'
Components: V, S, M (Small piece of metal that is Snapped or crushed as the spell is cast)
Saving Throw: Partial

This spell only works against constructs and living constructs. When cast, a flickering bolt of disruptive energy darts from your fingers and strikes the target. It inflicts 5d6 damage, which ignores all resistances and immunities. Furthermore, until the end of your next turn, the target looses all immunities, resistances and fortification. The target is allowed a Constitution saving throw to halve the damage and to avoid loosing it's defensive properties.

At a Higher Level: If prepared with a higher level spell slot, this spell inflicts +2d6 damage for every level higher than 3rd the used slot is.

Wednesday, 18 March 2015

Necrosis Carnex - CR 3 (Medium Undead)

The Necrosis Carnex is a fabulously creepy and disturbing thing; a random mishmash of limbs and rotting tissues, held together with leather strips, rusting staples and crude stitching. They are yet another beastie that is on my "I must use these"list, which, at the time of writing, have not made it into any games...That will change however....here are my 5e stats for this repugnant horror.

Necrosis Carnex
Medium Undead (Neutral Evil)

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Armour Class: 15 (Natural Armour)
Hit Points
: 67 (9d8+27)
Speed 40'
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STR 12 (+1) DEX 17 (+3) CON 16 (+3) INT 2 (-4) WIS 12 (+1) CHA 7 (-2)
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Saving Throws: Dexterity +5, Constitution +5
Skills: Acrobatics +5, Athletics +3
Damage Resistances: Bludgeoning damage from non-magical weapons, Psychic
Damage Immunities: Necrotic, Poison
Damage Vulnerability: Radiant
Condition Immunities: Blinded, Deafened, Frightened, Poisoned, Exhausted, Unconscious, Disease, Charmed, Confused
Senses: Blindsight 60' (Blind beyond this range); Passive Perception: 13
Language: Understands creator's language
Challenge: 3 (700 XP)
 
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Malign Aura: Living creatures not allied with the Carnex within 30' of it suffer disadvantage on attack rolls and saving throws. If they are immune to necrotic damage or death effects, they are immune to this.

Unholy Burst: When reduced to 0 hit points, all creatures within 30' of the Carnex, suffer 17 (5d6) Necrotic damage (half if they make a D.C. 13 Constitution save). Undead in the area are healed for the same amount. If they are at maximum hit points, they gain the excess as temporary hit points (these fade after 1 hour).
 
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ACTIONS 
Multiattack: The Carnex makes two Necrotic Touch attacks.

Necrotic Touch: Melee weapon attack, Reach 5', +3 to hit, one target, Hit: 10 (2d6+3) Necrotic damage. Undead are healed for the same amount, or, if at maximum hit points, gain the damage as temporary hit points (these fade after 1 hour). 

 Attempts to create a real life "push-me-pull-you" were not going well....
....not well at all...

Monday, 16 March 2015

Weakened Condition in 5e

Weakened: You suffer disadvantage on all Strength based attack rolls, Skill and ability checks, and inflict half damage with all Strength based attacks.

Sunday, 15 March 2015

Eye of Fear and Flame - CR 7 (Medium Undead)

You know what? I have never had chance to use one of these guys, even though I love the idea of them, and have wanted to ever since first getting my grubby mitts on a copy of the 1st Edition AD&D Fiend Folio. Fortunately, I do believe I will have chance to get them into one of my games, and so, here are the stats I have come up with for 5e!

Eye of Fear and Flame
Medium Undead (Chaotic Evil)
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Armour Class: 14 (Natural Armour)
Hit Points
: 142 (19d8+57)
Speed 30'
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STR 17 (+3) DEX 14 (+2) CON 16 (+3) INT 18 (+4) WIS 17 (+3) CHA 19 (+4)
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Saving Throws: Dexterity +5, Wisdom +6, Charisma +7
Skills: Arcana +7, Religion +6
Damage Resistances: Slashing, Piercing
Damage Immunities: Cold, Poison
Condition Immunities: Blinded (Reflect Magics), Disease, Exhausted, Frightened, Poisoned, Unconscious
Senses: Darkvision 120'; Truesight 60'; Passive Perception: 16
Language: Varies
Challenge: 7 (2,900 XP)
 
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Reflect Magics: If any kind of spell intended to effect vision is cast upon the Eye of Fear and Flame, it is reflected back at its caster, who is treated as the target instead.

Turn Resistance: The Eye of Fear and Flame has advantage on saving throws against Turn Undead.

Innate Spellcasting: The Eye of Fear and Flame can cast a number of spells without the need of material components. Its spellcasting attribute is Charisma. The save D.C. Of its spells is 15, and its Spell Attack modifier is +7

At-Will: Detect Evil and Good, Detect Thoughts
2/Day: Etherealness
 
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ACTIONS

Multiattack: The Eye of Fear and Flame makes two claw attacks or a single Claw attack and either a Eye of Fear or an Eye of Flame attack.

Claw: Melee weapon attack, Reach 5', +6 to hit, one target, Hit: 10 (2d6+3) slashing damage.

Eye of Fear (Recharge 5-6): All creatures in a 60' cone must make a D.C. 15 Wisdom saving throw or be affected by the Fear spell for up to 10 minutes.

Eye of Flame (Recharge 5-6): Creates a 20' diameter sphere of fire within 120'. All creatures in the area of the attack suffer 28 (8d6) Fire damage and 28 (8d6) Necrotic damage, half if they make a D.C. 15 Dexterity saving throw. 

 Oh Gods! I'm not an Eye of Fear and Flame....some jerk just fired these burning gems in my face.
Whyyyyeeeeeeeeee....??? 

Saturday, 14 March 2015

Warforged Sub-Race - Woeforged

The idea of the Woeforged was voiced in one of the Eberron books - undead warforged wandering the land, lost and hate filled. Any of you that have read the early adventures of Ormid and the gang, will know that they have faced more than a few of these things, and as the Veteran's tale draws to its end (assuming they survive of course), they will face many, many more.

However, I thought it might be cool to offer them as a sub-race for my Warforged race (which is very different from the official one, having many more resistances and immunities, but being much harder to heal).

WOE FORGED (Warforged Sub-Race)

You are an undead warforged, an unliving construct, brought to life either deliberately, or through some strange turn of events. Many warforged slain in the Sundering reanimated as Woeforged, and it is well known that the Template Deity Veteran along with his allies faced armies of these things in battle.

In addition to the race's base powers you gain.

  1. +1 Charisma
  2. Your type becomes undead
  3. You gain Darkvision 60'
  4. Your chance of ignoring a Critical Hit increases to 50%
  5. Your Necrotic Reduction increases to twice your Constitution modifier + your proficiency bonus +1
  6. You have disadvantage when saving against attacks that inflict Radiant damage

Friday, 13 March 2015

Guardian Daemon - CR 11 (Large Fiend)

Nestled away in the 1st Edition AD&D Fiend Folio is a potent monster conjured by some to watch over their treasures or lairs. It is a monster I later farmed for XP in Eye of the Beholder 2: Legend of Darkmoon, suffering more than a few close calls as my characters labored to bring the brutes down. Now it can haunt the vaults and halls of your own games. Enjoy!

Guardian Daemon
Large Fiend (Neutral Evil)
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Armour Class: 16 (Natural Armour)
Hit Points
: 230 (20d10+120)
Speed 40'
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STR 19 (+4) DEX 12 (+1) CON 22 (+6) INT 15 (+2) WIS 17 (+3) CHA 20 (+5)
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Saving Throws: Constitution +10, Intelligence +6, Wisdom +7, Charisma +9
Skills: Investigation +6
Damage Resistances: Slashing, Piercing and Bludgeoning by weapons that are not made form Cold Iron or are Magical; Variable Resistance 3/day
Damage Immunities: Daemonic Warding
Condition Immunities: Frightened, Unconscious, Poisoned, Polymorph, Petrified, Paralysed
Senses: Darkvision 120', Truesight 30' ;Passive Perception: 17
Language: Telepathy 100'
Challenge: 11 (7,200 XP)
 
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Daemonic Warding: Each Daemon is immune to three specific forms of damage. For example, one may be immune to slashing damage, fire and lightning, whilst another may be immune to cold, bludgeoning damage and sneak attacks.

Variable Resistance: 3/day, when the Daemon would take acid, cold, fire, lightning, poison or thunder damage, it gains resistance to that energy type for 1 hour. This applies to the triggering damage as well as all subsequent damage of that type.
 
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ACTIONS

Muliattack: The Daemon makes two claw attacks and a bite attack.

Bite: Melee weapon attack, Reach 5', +8 to hit, one target, Hit: 17 (2d12+4) piercing damage.

Claws: Melee weapon attack, Reach 5', +8 to hit, one target, Hit: 11 (2d6+4) slashing damage, and moves target to a square it can see within 1d4 x 5' of its current position (D.C. 16 Strength or Dexterity check negates this move). Hit Natural 15+: Target must make a D.C. 16 Strength or Dexterity check or also be knocked prone.

Daemonfire (Recharge 5-6; Automatically when Daemon first reaches half total hit points): The Daemon breathes a 30' cone of green, blue and black flame, which inflicts  24 (7d6)  fire, 24 (7d6)  cold and 24 (7d6) force damage (D.C. 18 Dexterity save for half). Failed Save 4+: Target is also stunned until they make a D.C. 18 Constitution save (they may do this at the end of their turns).

No omelette for you!!!

Sunday, 8 March 2015

Gobbuth - Greater Daemon of Gluttony - CR 21 (Huge Fiend)

Gobbuth is one of a seemingly endless number of "greater" daemons; obscene, blasphemous spirits of ineffable malice, cunning and spite. He is described as taking on a number of forms, all of which are horrific and studded with wide slavering mouths. One of the most commonly given descriptions of him (and the form for which the stats below are given) is of a hairless, red or green skinned humanoid of impossible obesity. His mouth is wide and lipless; pulled constantly into a hungry leer. A sharp, hooked nose hangs over this, twitching as it sniffs out his next meal, and his eyes - which are said to be small, yellow and perfectly round - are described as "blazing" when they spot some new morsel to consume. He moves with terrifying speed in spite of his bulk, and is surrounded by a cloud of his own flatus and the stinking gasses released by the food that rots within the folds of his morbidly swollen form. Some accounts say that if one were to lift the folds of fat that hang from him, you would find that they act as lips to even more mouths - though these are shark like and huge.

 He is said to instill greed in mortals of the culinary kind; his influence making people glut themselves to death on anything they can fit in their mouths. Several cannibal cults are supposedly aligned to this daemon's teachings, and at least one ancient tale tells of an order of mages that feasted for three days solidly after summoning him to fight for them - only to die from ruptured stomachs and heart failure at the end of it.

On Arbel'Verdaniss, he is mentioned here are there, mostly in late 1st Age and early 2nd Age fragments that detail the conflicts between various mage clans and the last vestiges of the ancient Daemonori. Gobbuth is recorded in the Codices Infernatum Volume 423, kept in the Unified Order archives at Vistus Arcanai, where it is suggested he may have been bound, some time in the early 2nd Age, to a physical plane prison by a daemon binding witch hunter of that time named Casper Thaed. Whether or not this is true (Caspar is not recorded in any church's documentation - although records from such ancient times are impossibly few and far between) is, of course, unknown.

Anyway, just in case he does get free...here are his stats.

Gobbuth – Greater Daemon of Gluttony
Huge FiendShapeshifter, Demon (Chaotic Evil)
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Armour Class: 24 (Natural Armour)
Hit Points
: 334 (23d12+184)
Speed 45'

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STR 25 (+7) DEX 15 (+2) CON 26 (+8) INT 19 (+4) WIS 20 (+5) CHA 22 (+6)
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Saving Throws: Strength +13, Constitution +14, Wisdom +11
Skills: Arcana +10, Intimidate +12, Deception +12
Damage Resistances: Variable Resistance 6/day; Acid, Cold, Fire, Poison
Damage Immunities: Psychic; Slashing, Piercing and Bludgeoning from weapons less than +2 enchantment
Damage Vulnerability: Cold Iron and +3 or better
Condition Immunities: Legendary Resilience; Poisoned, Unconscious, Polymorph, Petrification, Frightened, Charmed
Senses: Darkvision 240', Truesight 100', Daemonsight ;Passive Perception: 21
Language: Telepathy 200'
Challenge: 21 (33,000 XP)

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Flatulent Aura: Enemies that start their turn within 60' of Gobbuth must make a D.C. 22 Constitution save or be Poisoned and Slowed (as if by the Slow spell) until the end of their next turn.

Legendary Resilience: When Gobbuth is hit by, or fails his save against an attack that would cause him to be Stunned, Blinded, Deafened or Paralysed, he suffers disadvantage on attack rolls for the same duration instead.

Legendary Resistance: 3/day when Gobbuth fails a saving throw, he can choose to succeed at it instead.

Magic Weapons: Gobbuths attacks are considered to be made from Magic Weapons of +2 enchantment.

Daemonsight: Gobbuth can see through magical as well as normal darkness.

Vicious Acid: Acid damage inflicted by Gobbuth ignores resistance, and up to 30 points of reduction.

Regeneration: Gobbuth heals 35 (10d6) hit points at the start of each of his turns, unless he has taken damage the round before from a +3 or better enchanted Cold Iron weapon.

Spell Resistance: Gobbuth has advantage on saving throws against all spells and spell like abilities.

Variable Resistance: When Gobbuth is hit by an attack that inflicts Lightning, Thunder, or Necrotic damage, he gains Resistance to the triggering attack and energy type for 1 hour.

Innate Spellcasting: Gobbuth can cast the following spells without needing the material components. He is a 19th level caster, and his spellcasting attribute is Charisma. Save D.C. Is 20, and Spell Attack, modifier is +12

At-Will: Fire Bolt, Shocking Grasp, Fog Cloud, Plane Shift
5/Day: Blur, Hold Monster, Melf's Acid Arrow*, Fireball*, Dimension Door, Fear, Bane
3/Day: Stinking Cloud, Slow, Wall of Force, Finger of Death, Animate Dead, Harm
1/Day: Power Word Kill, Feeblemind, Gate
* Cast at 2 levels higher

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ACTIONS 

Multiattack: Gobbuth may make two Consuming Bite attacks.

Consuming Bite: Melee weapon attack, Reach 10', +13 to hit, one or two adjacent targets, Hit: 17 (1d20+7) piercing damage, plus 22 (4d10) acid damage. Target must make a D.C. 21 Dexterity save when bitten, or be swallowed by the Daemon. Swallowed creatures are blinded, deafened and restrained, and at the start of their turn suffer 35 (10d6) Acid damage, half if they make a D.C. 21 Constitution save. As an action, a swallowed creature may try to escape the stomach. This requires that they make either a D.C. 22 Strength (Athletics) or Dexterity (Acrobatics) check. Success means they appear in a square adjacent to Gobbuth. Hit Natural 16+: The target's worn armour or shield has its protection value reduced by 1d4 (multiple hits are cumulative). If this total equals or exceeds 5, the item is destroyed. Special: A creature that dies whilst swallowed by Gobbuth is consumed utterly and cannot be brought back by any means short of a Wish or the intervention of a Deity. Gobbuth will gain a number of temporary hit points equal to the slain creature's level (or CR) x 5 when this occurs.

Devouring Vomit (Recharge 5-6; Automatically when Gobbuth first reaches half hit points): Gobbuth brings forth a blast of unholy acids in a 50' cone. All creatures within this suffer 117 (26d8) Acid damage, half if they make a D.C. 22 Dexterity save. Failed Save by 5+: Targets worn armour and or shield's defence value is reduced by 1d6. Multiple hits stack, and if the total penalty equals or exceeds 5, the item is destroyed. Special: When this attack is used, any swallowed creatures appear prone within the cone, within 1d6x 5' of the Daemon.

Summon (1/day): Gobbuth may summon 2d4 Daemons of CR 10 or below with a 75% chance of success, or 1d2 Daemons of CR 11-15 with a 25% chance of success. These monsters remain until slain or for 24 hours, whichever comes first. They cannot be turned against Gobbuth under anything other than the most exceptional of circumstances.

REACTIONS

Threatening Reach: Gobbuth can make opportunity attacks against any enemy that leaves a square within reach, and not only when they move away from him.

Battle Shift: When Gobbuth is flanked, he may move up to 15' without provoking an opportunity attack.

Retaliatory Bite: When Gobbuth is hit by a critical hit, he may make a Consuming Bite attack against the one that scored it. If the creature is within 45', Gobbuth can move before making this attack as part of this same action.

BONUS

Belly Shove: One target within 10' of Gobbuth must make a contested strength check with Gobbuth or be pushed 1d4 x5'. If they fail the check by 6+, they are knocked prone.

LEGENDARY ACTIONS

Gobbuth can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The daemon regains spent legendary actions at the start of its turn.

Bite (1 action): Gobbuth makes a single Consuming Bite attack

Foul Flatus (2 actions): All creatures within Gobbuth's Flatulent Aura must make a D.C. 22 Constitution save, or be poisoned. At the start of each of their turns, they may save again to end this effect, though if they are still within 60' of Gobbuth, they suffer disadvantage on this save.

Recharge (1 action): Gobbuth re-rolls the recharge on his Devouring Vomit attack with a +1 bonus

Recharge and Retch (2 actions): As above, but Gobbuth then makes his Devouring Vomit attack.

 Did you know, give or take for the organs, there are about 110,000 calories in one of these?