Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Friday, February 20, 2015

Monster: Cher'fer

Cher’fer
Large monstrosity, neutral

Armor Class 18 (natural armor)
Hit Points 75 (10d10+25)
Speed 30ft; Swim 30 ft; Burrow 10ft (earth)
http://en.wikipedia.org/wiki/Pieter_Dirkx
STR           DEX          CON         INT           WIS          CHA
18 (+4)    16(+3)     15 (+2)    4(-3)        10(0)        9(-1)

Damage Resistance: bludgeoning, piercing and slashing
Immunities: Fire
Condition Immunities: Blind, prone
Senses: Tremorsense (60ft), passive perception 13
Languages
Challenge 7 (2900xp)

Friday, February 13, 2015

Kobold Press Has Taken My Monster!

Monarch of the MonstersI've don't have a new monster this week that I can post. Kobold Press' Monarch of the Monster 5 has been taking up my time. You can still get in on the fun. Create a 5e monster and submit it by 23 Feb.

It's a little disappointing that Kobold is retaining all rights. They promise to pay for anything published, but I'd like to see non-published material released at some point. Don't let that deter you from entering. You can get some nice loot if you win. (Like signed books and such...not to mention a commission!)

Monday, February 2, 2015

Monster Monday! The Jungle Sludge


Jungle Sludge

Large Ooze; Unaligned
Armor Class 8
Hit Points 42 (6d10+12)
Speed 10ft, climb 10ft

STR                    DEX                    CON                    INT                      WIS                     CHA
15(+2)               6(-2)                  14(+2)                2(-4)                  6(-2)                   1(-5)

Skills Stealth +2
Damage Resistance lightning, slashing
Damage Immunities Fire, acid
Condition Immunities Poisoned, blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60ft (blind beyond this radius), passive Perception 8
Languages
Challenge 2 (450 hp)

Amorphous – The sludge can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb – The sludge can climb difficult surfaces, including upside down on branches, without needing to make an ability check.
Camouflage – The sludge can collect fallen material from the ground and coat itself to appear like a pile of debris. The sludge gains an advantage at stealth when it stays still while camouflaged.  An observant adventure may notice the surrounding area of the pile clean of any leaves or branches.

Actions:
Pseudopod – Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 9 (2d6+2) bludgeoning damage plus 3 (1d6) acid damage.
Sticky – When the sludge is hit by a melee weapon, it can use its reaction to attempt to hold the weapon with a sticky substance that covers its body. The creature must make a DEX DC 12 save or become grappled (or must let go of the weapon). The sludge has advantage on attacks against the creature. The stuck creature receives 3 (1d6) acid damage while a body part is in the sludge.

This type of ooze lives under thick jungle canopies, where it is heavily shaded and the ground is covered in fallen leaves and branches. The Jungle Sludge has evolved a sticky, outer layer that is used to gather this deadfall and cover its body. Using this camouflage to disguise itself to resemble a pile of leaves, the sludge waits for prey to pass.


Thursday, January 22, 2015

Swarm of Flying Jungle Quippers

Swarm of Flying Jungle Quippers
Armor Class 13
Hit Points 28 (8d8)
Speed: 0 ft, swim 30, fly 10 ft
Initiative: +3

 STR          DEX           CON         INT         WIS          CHA
13(+1)     16(+3)       9(-1)       1(-5)        7(-2)         2(-4)

Damage Resistances:  bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, paralyzed, petrified, prone, restrained, stunned
Senses:  darkvision 60ft, passive Perception 8
Languages:  -
Challenge Rating: 1

Swarm: The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points of gain temporary hit points.
Surface Sight: The swarm can see when a creature is on the surface, including if the creature is on a vessel or flotsam.  The swarm is considered hidden while watching for prey.(Stealth DC 15)
Ambusher:  The swarm has the advantage on all creatures it surprises.
Flying: Jungle quippers have evolved rudimentary wings out of their pectoral fins which allow them a limited amount flying. When a creature is spotted on the surface, a part of the swarm can launch into the air and fly for a short time (1d6 rounds) to attack the creature.
Regroup: When the swarm re-enters the water, it regains 2d6 hit points as the remaining quippers regroup with the swarm. This will only happen twice after re-entering the water.


Actions:
Bites: Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 8 (4d4) piercing damage or 4 (2d4) piercing damage if the swarm has half of its hit points or fewer.
Launching Attack: When the swarm senses a creature on the surface, some of the swarm launches into the air and can fly for a short amount of time to ambush the prey. The swarm can stay airborn for 1d6 rounds before needing to return to the water.  It can move slowly with the target, if needed.
Disorienting: Any creature that receives damage and is caught within the swarm must make a save (WIS DC 11) at the beginning of his turn or be frightened (if frightened the player will need to enter the water, if there is no where else to move on the boat).

Out of the water, the swarm will only follow injured creatures in an attempt to drive them in the water. If there is no creature to attack, the swarm will re-enter the water on its turn. In the water, the swarm will follow a creature that is bleeding. When the swarm re-enters the water, it will act as a normal swarm of quippers with 2d6 additional hit points minus the incurred hit point damage on the surface (not to exceed the swarm’s initial hit points). This will not happen more than twice when re-entering the water.