User:ThunderGod Cid/Revised Monsters

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Mohrg

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Author: ThunderGod Cid (talk)
Date Created: June 24, 2017
Status: Complete
Editing: Clarity edits only please
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Mohrg, Detached Mohrg, Infested
Size/Type: Small Undead (Dark Minded, Unliving) Medium Undead (Dark Minded, Unliving)
Hit Dice: 4d12+16 (42 hp) 4d12+16 plus 1d12 (48 hp)
Initiative: +0 +7
Speed: 5 ft. (1 square), cannot run 30 ft. (6 squares)
Armor Class: 0, touch 0, flat-footed 0 , touch , flat-footed
Base Attack/Grapple: +2/+ +2/+
Attack: Tentacle +? melee (1d4+?)
Full Attack: Scimitar
Space/Reach: 5 ft./10 ft. 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Animation, infestation, slime Animation, infestation, slime
Special Qualities:
Saves: Fort +6, Ref +1, Will +1 Fort +10, Ref +4, Will +5
Abilities: Str 5, Dex 10, Con 18, Int 10, Wis 12, Cha 10 Str 16, Dex 16, Con 18, Int 10, Wis 12, Cha 10
Skills: Climb +7, Jump +7, Listen +3, Spot +3 Climb +13, Jump +13, Listen +7, Spot +7
Feats: Improved Initiative,
Environment: Cold mountains Cold mountains
Organization: Solitary or gang (2-4) Solitary or gang (2-4)
Challenge Rating: 4 4
Treasure: Standard Standard
Alignment: Usually neutral evil Usually neutral evil
Advancement:
Level Adjustment:


If you want, we can take a piece home as a souvenir.

The mohrg presented here is infesting the skeleton of a human warrior.

Combat

A mohrg encountered alone dies alone. Attacks on an mohrg that is not infesting another creature are automatic hits (hence its listed AC of 0).

(Ex):

Bulette

Size/Type: Large Magical Beast
Hit Dice: 7d10+42 (81 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Slam +10 melee (1d8+4)
Full Attack: Slam +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death from below, leap
Special Qualities: Darkvision 120 ft., frontal armor, psychic rejuvenation, rebound psionics, tremorsense 120 ft.
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 24, Dex 13, Con 22, Int 4, Wis 10, Cha 9
Skills: Jump +7, Listen +8, Spot +8
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -


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Combat

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Death From Below (Ex): A bulette is feared for its ability to attack from underground, killing unsuspecting prey before they can react. When a bulette is burrowing, it may move into any spaces occupied by creatures above it who are not burrowing. When it does this, it may elect to come forth from the ground as a standard action, and any creatures within the same space as the bulette during this time take 1d6 points of damage per Challenge Rating of the bulette (7d6 by default), are knocked prone, and moved to the closest unoccupied space available to them. Creatures larger than the bulette cannot be knocked prone but still take damage and are displaced by the ability.

Once a creature is the target of the bulette’s attack, it can choose to either take a Reflex save or attempt to counter the bulette’s attack. A successful Reflex save (DC 20) halves the damage dealt and prevents the creature from being knocked prone, instead only moving them away.

Should the creature elect to counterattack, they may attack the bulette as an immediate action and calculate damage accordingly. Should the total damage dealt to the bulette when it attempts this attack equal or exceed at least 5 points of damage per CR it possesses (35 by default), the bulette is repelled and forced back underground. Any surplus damage dealt beyond this threshold is dealt to the bulette's hit points.

Earthbolt (Ex): As a standard action useable at will, a bulette strikes the ground and causes a reverberation in the ground, dealing 1d6 points of damage per 2 CR of the bulette (3d6 by default) to all creatures in a line 60 feet long and 5 feet wide. Burrowing creatures take double damage from this ability and are forced to surface. A successful Reflex save (DC 20) halves the damage dealt.

Frontal Armor (Ex): The last creature attacked by the bulette (including attacks of opportunity) also receives a penalty to attack rolls made against the bulette equal to the bulette's Challenge Rating (-7 by default). As an immediate action, the bulette may increase its armor bonus to AC by an amount equal to X, where X is equal to the CR of the bulette (+7 by default) until the beginning of its next turn. This AC bonus is decreased by 1 for each additional creature that threatens the bulette in melee. Using this immediate action removes the penalty to attack rolls imposed on a particular character so long as the bulette maintains the extra Armor Class bonus.

Leap (Ex): As a standard action, a bulette can jump a massive distance equal to one half its base speed. When it does so, it makes a Jump check and deals damage to creatures in the space in which it lands equal to the result of the check. A DC 20 Reflex save or an immediate action allows the creature to move to the nearest available space out of the area of effect.

The bulette may also make a Jump check when making a charge attack. When it does so, it may use the Jump check in substitution of a Strength check to destroy objects that it strikes. Unattended objects with a hardness less than 10 are automatically destroyed by the bulette’s charge regardless of the check’s result.

Toy Soldiers

Toy Soldier, Grenadier Toy Soldier, Hoplite Toy Soldier, Medic
Size/Type: Small Construct Small Construct Small Construct
Hit Dice: 1d10+5 (7 hp) 1d10+5 (7 hp) 1d10+5 (7 hp)
Initiative: +1 +1 +1
Speed: 20 ft. 20 ft. 20 ft.
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/+0 +0/+0 +0/+0
Attack: Alchemist's fire +0 ranged touch (1d6 + burning)
Full Attack: Alchemist's fire +0 ranged touch (1d6 + burning)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Minefield, proximity fuse Defender, shield charge
Special Qualities: Brittle, construct traits, e pluribus unum Brittle, construct traits, e pluribus unum Brittle, construct traits, e pluribus unum
Saves: Fort +6, Ref +1, Will +1 Fort +10, Ref +4, Will +5 Fort +10, Ref +4, Will +5
Abilities: Str 12, Dex 12, Con —, Int —, Wis 1, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 1, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 1, Cha 1
Skills:
Feats: Improved Initiative, Power Attack Improved Initiative, Power Attack Improved Initiative, Power Attack
Environment:
Organization:
Challenge Rating: 1 1 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:


Toy Soldier, Sentry Toy Soldier, Swordsman Toy Soldier, ?????
Size/Type: Small Construct Small Construct Small Construct
Hit Dice: 1d10+5 (7 hp) 1d10+5 (7 hp) 1d10+5 (7 hp)
Initiative: +1 +1 +1
Speed: 20 ft. 20 ft. 20 ft.
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12 13 (+1 size, +1 Dex, +1 natural), touch , flat-footed 13 (+1 size, +1 Dex, +1 natural), touch , flat-footed
Base Attack/Grapple: +0/+ +0/+ +0/+
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Marking shot
Special Qualities: Brittle, construct traits, e pluribus unum, floodlights Brittle, construct traits, e pluribus unum Brittle, construct traits, e pluribus unum
Saves: Fort +6, Ref +1, Will +1 Fort +10, Ref +4, Will +5 Fort +10, Ref +4, Will +5
Abilities: Str 12, Dex 12, Con —, Int —, Wis 1, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 1, Cha 1 Str 12, Dex 12, Con —, Int —, Wis 1, Cha 1
Skills:
Feats: Improved Initiative, Power Attack Improved Initiative, Power Attack Improved Initiative, Power Attack
Environment:
Organization:
Challenge Rating: 1 1 1
Treasure: None None None
Alignment: Always neutral Always neutral Always neutral
Advancement:
Level Adjustment:


LA +0 Psionic Illithid

Although it looks like something straight out of a Lovecraftian horror novel, the illithid has become one of the defining monsters in the D&D game. Sadly, the stupidly high amount of strong abilities granted make it inaccessible to the PC's in its current form, not to mention a possible TKO anytime one (let alone a group) is encountered.

Worst of all, though, the illithid was made before D&D came out with their psionics system (which, to their credit, is not awful). So this is the illithid/mind flayer that actually uses psionics, the way it was meant to be.

Racial Traits

None

  • Aberration (Psionic): Although they were once humanoids before becoming infested with creepy tadpoles, their unique method of procreation has made the illithid completely alien creatures.
  • Medium: As a Medium creature, a Illithid has no special bonuses or penalties due to its size.
  • Illithid base land speed is 30 feet.
  • Darkvision: An illithid can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and an illithid can function just fine with no light at all.
  • Daylight Sensitivity: While in brightly lit surroundings (such as a daylight spell), an illithid suffers a -2 penalty to attack rolls and precision-based skill checks.
  • Latent Power (Ps): An illithid can manifest a single power, mind thrust, and has a power point pool of 2 points for the purposes of doing so. The standard illithid uses this power as a 1st level manifester even if he has no levels in a manifesting class, although additional levels in a manifesting class can increase this. This also allows the illithid to qualify for psionic feats and use psionic items.
  • Mind Flayer: The illithid’s colloquial moniker comes from its tendency to devour other peoples’ brains with its tentacles. If the illithid succeeds on a coup de grace with an unarmed attack, it may use the four tentacles around its mouth to remove the victim’s brain and devour it.
  • Mind Meld: An illithid can communicate telepathically with any creature with which it currently has physical contact.
  • +4 bonus on Psicraft checks
  • Automatic Languages: Undercommon.
  • Bonus Languages: Abyssal, Common, Draconic, Githyanki, Githzerai, Infernal.
  • Favored Class: Psion
  • Level Adjustment: +0
  • Effective Character Level: 1

Ulitharid (Racial Paragon Class)

1 - Telepathy, Tentacles, +1 manifester level

2 - Consume, +1 manifester level

3 -

4

5 -

  • Telepathy: Out to 10 (or more?) feet per character level
  • Tentacles: Tentacle attack(s) that deal 1d4 damage at Medium size (should these be prehensile? It makes for interesting warrior options if they could wield light weapons or at least be used in conjunction with regular weapons)
  • Consume: Take memories from brains of creatures eaten, gain temporary skill bonuses +1 per character level of the ulitharid or CR of eaten creature

Close to Blank Monster Block

Size/Type: Large Giant
Hit Dice: 1d8+4 (9 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Slam +10 melee (1d8+4)
Full Attack: Slam +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Throw anything
Special Qualities: Catch, duality, low-light vision
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 24, Dex 12, Con 15, Int 8, Wis 14, Cha 7
Skills: Intimidate +7, Listen +8, Spot +8
Feats: Improved Initiative, Great Fortitude
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -


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Combat

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Ability (Ex):

Ability:

Ability (Ex):

Ability (Ex):

Ability (Su):

Umber Hulk

Size/Type: Large Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+10
Attack: Slam +10 melee (1d8+4)
Full Attack: Slam +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psychic catharsis
Special Qualities: Darkvision 120 ft., mind slave, psychic rejuvenation, rebound psionics
Saves: Fort +5, Ref +9, Will +7
Abilities: Str 19, Dex 13, Con 15, Int 8, Wis 10, Cha 7
Skills: Concentration +7, Listen +8, Spot +8
Feats: Psionic Fist, Psionic Meditation
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -


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Combat

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Mind Slave (Ps): An umber hulk is bred to obey the commands of psionically gifted creatures, most commonly the mind flayers who use it as a proxy for themselves in melee combat. When the umber hulk is psionically focused, a creature with telepathy can attempt to take control of it by concentrating and making a Concentration check (with a DC equal to 15 + the CR of the umber hulk). For each additional umber hulk the telepath is attempting to control in this fashion, the DC increases by 2.

While an umber hulk is controlled, it continues to fight even after it should be deceased. Once the creature is considered dead (whether by death effects or hp loss), any further attacks or effects that affect the umber hulk force it to make a Fortitude save (DC 10 + ½ the attacker’s HD + their relevant ability modifier based on the attack or effect used) or have the psionic link between the umber hulk and its controller severed, effectively killing it.

Psychic Catharsis (Ex): When it breaks its psionic focus, the umber hulk gains a +2 bonus to attack rolls. If the umber hulk makes a successful slam attack while in this state, the creature struck must make a Fortitude save (DC 12 + Strength modifier) or be confused for 1 round.

Psychic Rejuvenation (Ps): When the umber hulk enters a psionic focus, it may spend an additional swift action to gain fast healing equal to its Challenge Rating (4 by default) until the focus is broken.

Rebound Psionics (Ps): While it is psionically focused, any targeted psionic power directed at the umber hulk does not affect it. Instead, the psychic energy explodes outwards, dealing 1d6 points of damage per two manifester levels of the source of the power to all enemies within 30 feet.

Harpy

Size/Type: Medium Fey
Hit Dice: 5d6+10 (24 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 50 ft. (10 squares)
Armor Class: 22 (+5 Dex, +7 natural), touch 15, flat-footed 17
Base Attack/Grapple: +2/+7
Attack: Claw +7 melee (1d4+5 plus rake)
Full Attack: 4 claws +7 melee (1d4+5 plus rake and/or abduction
Space/Reach: 5 ft./5 ft.
Special Attacks: Abduction, dive, harpy's keening rake
Special Qualities: Fey traits
Saves: Fort +3, Ref +9, Will +4
Abilities: Str 14, Dex 20, Con 15, Int 8, Wis 10, Cha 6
Skills: Intimidate +7, Listen +8, Spot +8
Feats: Flyby Attack, Improved Initiative
Environment: Any
Organization: Solitary or flight (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: -


The sailors fear to go near those cliffs. They know what terrors lie in wait there, just looking for an unsuspecting man to pluck from the deck and carry to his doom.

What is swooping down on you appears to be a woman, just one with massive feathery wings. Hands and feet twisted into cruel-looking talons, it rips and claws at you before latching on and lifting you into the air, all in spite of the fact that you are nearly the same size.

Harpies are pretty cool creatures, having been canonized by man since the days of Greco-Roman mythos. But someone at D&D would appear to have gotten them confused with the sirens with the whole captivating song bit the SRD version has.

In the interests of preserving the niche of the siren, this harpy takes a slightly different direction, opting for a vicious predator that carries its victims away to kill and eat them. Which is also pretty much what they were to the Greeks.

Combat

A harpy has clawed hands and feet, allowing it four claw attacks while in flight. It adds its Dexterity modifier to attack and damage rolls, as well as grapple checks. Sadistic creatures, they enjoy toying with their prey by picking up victims and repeatedly dropping them, only to catch them again before they fall to their deaths. One can only speculate what terrors await those who actually reach the nest without being torn to shreds in transit.

Because the harpy lacks range, it must make use of its primary advantage of flight and fearsome melee prowess. As a result, they typically resort to hit-and-run tactics and use their mobility to quickly close the gap between them and opponents, preventing them from being easily kited to death.

Abduction (Ex): Hitting with at least two claws allows the harpy to initiate a grapple as a free action. A harpy can also carry any creature of Medium size or smaller, despite only being Medium size itself. For each additional harpy grappling the creature, the maximum size of creature that can be carried off increases by one.

Dive (Ex): A harpy in flight may move 10 feet as a swift action. When it chooses to do so, it gains a +2 bonus to attack rolls and adds an additional 1d6 points of damage per 2 CR it possesses (2d6 by default) to each successful melee attack it makes during the turn in which that movement was made.

Harpy's Keening (Ex): Harpies signal the hunt with a shrill cry that strikes fear into the hearts of enemies. Non-harpies within Close Range (35 feet by default) must make a Will save (DC 12 + Cha mod) or be shaken for 1 round per 2 CR of the harpy (2 rounds for the default creature). A creature that saves successfully cannot be affected by the keening of any harpy for 24 hours.

Rake (Ex): If a harpy hits with one claw attack, it may take a swift action to attempt another claw attack at its highest Base Attack Bonus, attacking the creature’s eyes if it has any. If this second attack is also successful, the opponent takes damage must take a Fortitude save (DC 17) or be blinded for 1 round.