Using My Monsters

Monday, 21 December 2015

Shocker Lizard - CR 1 (Small Beast)

One of the more overlooked beasties in 3.0, 3.5 and Pathfinder is the humble Shocker Lizard. Delightfully Pokemon, it is a common inhabitant of warm, dark and wet places, and although one is but a paltry threat to a well armed band, a swarm is......shockingly bad....hahahahaha.....take 10 points of dad joke damage. 

Anyway, "Shocker Lizard, I choose YOU!"

Sunday, 13 December 2015

Awesome App - 5th Edition Monster Generator

I've mentioned this before, but as I use it to create the stat blocks here, and as it is getting better and better with every new release, I thought I would mention it again. the 5th Edition Monster Generator is an awesome bit of free software that lets you create beautiful stat blocks. It allows for a range of templates (including custom ones) and has a variety of save / export options.

All in all, it's essential for any 5e DM!

Anyway, grab it HERE

Wednesday, 9 December 2015

Grey Render - CR 10 (Large Monstrosity)

There is something adorable about the Grey (or if you American and following the original spelling, Gray) Render; a 10ft tall humanoid mass of solid muscle and heavy bone, that will happily wishbone you for getting too close - because they have the habit of becoming attached to other creatures in the same way a newly hatched chick imprints on its mum. I was actually quite surprised not to see these guys in the 5e Monster Manual, and even more so not to see them since. So, here it is, my take on the Grey Render!

Sunday, 6 December 2015

New Bardic College - The College of Dirgists

Founded in 2nd Age Tillijil, this college teaches its adherents that life is short and filled with pain, and that true beauty lies in accepting that one is doomed, embracing the hopelessness and tragic comedy of existence. These bards typically get asked to sing at funerals, to lament great losses in battle, and to entertain those few rare individuals that find their morbid – many would say pretentious – poems and songs beautiful.

They dress sombrely, and often eschew fancy clothing or the usual trappings of life, seeing such things as pointless distractions. Dirgist recitations can sometimes be heard at night, echoing eerily through the avenues of cemeteries, or ghosting across the mist shrouded fields of recent battles. A few choose to travel with adventurers; only too aware of their oft' brutal and pain filled lives, eager to experience their suffering with them, and to document it in rhyme, song and writing.


When you become a Dirgist at 3rd level, you learn to accept that death is inevitable, even if you are brought back by magic or other unnatural means. You accept that nothing, not even reality itself is truly eternal, and as such, lose any fear of life, death or even suffering. As such, you become immune to all fear based effects, including the frightened condition, intimidation or the effects of spells such as Phantasmal Killer.


At 3rd Level you can infuse those that oppose you with terminal despondency so profound that they actually die a little. As a reaction to an enemy within 60ft of you starting their turn, you may expend one use of your Bardic Inspiration, and inflict psychic damage on that target equal to the result of that dice being rolled. A creature is immune to this if it cannot hear you, or is immune to being frightened / fear effects.

In addition, you can expend one use of your Bardic Inspiration ability as a bonus action, to mantle yourself in the aura of death for 1 round. Whilst this is in effect, undead suffer disadvantage on attack rolls against you, and you gain Resistance to necrotic damage.


At 6th level, you have listened to the whispered voices of the dead, and have learned how to speak with them. As an action, you can expend one use of your Bardic Inspiration to cast Speak with Dead as a spell like ability.


At 14th level, the dead know you and will fight for you. As an action you can expend one use of your Bardic Inspiration to cast Animate Dead at 3rd level as a spell like ability. If you wish, you may expend up to 6 additional uses of your Bardic Inspiration to cast the spell at a higher level (+1 level per use expended).

At 16th level, you can instead choose to sing a dismal song that takes one minute (you cannot do anything else during this time, as if you were casting a spell), after which you may expend two uses of your Bardic Inspiration. By doing this, you can can cast a Create Undead spell. At 18th level you can expend three uses to cast it at 7th level, and at 20th level can expend four to cast it at 8th level. 


Friday, 4 December 2015

Retriever - Huge Construct (CR 21)

Those that meddle in the affairs of the pit should be worried, for if the powers they have offended are strong enough, they may be hunted by a Retriever. Retrievers first appeared in the 1st Edition AD&D Fiend Folio, and have appeared in almost every edition since (though not in 5th Edition yet). Ormid and the gang are currently in the process of assaulting the abyssal stronghold of a nascent daemon lord, and although I have no active plans to send Retrievers after know...

EDIT: Forgot to take its regeneration into account when working out the CR. Corrected (raised CR to 21).

Wednesday, 2 December 2015

Olive Slime Creature - Medium Plant (CR 3)

Green Slime is pretty damn terrible stuff. However, it has a monstrous relative that not only converts your flesh into sludge, but stops you feeling it doing so, and even convinces you to let it! Olive Slime was originally in the AD&D Monster Manual II, and has appeared in many books since. I am running an Underdark game at the moment (the PUG are looking for an ancient legendary warhammer, and have found themselves in the deep realms), and I statted these up in case they appear.

Now these guys are tough for their CR, and part of me feels they might be more CR 5 in practice. However, I have already raised it above what the official calculations suggested, to make up for the fact that low level groups won't likely have access to Greater Restoration or similar magics.

Anyway, with that said, here they are.

 Yes, yes I know this is a picture of a Slime Devil...but I couldn't find a good one of an Olive Slime Creature ok? 

Friday, 27 November 2015

Stun Jelly - CR 10 (Large Ooze)

"I'd got past the outer defences; the warding glyphs, the Iron Defenders that spat sparking orbs of lightning, and of course, the old bastard's house guard, and managed to open the ancient vault doors beneath his tower. I'd shut them behind me, and risked a little magic to seal them, breathing a deep sign of relief when it didn't trigger any other hidden wards. I crept down the slippery stairs, the air growing wet and rotten around me, and soon found myself in a sloshing tunnel of mouldering stone, the floor lost beneath a foot or more of slimy water. 

"Wincing at the noise my passage made, I moved in the direction I hoped would take me closer to his resting place, although I was starting to realise I had made a serious mistake. By and by I came to a crossroad, heading down what I hoped would be the western way. Fifteen foot down, and suddenly the wall itself seemed to lunge at me; the stone forming a serpentine tendril of sizzling muck, which swung drunkenly at my head. 

"I lept out of reach and ran away, the image of the thing within the wall's slimy depths etched into my reeling mind...

"The Mage Tethyri, objective of my mission, his face melting into the viscous muck as he tried, futilely to silently scream at me to release him...

"I'd heard he'd had some Stun Jellies shipped in to guard his inner sanctum. I guess he didn't know they move, and got caught by surprise. I'm annoyed that I couldn't get a token from his body to prove he was dead, and more annoyed that the guild wouldn't pay me the bounty they promised for his demise. 

"Still, I'd rather have escaped with my hide in one piece, than risked the horrible fate that vicious old bastard got. Stun Jellies. Horrible things. Avoid them at all costs is my honest advice."

- From "Scamming and Drinking - a Bard's Tale"

Thursday, 26 November 2015

A Variety of Poisons

Tornysh (Legendary Poison): Flavorless, water and oil soluble poison created by the Church of Convulos. Target must make a D.C. 27 Constitution save 1 round after contact or be immediately rendered Unconscious. At the start of each of their turns, the victim suffers 110 (20d10) poison damage, half with a D.C. 27 Constitution saving throw.
Spells that normally neutralise poisons only allow a second saving throw.

A victim killed by Tornysh, begins to sweat 1 round after death. Anyone touching the victim is exposed to a weaker form (D.C. 20 save, 25 (10d4) Damage, save at end of each round to reduce damage by 1d4 dice of damage. Neutralising spells work normally). This form of the poison breaks down after 1 minute.

Maldican Dust (Uncommon poison): Bitter tasting whitish powder made from the bulb of the Maldican Tulip. Oral poison. 3d10+30 minutes after consumption, target is Poisoned and suffers 14 (4d6) poison damage at the start of each of their turns. May make a D.C. 13 Constitution save to negate damage, though remains Poisoned for 1d2 days unless the poison is neutralised.

Maldican Blue (Rare Poison): As above but tasteless, stronger (D.C. 18 save, 21 poison danage), and much faster acting (2d6 rounds).

Maldican Yellow (Common Poison): Weaker form of Maldican. Save D.C. 11, 5 (2d4) poison damage. Poisoned effect only lasts 1 hour. Stains fingers and foods yellow.

Sulyk "Cat Scratch" (Uncommon Poison): A weapon smeared with this honey coloured, sticky poison, inflicts bleeding wounds. Poisoned weapons remain toxic for 1d4 hits, the target being forced to make a D.C. 15 Constitution saving throw each time, failure indicating the wound bleeds at the start of each of their turns for 3 (1d6) Damage. The target may repeat the save (one per wound) at the end of each of their turns,success indicating the poisons effects end. A character can, as an action make a D.C. 15 Intelligence (Medicine) check to stop a single wound bleeding.

Synneth (Very Rare Poison): A product of "section 1", this poison was created for use against the warforged - a race normally immune to such substances. It is a very dark orange, oily substance that smells of rotten oranges. One of the poison's benefits is that it only affects warforged. Other creatures are immune.

A warforged exposed to this (usually by a wound) must immediately make a D.C. 17 Constitution saving throw or become Poisoned for 1 round. At the end of that round, they must repeat the saving throw with Disadvantage, or be immediately reduced to 0 hit points. Unless the synneth is neutralised, they cannot be raised above 0 hit points and remain deactivated.

Jaavic Grounds (Rare Poison): The Jaavia bush grows in many tropical Realms, and the berries it produces are used to create the Caffi drink that many enjoy. However, the seed within the Berry can be used to create an unpleasant poison that prevents the one drinking it (in its raw state it is a bitter tasting resin, and so it is usually served with Caffi to mask it's taste) from taking a long rest for 24 hours, due to the paranoia and unpleasant stimulation it causes. A D.C. 11 Constitution save negates its effects.

Ataba (Very Rare Poison): This poison is derived from the brains of those slain by certain tropical parasites. It is delivered through injury and almost immediately affects the target. When exposed to Ataba, the target must make a D.C. 14 Constitution saving throw, or suffer disadvantage on all Intelligence, Wisdom and Charisma based saving throws and ability checks. Once per hour they may repeat the save to shake off the effects, though additional failures each reduce the victims Intelligence, Wisdom and Charisma by 1d4 points. When any of these stats reach 0, the target is Incapacitated until their score becomes 1 or more, although they would not be able to function at any real level (stunned) until a score of 5 is reached in at least two of the three ability scores. Once the poison is no longer active, lost ability points return at the rate of 1d6 points per long rest.

Wrecker (Sheb Paste, Biting Paste, White Oil; Common Poison): Smeared on a weapon, this greasy poison inflicts +7 (2d6) poison damage to creatures hit by it. It lasts for 10 rounds before being wiped from the weapon, and the target is allowed a D.C. 13 Constitution save to avoid the damage it inflicts.

Dybbuth (Very Rare Poison): Created by the Cold Masters of the Divenei Velonai Mountains, this horrific substance is made from the distilled essences of death and horror. It is a black, dimly phosphorescent substance that smells of mummified flesh. Consumed by the living, Dyybuth forces them to make a D.C. 16 constitution saving throw, failure meaning that they no longer heal after a long rest, and have resistance to all healing spells and effects. If they have Hit Dice they can spend to heal, they no longer regain these after a long rest. Worse, if they die whilst this poison is active within them (it remains so until they are exposed to a Greater Restoration or more potent spell), the individual reanimates as a Ju-Ju Zombie 1 round after death. The zombie is free willed.

Zaikun (Very Rare Poison): Brewed by the alchemists of Kai'Yassan, this poison has a delicious fruity taste, and a light fragrance that has been likened to that of ripe mangos or passion fruit flowers. It is a liquid that varies in colour from pale pink to wine red, and although thicker than water, it is neither sticky or oily. Zaikun is known as the "Dragon that claws from within" or "Tearing Wine". It is usually administered through food or drink, and 1d4 minutes after being exposed to it, the victim must make a D.C. 17 constitution saving throw. If they fail this saving throw, they are Intoxicated (or Poisoned if you do not have the Playtest Documents that included this condition) and suffer 7 (2d6) poison damage. At the start of their next turn, they suffer 14 (4d6) poison damage, and may repeat the save against its effects at the end of their turn. At the start of their next turn, if they failed their save, they suffer 28 (8d6) poison damage, and so on, until they either die (screaming and vomiting blood as their skin bruises and ruptures) or make the saving throw.

Tuesday, 24 November 2015

Akaname - CR 1/4 (Small Aberration)

Traditional Japanese monsters often run into the bizarre, and the Akaname (or "Filth Licker") is one such monster. Supposedly a spirit representing the fear of going to the toilet in the dark, it was a shy beast that would emerge to slurp up the nastier spills and stains that accumulate around your loo. However, if disturbed, it could turn nasty...

Real mythical beast

This creeper actually appeared in the most recent Pathfinder Bestiary, so inspired, I've converted it to 5th Edition.

Not sure when you would get to use this, but hey, that's half the fun of strange beasties.

Updated on 27/1/2015: Changed type to Fey (spirit) to reflect mythological version.

Tuesday, 17 November 2015

Land Urchin - CR 1/8 (Small Beast)

It's in the monster manual people (1st and 2nd edition AD&D). Check them out! And here are the 5e stats I did, just in case you want to Urchin it up in your games!

Go on, give the PC's something poisonous to tread on!

 An Urchin earlier today...

Monday, 16 November 2015

Nighthaunt - CR 11 (Medium Undead)

The Nightshades are a group of powerful undead that are raw manifestations of undeath. They come in many shapes and sizes, and the Nighthaunt is one of the smaller ones. First seen in the 3.5 book Lost Empires of Faerun, they are gargoylish obscenities of malevolent shadow, that control both potent magic and necrotic energy. 

Here you go!

Thursday, 12 November 2015

Iron Gargoyle - Large Construct (CR 9)

The D&D Creature Catalogue contained these monsters, and I think they came to light in one of the Monstrous Compendiums later. Huge, winged, iron statues imbued with animation and rudimentary intelligence, they are perfect custodians of all sorts of hidden places and important sites.

And they breath fire, which is awesome...and they can stun you with a hit....which is even...errr.... awesomer....???

Anyways, stats...

Google images only had from the days of awesome art!


Thursday, 5 November 2015

A Long Time Ago....Some of an Epic 3.5 Campaign I Ran...

I loved 3.5, though the maths was wonky, and you needed a degree in metaphysics to understand the many abilities and traits of your characters, and how they all interacted, stacked and modified one another. As a GM it was simultaneously brilliant and frustrating. Towards the end of its life, I gathered the greatest heroes of my campaign world, and sent them on a suicidal, reality saving mission into the past. At least one of them (Keenar, a Taurgaryn warrior) fell to the Chaos Spawn, and when we left them, things were looking grim....

....That was almost 11 years ago, as the file was last edited on the 4th December, 2004...

We never have finished that adventure....yet....

Anyway, below is a link to the adventure, in all of its wonky 3.5 Epic level mentalness. I hope you enjoy it, even if only as a burst of nostalgia. 

Sunday, 1 November 2015

Dolgrim - Small Aberration (CR 1/2)

Sorry for the lack of new stuff lately. I'm in the middle of my night shifts, and to be honest inspiration and willpower kinda' vanish during that time. Anyway, have a small aberration from the Eberron world - the weird beastie known as a Dolgrim!

In my campaign universe, the Dolgrim are usually the result of ordinary gorgryn being exposed to either mutating energies or chemicals, or the bioarcane influence of more potent aberrations, such as Xareth'Chelde (Beholders), the Ur'Leth (Aboleth) or the Mind Flayers. Anyone that has journeyed too long in my world's underdark, or visited the Risen Isles will have met them....or will soon....

Saturday, 17 October 2015

Slimy Demodand - CR 18 (Medium Fiend)

"It regarded me with baleful amusement, a bubbling chuckle rumbling through its armoured chest. 'Tasty mortal morsel, what do you think you are doing trying to stop the inevitable? Come here, and fulfill your destiny to die for my amusement'". 
I drew my blade, uttered a prayer to Solum, and charged. Within moments, I was sure the fiend's words may have truly been prophecy..."

 - From In Service to Our Lord, by Sir Adrus Keth'Solum

Wednesday, 14 October 2015

Stench Kow - Large Beast (CR 3)

Ormid and the gang are about to enter a daemonic dimension to try and hunt down the daemon that stole both the Artificer's soul, and that of NPC Ser Quercus. Just in case, I have statted up one of the "normal" animals from that realm - a beast found in the original AD&D Monster Manual II - The Stench Kow (sic).

So yeah, it's a smelly Hell Cow.


"I said Moo."


Oddly enough, I didn't find any art for these things, other than a copy of the original stats from AD&D.

Friday, 9 October 2015

Modifying the Concentration Rules

My players and I are loving 5th edition to bits. However, one of the core rules - namely the concentration rules - are kinda' irritating us. I completely see why they are there. Back in earlier versions of D&D, the spell casters could pile on protective spells and make their targets almost invulnerable, or, could pile control effect on to enemies and cripple them. By using the concentration rules as written, this problem is solved...but at the expense of awesomeness.

In the game last night, two spells - Silence and Hold Person came together (along with a 50ft high tower and a monk) to create one of those memorable moments (paralysed bad guys being shoved off afore mentioned tower by the monk, onto the BBEG, who got whacked by them due to being unable to hear their approach, thanks to a Silence spell).

So far, so awesome.

Unfortunately, I realised today, that both are concentration spells, and yep, they were cast by the same characters. If the rules as written had been used, that moment would not have happened.

This has got me to thinking. I know that the concentration rules were one of the rules we were warned not to mess with but...


As written except as below.

1) You can concentrate on a number of spells at once equal to your spellcasting ability modifier
2) The D.C. to keep concentrating increases by +2 per spell beyond the first you have active
3) At the end of each of your turns, when you are concentrating on more than one spell, you must make a D.C. 10 + The number of spells you are concentrating on + the spell level of the highest level spell you are concentrating on, check using your spellcasting ability, or all sustained spells end.

If this seems too complicated, here is another idea...

1) All concentration rules as written except, you can spend a Hero Point, to maintain concentration without the effort. This means you can maintain at least two spells at once - one with a Hero Point, the other normally. Your GM might even let you expend multiple Hero Points per round to keep multiple spells going....

Personally, I like the second one...I'm gonna' try it!

Thursday, 8 October 2015

Flail Snail - CR 7 (Large Monstrosity)

Yep, I'm totally aware that 5e stats for these monsters are already available in a number of books and sites. However, for my games (these guys appear on a random encounter table for one of my campaigns) they didn't come close enough to the original, 1st Edition AD&D version - the one with the shiny shell that could make your spell casters mess up big time, and which got upset in bright light - so I statted up my own version. Being nice, and wanting to share, I thought I would stick it on here, so you have, if nothing else, another variant on the ones already out there.


" Ah hell no! I am NOT being killed by a sodding Flail Snail. Not cool dude...not coooool!!!"

Saturday, 3 October 2015

Shardevax - Tar Devil Captain - CR 9 (Medium Fiend)

Ormid and the gang are deep in a huge pile of conspiracy and plots, and as per usual, it has lead to interplanar portals, insanity and horrible massed battles against abyssal hordes. In the last session, an innocent looking hilltop erupted like a pustule, and disgorged a rather pissed off Goristro daemon, and a pack of vicious and hungry Kalavakus (of Pathfinder fame). Backing these guys up was one of the new Captains of the "Grey Men" of Latram; a Tar Devil warrior named Shardevax.

As the massive siege daemon and his blue furred pals ran to meet the party (who had soundly sent a pack of Type I daemons and a Horned Devil back home), Shardevax lazily lobbed a ball of hellfire at Llewellyn, attracting the rogue's ire. Llewellyn then ran towards him, causing the captain to say (whilst tugging his thorned blade, "The Bastard" from its scabbard), "I always wanted to fight a legend".

Llewellyn then reduced him to 2 hit points with one hit, the poor, deluded fiend being ended by a burst of force unleashed from his armour by Ormid's artifice.

The lesson?

Don't get critically hit by a high level rogue who has used a power to grant him his sneak attack dice...

Anyway, as he never got chance to really do anything, I though I would share his stats.

The Bastard by the way, is a  Very Rare unique sword (martial Weapon), that requires attunement, and inflicts +9 (2d8) necrotic damage on each hit. On a critical hit, it inflicts a total of +21 (6d6) necrotic damage, and the target's total hit points are reduced by that amount until they receive a Greater Restoration spell or better. 

Shardevax - written on his tombstone is "Be Careful What You Wish For"

Tuesday, 29 September 2015

Metalmaster (Large Monstrosity) - CR 5

So, it's a slug that can control magnetic fields, a sort of mollusk Magneto...And in the original versions it could badly imitate someone screaming, although I often got things wrong as it isn't particularly smart....

...Yep, it's the Metalmaster Slug!


"We're gonna need salt....a butt load of salt.....and Heal potions...."

Thursday, 24 September 2015

Pennaggolan (Penanggalan) - Medium Undead (CR 9)

No matter how you choose to spell its name, the Pennaggolan is one of the most bizarre and disturbing undead in mythology. For a long time I didn't know that the myths had them soaking their animated guts in vinegar, which I think is just the most awesome (and vile) thing imaginable...and it gives the GM some great potential adventure hooks leading to an encounter with one of these things.

Anyways, here is my take on this particularly gruesome blood sucker. Have fun!

"For goodness sake! You'd forget your own head if it wasn't screwed!"

Wednesday, 23 September 2015

Dusanu (Rot Fiend) - CR 2 (Medium Plant)

Rot Fiends are a nice fungoid monster that fits into any adventure set in swampy or thickly forested terrain, or indeed, any fungus themed setting. They have all the creepiness of zombies, whilst being something else completely, and really, are the ancestors of the Cordiceps fungi in The last of Us.

Anyway, here is my take on this monster, which has lurked in D&D since the first edition of Basic D&D. I hope it finds a home in your campaign....and your player's character's bodies...

Chicken Stuffed Dusanu Skull - Take one freshly picked Dusanu and.....AAARGH! NOOO! GEDDITOFFMEEEEEEEE......

Monday, 14 September 2015

Elemental Grue (Chaggrin) - Small Elemental (CR 9)

The Chaggrin is an earth grue, and is the one that has seen the most use in my home campaigns over the years. A sort of evil hedgehog of doom, these beasts have torn up more than a few would be heroes.

Here ye go!

Thursday, 10 September 2015

Elemental Grue (Harginn) - CR 6 (Medium Elemental)

I always thought the illustration of the Harginn in the AD&D Monster Manual II was kinda eerie, and for a while ran them as if they were undead. As with many things in those heady days playing D&D as a 15-year-old, I assumed that things worked a certain way based either on their picture (Beholders and Umber Hulks are tiny) or their name (Any spell with the word 'Death' or 'Kill' in its name is save or die), so my conclusions were an ignorant, lazy kind of way.

Much later I forgot about the Harginn. However, my frequent trawls of old adventures and books has unearthed these things again, and I think they, and their other kin, deserve an outing in 5e!


 Beware of rousing the Anger of Ronaldanar'Macdonaldanus

Monday, 7 September 2015

Brigandine Armour (Medium Armour)

Before doing these stats I spent a bit of time looking up Brigandine armour, making sure I understood what it was, and whether it was ever actually used for real. Based on what I read, I came up with the stats below, which places it firmly in the Medium Armour slot. Thing is, really, for your money, you might as well go for Studded Leather (if you have a good Dex) or a Chain Shirt / Scale Armour (although they are slightly more expensive and slightly heavier), so you might wonder why I have bothered.

The truth is, as a GM, there are two reasons. Firstly, my players might not choose it when they create their characters, but they might be tempted by the suit of +3 brigandine they find in the crypt, or when they are in  part of the world where it is commonly worn and they need to keep a low profile. Secondly, Brigandine has been in most previous versions of D&D, so it seems only right that it gets a 5th Edition outing too.

So here you are, Brigandine Armour!

Armour Class
13 + Dex mod (Max +2)
16 lbs

Sunday, 6 September 2015

Aurumvorax - CR 8 (Small Beast)

This one is for my mate Dave (who plays the Veteran, and has always voiced his affection for these savage little bastards). The Aurumvorax is a sort of metal infused Honey Badger on crack; a eight-legged mass of super dense bone and muscle with a mouth full of teeth and a very bad attitude. Back when we played AD&D 1st Edition, I used these now and then, just to watch my players' faces as they got torn apart by something slightly larger than a house cat. I suspect I will find a place for them pretty soon in my current games now I have statted them up for 5th.

As always, the stat blocks were made with the Monster Maker by FallenWyvern. Download and help make this the best bit of software for making monster stat blocks (it's already bloody fine!).

Aurumvorax - CR 8

I was asked the other day if an Aurumvorax makes a good pet for children, and I have to say...No...
Not unless you are a Dwaer'Syth anyways...

Friday, 4 September 2015

Seszrath - CR 16 (Huge Fiend)

In the 4th Edition Demonomicon are found many strange and plain ugly fiends. Amongst them, on page 144 is the Seszrath; a hulking undead daemon with a nasty taste for mortal life energy. Ormid and the gang are going to face some pretty monstrous enemies over the next year or so of games, and this is just one enemy that they can look forwards to tangling with.

As always, "enjoy" (unless you are a DM, in which case, enjoy!!!)

Click to cast Enlarge
The results of too much sugar in the diet can be unholy in its effects - Jamie Oliver, the Demonomicon

(Monster stat block created with THIS awesome bit of kit)

Thursday, 3 September 2015

Ogre Slug - CR 4 (Large Monstrosity)

Eye of the Beholder III - Assault on Myth Drannor is an awesome game (and if you click on that link, you can get your own copy), that took your adventurers to new and more epic levels of play. It featured a ton of enemies, and alongside all the standard AD&D monsters that featured in it, were a few new beasties who got their own full write ups in the manual. Among these was the Ogre Slug - a sort of Ogre / Slug / Centaur thing that spat acid and generally oozed around the place making it smell bad. As part of my efforts to check out the latest build of the Increasingly excellent Monster Statistics Builder by FallenWyvern, I thought I would convert them to 5e.

It would be rude not to share.

So, here they are...easy to hit, but quite vicious in their damage output. Behold! The Ogre Slug!!!

 Obviously, I don't own the copywrite on this, and I will remove this if asked to!

Saturday, 29 August 2015

Sheet Phantom - CR 7 (Large Undead)

So, the lore from my world states that these undead arise (incredibly rarely) when an individual is suffocated, or slain by magic whilst asleep. Their spirit becomes somehow enmeshed with the covers on their bed at the point of death, and madness quickly follows. Such entities may actually manifest in a whole number of ways, the emergence of a Sheet Phantom being one of the rarest, and the exact circumstances that cause these undead to manifest are not fully understood. There are rumors that the older a Sheet Phantom becomes, the more bloodstained and filthy it appears, and that eventually, when enough gore and suffering has soaked into the fabric of its body, it can ascend to some unidentified "higher" form.

Anyway, here you go - killer bed sheets ahoy...

Sheet Phantom – Large Undead
(Chaotic Evil)

A.C. 14
Hpts: 88 (16d10) [16 - 160]
Speed: 30', Fly 30'
Initiative: +4
Proficiency Bonus: +3

Str: 17 (+3) Dex: 19 (+4) Con: 11 (+0) Int: 14 (+2) Wis: 12 (+1) Cha: 15 (+2)

Saving Throws: Dexterity +7, Wisdom +4
Skills: Perception +4, Stealth +10; Ghostly Movement

Damage Resistances: Acid; Piercing from non-magical weapons; Evasion
Damage Immunity: Poison, Bludgeoning from non-magical weapons; Evasion
Condition Immunity: Blinded, Poisoned, Intoxicated, Frightened, Unconscious, Exhausted

Senses: Blindsight 120' (Blind beyond this); Passive Perception: 14

Language: Those spoken in life

CR: 7 (2,900 xp)


Evasion: If the Sheet Phantom is exposed to an attack that deal half damage on a successful Dexterity saving throw, it suffers no damage on a save, and half on a fail.

Ghostly Movement: The Sheet Phantom adds twice its proficiency bonus to Stealth checks.

Shared Pain: Whilst the Phantom has a victim engulfed, half the damage it suffers is also suffered by the victim. This does not reduce the damage it suffers however


Engulfing Strike:
Melee attack; Reach 10', One target; +7 to hit; Hit: 14 (3d6+4) Bludgeoning damage and Phantom wraps around the target (if they are medium sized or smaller) , restraining them. Restrained targets are immobilised and suffer 25 (10d4) points of Bludgeoning damage automatically at the start of their turns. Whilst engulfed, a character is restrained, blinded and silenced. They can, as an action attempt to break free (D.C. 15 Dexterity check or D.C.14 Strength check). Whilst the phantom has a victim engulfed it cannot Fly, and it's speed drops to 10'. It may still lash out with its Engulfing Strike attack, but can only restrain one victim at a time.

Create Spawn: Humanoids slain by the Engulfing Strike rise as Sheet Ghouls 24 hours later unless a Gentle Repose or Protection from Evil spell is cast on their remains.

Wooooo! Woooooooooo! I'm being spooooooky!!!!

Friday, 28 August 2015

Sheet Ghoul - Medium Undead (CR 1)

I'm playing Dungeon Hack at the moment, and I have been mobbed over the last few days by these monsters. Originally from the AD&D Fiend Folio, these monsters are kinda' silly when you stop and think about it - Ghouls with dishcloths on their faces - although in my games they are bruised and swollen things with slimy fibers on their faces. Anyway, it would have been criminal not to have converted them (and look out soon for the Sheet Phantom - the source of these things).

Sheet Ghoul – Medium Undead (Ghoul)
(Chaotic Evil)

A.C. 13 (Natural Armour)
Hpts: 44 (8d8+8) [16 - 72]
Speed: 30'
Initiative: +2
Proficiency Bonus: +2

Str: 13 (+1) Dex: 15 (+2) Con: 12 (+1) Int: 9 (-1) Wis: 10 (+0) Cha: 11 (+0)

Saving Throws: Dexterity +4
Skills: Stealth +4

Damage Resistances:
Damage Immunity: Poison
Condition Immunity: Poisoned, Intoxicated, Exhausted, Unconscious, Frightened

Senses: Darkvision 60'; Passive Perception: 10

Language: Understands that spoken in life

CR: 1 (200 xp)


Sheet Ghoul makes two claw and one bite attack, or two claw attacks and a Mordant Stream attack.

Bite: Melee attack; Reach 5', One target; +3 to hit; Hit: 4 (1d6+1) piercing damage +1 acid damage.

Claw: Melee attack; Reach 5; One target; +3 to hit; Hit: 2 (1d3+1) slashing damage +1 acid damage

Mordant Stream (Recharge 4-6): Ranged attack; Range 10', One target; Target suffers 10 (3d6) acid damage, half as much if they succeed on a D.C. 12 Dexterity saving throw. If they throw a natural 1 on the saving throw, they suffer double damage (20; 6d6).

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