Using My Monsters

Sunday, 31 May 2015

Neogi - CR 2 (Small Monstrosity)

Ah, the Neogi; those vindictive, psychopathic slavers from beyond the stars! When Spelljammer first came out I was offended. Then, I pulled my head out of my Nether Plane, and realised that it was actually bloody amazing. I've been a huge fan ever since, and space faring, as well as intergalactic plots at times, have become a mainstay of my campaigns. And there, at the heart of that setting, along with other amazing things like Orbus' and Skavs (and some not so great stuff like those stupid Hippo dudes) were the Neogi - nestled in the protective embrace of their enslaved Umber Hulks, lording it over absolutely everyone else.

I missed these horrible little guys. Welcome back!

Neogi – Small Monstrosity
(Lawful Evil)

A.C. 15 (Natural Armour)
Hpts: 25 (10d6-10) [10-50]
Speed: 30' / 20' Climb
Initiative: +3
Proficiency Bonus: +2

Str: 6 (-2) Dex: 17 (+3) Con: 9 (-1) Int: 15 (+2) Wis: 14 (+2) Cha: 16 (+3)

Saving Throws: Dexterity +5, Inteligence +4, Charisma +5; Devious Thoughts
Skills: Acrobatics +5, Investigation +4, Deception +5, Intimidation +5, Sleight of Hand +5, Stealth +5

Damage Resistances: Psychic
Condition Immunity: Devious Thoughts

Senses: Darkvision 60'; Passive Perception: 12

Language: Varies

CR: 2 (450 xp)


Devious Thoughts: The Neogi is immune to all spells and effects from both the Enchantment and Illusion school of magic, as well as other powers that mimic their effects.


The Neogi makes 1 Bite and 2 Claw attacks

Bite: Melee weapon attack; Reach 5'; one target; +5 to hit; Hit: 5 (1d4+3) Piercing damage and target must make a D.C. 14 Constitution saving throw or their Wisdom score is lowered by 1d4. Multiple hits are cumulative, and if they are reduced to 0 Wisdom, they are Incapacitated until they regain at least 1 point. Lost Wisdom returns at the rate of 1d4 points per long rest.

Claw: Melee weapon attack; Reach 5'; one target; +5 to hit; Hit: 4 (1d2+3) Piercing damage.

Crossbow: Ranged weapon attack; Range 100' / 400'; +5 to hit; Hit: 8 (1d10+3) Piercing damage.

Enslave (3/day): Targets one creature within 30'. Target must make a D.C. 13 Wisdom saving throw or become Dominated by the Neogi for 24 hours. After 24 hours, they may repeat the saving throw with Disadvantage to break free. Umber Hulks automatically fail their save against this power. Enslaved creatures are completely devoted to the Neogi, and will do anything it demands, including putting their lives at risk, attacking former allies or lovers and committing acts that would violate their moral codes. If the Neogi that commands them dies, the effect ends, though the target is Stunned for 1d10 rounds (no save).

Bonus Actions

Envenomate: The Neogi applies its venom to 5 Crossbow quarrels, its claws or a melee weapon. 

"Ok now, everyone say 'Horrific psychical trauma'"

Monday, 25 May 2015

Lava Children - CR 4 (Medium Elemental)

Getting hold of a real copy of the AD&D Fiend Folio in the UK in the early 90's was....hard. I hadn't even realised it existed until I noticed all the monsters listed in the back of the Monster Manual II that I didn't recognise, and for a long time I made do with some photocopies of the thing that a friend's mum did for me. Amongst the manifold oddities within that tome was an elemental creature that resembled a village idiot with claw like fingernails. Its name - Lava Children - and straight up bonkers description caught my imagination, and for a short, painful time, they were squeezed into every adventure I ran.

I've not used them since...until....soon....maybe.

So, here they are, the metal ignoring, yokel faced elementals of fire and earth, ready to tear it up in your 5e game. As always, enjoy!

Lava Children – Medium Elemental (Earth, Fire)

A.C. 14 (Natural)
Hpts: 58 (9d8+18) [27 - 90]
Speed: 30'
Initiative: +2
Proficiency Bonus: +2

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

Saving Throws: Constitution +4

Damage Immunity: Fire, Poison; Metal Immunity
Condition Immunity: Poisoned, Petrified
Damage Vulnerability: Cold
Senses: Tremorsense 30'; Passive Perception: 10

Language: Elemental Native

CR: 4 (1,100 xp)


Metal Immunity:
Metal simply does not exists for these creatures, and passes through them as if they were made from air. Similarly, they can move unhindered through all kinds of metals. Attacks made by metal weapons inflict no damage on them, and metal armours and shields do not offer individuals protection against their attacks.


Multiattack: The Lava Child makes two punch attacks

Punch: Melee Weapon Attack; Reach 5'; One target; +3 to hit; Hit: 8 (2d6+1) bludgeoning damage +7 (2d6) Fire damage. Hit 5+: Target must make a D.C. 12 Dexterity saving throw or catch on fire. Whilst on fire, they suffer 7 (2d6) Fire damage at the start of each subsequent turn. An adjacent individual or the target themselves may spend an action to allow them to repeat the saving throw to end this effect.

 Can you guess which is from the original Fiend Folio?

Friday, 22 May 2015

Famine Spirit - CR 19 (Medium Undead)

The 3.0 Monster Manual II, had some brilliant monsters in it, more than a couple of which are slithering, warping and leaping into my 5e games. The following has not yet appeared, but I know exactly where it will....and it's not hugely far in the future.

Famine Spirits have a suite of attacks and properties that are simply horrible. An aura that can incapacitate those that enter it, along with a Vorpal bite - that's just not cricket! Add to that the fact that they are simply gross looking and move like lightning (that is a serious speed), and you have the stuff of nightmares. Of course, by 19th level, your PC's are going to be needing some seriously deadly foes to test their mettle against, so it's all good....or evil....chaotic evil.

The It Likes the Juice power is something I added, that felt right. If you don't like it (especially as it increases the chances of a Vorpal bite quite a bit), ignore it.


Famine Spirit – Medium Undead
(Chaotic Evil)

A.C. 18 (Natural Armour)
Hpts: 262 (21d8+168) [189 - 336]
Speed: 60'
Initiative: +0
Proficiency Bonus: +6

Str: 16 (+3) Dex: 11 (+0) Con: 26 (+8) Int: 14 (+2) Wis: 15 (+2) Cha: 15 (+2)

Saving Throws: Constitution +14, Dexterity +6, Wisdom +8
Skills: Perception +8

Damage Resistances: Necrotic
Damage Immunity: Poison
Condition Immunity: Poisoned, Exhausted, Diseased, Unconscious
Senses: Darkvision 60'; Scent, See Invisible; Passive Perception: 18

Language: Spoken in life

CR: 19 (22,000 xp)


Aura of Pain: Creatures that start their turn within this aura are afflicted as if exposed to a Symbol of Pain unless they make a D.C. 16 Constitution saving throw. Once affected, they are Incapacitated for 1 minute (no save). Those that save against this effect are immune to that specific Spirit's aura for 24 hours.

Legendary Resistance: 3/day, when the Spirit would fail a saving throw, it may choose to succeed instead.

It Likes the Juice: The Spirit gains advantage on attack rolls against living enemies at 50% or fewer hit points.

Vorpal Bite: If the Spirit rolls a natural 20 with its Bite attack against a Large or smaller enemy, it removes their head, most likely causing instant death.

Scent: The Spirit has advantage on Perception checks that allow it to use its keen sense of smell.

See Invisible: The Spirit is under a permanent See Invisibility effect, which cannot be dispelled.

Create Spawn: In the rare cases that the Spirit does not consume a fallen foe, it rises as a Famine Spirit in 1d3 days unless their remains are blessed with a Protection from Good and Evil spell.


The Spirit makes two Claw attacks and a single Bite attack

Bite: Melee Weapon Attack, Reach 5', One Target, +9 to hit; Hit: 49 (4d20+3) piercing damage; Natural 20: Vorpal Bite (see above)

Claws: Melee Weapon Attack, Reach 5', One Target, +9 to hit; Hit: 29 (4d12+3) slashing damage.


Etherealness: 3/day may cast the Etherealness spell. 

I was unable to find a picture of the Famine Spirit, so here is a photo of me, in my pants, first thing in the's basically the same thing... 

Epic Boon - Enchanted Weapon Mastery


When you hit with an attack using a weapon that bears a magical bonus to hit and damage, you double the magical damage bonus (so  a +1 weapon inflicts +2 damage, a +2 weapon inflicts +4 etc). Furthermore, when you score a critical hit with such a weapon, you double the damage bonus (so a +2 weapon, would add +8 to damage).

I suspect I will be running some "epic" style adventure in the latter part of the Ormid et al campaign, as they move towards their ultimate battles (and indeed, there will be loose ends that need tying up, if they are willing, afterwards).

Tuesday, 19 May 2015

Marut Inevitable - CR 19 (Large Construct)

There was a thunderous explosion, and I was pressed to the floor, barely able to breathe. Red hot displaced air tore around me, and I admit, I had no idea what was going on. By the time I had regained my wits, it was fully manifested; a massive armoured juggernaut of black stone and power. It had got poor Elwen by her throat,  and was holding her high off the ground. I could see it raising its fist back - the air around it torn by shimmering, silvery pulses of some nameless energy - and knew she was doomed. Elwen was helpless in its grasp, her eyes wide and fixed on the thing.

"You have defied the lawful order of life and death mortal. The elixir you consumed is an abomination. Ergo, you are an abomination, an aberration, that must be rectified"

And with that it struck her, a burst of silent sonic energy destroying her before me. I screamed. We all screamed, but if it heard us, it paid us no heed.

- Tales of a Wandering Man, 1058, 3rd Age

Marut – Large Construct (Extraplanar, Inevitable)
(Lawful Neutral)

A.C. 20 (Plate Armour)
Hpts: 297 (22d10+176) [198 - 396]
Speed: 40'
Initiative: +2
Proficiency Bonus: +5

Str: 28 (+9) Dex: 14 (+2) Con: 26 (+8) Int: 12 (+1) Wis: 17 (+3) Cha: 18 (+4)

Saving Throws: Strength +14, Dexterity +7, Constitution +13, Wisdom +8, Charisma +9
Skills: Arcana +6, Athletics +14, Intimidate +9, Perception +9, Religion +6

Damage Resistances: Lightning, Thunder; Slashing, Piercing and Bludgeoning damage from rare Weapons; 75% Fortification
Damage Immunity: Necrotic, Poison; Slashing, Piercing and Bludgeoning damage from non-magical and uncommon weapons
Condition Immunity: Poisoned, Charmed, Frightened, Exhausted, Diseased, Unconscious; Magic Resistance, Immutable Form

Senses: Darkvision 120'; Dead Sight; Passive Perception: 19

Language: Telepathy 200'

CR: 19 (22,000 XP)


Dead Sight:
The Marut can sense all undead within 200' of it as if it had blindsight.

Fortification: The Marut has a 75% chance of reducing any critical hit scored against it to a normal hit.

Immutable Form: The Marut is immune to all spells and effects that would alter its physical form.

Magic Resistance: The Marut has advantage on all saving throws against spells and spell like effects.

Regeneration: As long as it has at least 1 hit point, the Marut regains 15 hit points at the start of each of its turns.

Innate Spellcasting: The Marut can cast the following spells without the need for any material components. Charisma is its spell casting attribute; Spell Save D.C. 17, Spell Attack Modifier +9. The Marut is a 15th Level caster;

At-Will: Fly, Dimension Door, Fear, Command, Dispel Magic, Circle of Death, Locate Creature, True Seeing
1/Day: Chain Lightning, Circle of Death (14d6), Banishing Smite, Wall of Force
1/Week: Earthquake, Geas, Plane Shift


The Marut makes a single Fist of Thunder and Fist of Lightning attack.

Fist of Lightning: Melee weapon attack; 10' Reach, One target, +14 to hit; Hit: 20 (2d10+9) Bludgeoning damage +14 (4d6) Lightning damage. Target must make a D.C. 22 Dexterity saving throw or suffer Ongoing 20 (2d8+2d10) Lightning damage (Save ends*).

Fist of Thunder: Melee weapon attack; 10' Reach, One target, +14 to hit; Hit: 20 (2d10+9) Bludgeoning damage +21 (6d6) Thunder damage, and target must make a D.C. 22 Constitution save or be permanently deafened, as well as stunned for 1d10 rounds (save ends early*). All creatures within 5' of the target suffer the Thunder damage (D.C. 22 Dexterity save halves this). 

*   *   *

The absence of the Marut didn't actually occur to me until yesterday, when I was curious about their 5e stats. As far as I know, they first appeared in the AD&D Manual of the Planes, along with a bunch of other monsters, stuck in at the back with only brief descriptions. I think they became cool in 3.0 though, when they got a make over and suddenly looked badass. As a long time DDO player, I ran into one or two Maruts, and their badassery was frequently reiterated. Anyway, here are my stats for these hunters of those that have defied the laws of life and death. I hope you find them useful!

 Trousers and underwear optional...

* This is the same as the 4e "save ends" mechanic - a saving throw at the end of the target's turn. I am going to be writing this in future, instead of writing the full instructions each time. Please note, the D.C. is the same as the first save failed (so not an 11 or higher like in 4e). 

Sunday, 17 May 2015

Tomb Tapper - Thaalud - CR 18 (Huge Construct)

Weird is good in my opinion, and the Thaalud are wonderfully weird. They have never actually appeared in any of my games, though they have been hinted at a number of times when reference has been made to the mythical age before the First Age and after the Primal Wars. Some tales tell of gigantic constructs just like them watching over the deepest chambers in progenitor race ruins on Eathoran and Anathar, especially those associated with the Settari. However, it is unlikely that those telling these tales would have what it takes to enter such deadly places, so these stories cannot be trusted...

Tomb Tapper (Thaalud) – Huge Construct

A.C. 23 (Natural Armour)
Hpts: 200 (16d12+96) [112 - 288]
Speed: 40' / Burrow 20'
Initiative: +7
Proficiency Bonus: +5

Str: 26 (+8) Dex: 14 (+2) Con: 22 (+6) Int: 14 (+2) Wis: 11 (+0) Cha: 16 (+3)

Saving Throws: Strength +13, Constitution +11, Intelligence +7, Charisma +8
Skills: Perception +5

Damage Resistances: Cold, Necrotic, Lightning; Slashing, Piercing and Bludgeoning from weapons not made of Adamantium
Damage Immunity: Fire, Poison
Condition Immunity: Blinded, Charmed, Disease, Exhausted, Paralysed, Poisoned, Stunned, Unconscious; Immutable Form, See Through Illusions
Senses: Blindsight 120' (Deafened Blindness); Passive Perception: 15

Language: Telepathy 100'

CR: 18 (20,000 XP)


Adamantine Weapons: The Thaalud's natural weapons are considered to be both magical and made from Adamantium.

Immutable Form: The Thaalud is immune to all attacks that alters its physical form, including polymorph and petrification attacks.

Deafened Blindness: The Thaalud uses sounds to see with its Blindsight, so if it is deafened, it is also unable to see using that sense.

Repairing Spells: Stone Shape heals the Thaalud for 1d8 + the caster's level hit points. It may use its own innate version of this spell to heal itself for 1d8+16 points of damage.

See Through Illusions:The Thaalud is immune to all spells from the Illusion school, or which create similar effects.

Innate Spells: The Thaalud has the following innate spell like powers. Its spellcasting attribute is Intelligence (Spell Attack +7, Spell Save D.C. 15). The Thaalud is a 16th Level Spellcaster.

At-Will: Detect Magic
7x/Day: Stone Shape
3x/Day: Spike Stones (Same as Spike Growth, except it summons sharp rocks and tiny stalagmites).


The Thaalud makes either two Adamantine Maul attacks and a bite attack, or Two Slam attacks and a Bite attack.

Adamantine Maul: Melee Weapon, Reach 15' / Ranged 100', One Target, +13 to hit, Hit: 39 (2d20+16) Bludgeoning damage and target is knocked prone; Hit 5+: Target is also Stunned unless they make a D.C. 21 Constitution saving throw (lasts 2d4 rounds, Save at end of their turn ends early).
Special: The Maul may be thrown up to 100', and always returns to its owner's hand afterwards. If throwing the Maul, they may only make one attack with it.

Bite: Melee Weapon, Reach 5', One Target, +13 to hit, Hit: 32 (7d6+8) Piercing damage.

Slam: Melee Weapon, Reach 10', One Target, +13 to hit, Hit: 21 (3d8+8) Bludgeoning damage and pushes target 1d3x5'. Hit 5+: Target must make a D.C. 21 Dexterity saving throw at the end of the push or be knocked prone. 

These monsters are from the Forgotten Realms by the way. Not sure where I first saw them. Came across them today, and thought "Oooh cool!".  

 When they said, "join our band and get hammered", this is NOT what I had in mind...

Saturday, 16 May 2015

Hopping Vampire - CR5 (Medium Undead)

Hopping Vampire – Medium Undead (Vampire)
Chaotic Evil

A.C. 16 (Natural Armour)
Hpts: 123 (19d8+38)
Speed: 20'
Initiative: +0

Str: 17 (+3) Dex: 10 (+0) Con: 14 (+2) Int: 6 (-2) Wis: 9 (-1) Cha: 12 (+1)

Saving Throws: Strength +6, Constitution +5, Charisma +4
Skills: Athletics +6

Damage Resistances: Cold, Lightning; Slashing, Piercing and Bludgeoning damage from non-magical weapons

Damage Immunity: Poison
Condition Immunity: Poisoned, Exhausted,  Unconscious

Senses: Darkvision 60', Breath Sense; Passive Perception: 9

Language: Spoken in life

CR: 5 (1,800 XP)


Breath Sense: The vampire can automatically detect the exact whereabouts of any living, breathing creature within 120' as if it had blindsight.

Hopping Death Curse: Those afflicted by this curse immediately gain 1 level of Exhaustion. Every 1d12 Hours, this increases by 1 level unless they make a D.C. 13 Charisma saving throw. If they die from this, they rise as a Hopping Vampire. A Remove Affliction spell can end this curse, and whilst it is active, the exhaustion created by it cannot be reduced or removed by any means.
It should be noted however, that each hour an afflicted individual spends dancing over a line of sticky rice, adds 1d12 more hours to the time that passes before they have to save against the curse again.


Multiattack: Vampire makes two claw attacks.

Claw: Melee weapon attack; Reach 5', one target, +6 to hit; Hit: 8 (1d10+3) slashing damage and target must make a D. C. 13 Charisma saving throw or be under the Curse of Hopping Death. 

One of the more bizarre mythological beasts, the Hopping Vampire is something a bit different....especially from the brooding, potent vampire's of more normal lore. In my games, these monsters do occasionally appear in the realms of Kai'Yassan, where they are usually the returned souls of people who died through their own stupidity. 

Anyway, I hope these stats find a place in your games!

'Giz a hug you soppy sod...

Tuesday, 12 May 2015

Shadow Mastiff - CR 5 (Medium Beast)

"We were attacked by living shadows that took the form of great hounds. They struck from the darkness, and when we called forth light to scatter them, scattered us with unearthly howls that struck terror into our hearts"...

Shadow Mastiff (Medium Beast - shadow). Neutral Evil

AC: 15 (natural armour)
Hpts: 104 (19d8+19)
Speed: 40'
Initiative: +7

Str: 15 (+2) Dex: 18 (+4) Con: 12 (+1) Int: 3 (-4) Wis: 11 (+0) Cha: 4 (-3)

Saving Throws: Dex +7, Con +4
Skills: Perception +3, Stealth +10 (Living Shadow)

Damage Resistance: Living Shadow
Damage Vulnerability: Radiant

Senses: Darkvision 120'; Passive Perception 13
Language: Can be trained to understand some words of any language

CR 5 (1,800 XP)

Living Shadow: In dim light or darkness, takes half damage from all attacks apart from force, psychic and radiant. Adds twice it's proficiency bonus to Stealth checks.

Fly The Light: In bright light the Mastiff suffers disadvantage on attack rolls, saving throws and ability checks, and its speed drops to 20'. Attacks against it have advantage.


Multiattack: Makes two Bite attacks

Bite: Melee weapon attack, 5' reach, 1 target; +5 to hit; Hit: 11 (2d8+2) piercing damage +7 (2d6) necrotic damage; Hit 3+ Target must make D.C. 13 Dex or Str save or be prone.

Howl: All hearing creatures within 60' of the hound must make a D.C. 15 Wisdom save or drop what they are holding and become panicked for 5 (2d4) rounds (save ends early). Whilst panicked, is Frightened and must use every effort to get away from the mastiff.

Shadow Mastiff's first appeared in the AD&D Monster Manual II. Later they were recreated again and again. This is my 5e take on the first version, with a bit of 3.5 thrown in for good measure! Enjoy!

 "A bear in his apartment?"

Saturday, 9 May 2015

Shadar'Kai Homebrew Player Race

The Shadar'Kai (or Shadeth as they are known in my game universe) are a race native to the Plane of Shadows / Shadowfell (depending on your edition). They are due to have a big role in one of my campaigns, and I suspect that they might be a popular choice with some of my players afterwards. So, here is my first draft for a player race. Enjoy!

Ability Score Increase: +2 Dex; +1 Int or +1 Cha

Age: Shadar'Kai age at about the same rate as humans. They tend to live a little longer, their lives spanning up to 150 years.

Alignment: Shadar'Kai like Shades are infused with innately dark and malevolent energy, and as such tend towards Neutral and / or Evil alignments.

Size: Shadar'Kai are the same size as humans, and so, are medium.

Speed: Your speed is 30'.

Shadow native: You gain the Shadow type.

Superior Darkvision: You can see perfectly in total darkness and shadowy conditions, up to 90'.

Shadowed Grace: A Shadar'Kai adds twice their proficiency bonus to Stealth and Acrobatics checks. They also add their proficiency bonus to their initiative rolls.

Innured to Pain: When a Shadar'Kai is reduced to half their total hit points or less, damage inflicted against them is reduced by an amount equal to their Constitution modifier (minimum 1)

Raised in Fear: Shadar'Kai gain advantage on saving throws to avoid becoming Frightened.

Shadow Step : As a move action, once per short rest, a Shadar'Kai can teleport up to 30', or 45' in dim light conditions. When they hit 13th level they may do this twice per short rest, and at 18th level may use it at will.

Innate Spellcasting: The Shadar'Kai can use the following spells without the need for material components. Intelligence is their spellcasting attribute, and the Spell save D.C. Is 8 + Your Intelligence Modifier + Your proficiency bonus.

At 1st level you may cast Mirror Image once per long rest. At 3rd level you may also cast Darkness once per long rest. At 10th level you may cast Mirror Image twice per long rest. At 15th level, you may cast Mirror Image 3x per long rest.

Martial Weapon Proficiency: Chain Whip: A chain whip has the same statistics as a normal whip, except it inflicts 1d6 slashing damage on a hit. These weapons are rare, and to buy from a normal vendor would cost 15gp. They weigh 4lbs. All Shadar'Kai characters start play with one of these items for free. 

Yeah dude, we are like totally satanists, and we you know, totally adore Marilyn Manson and Cradle of Filth yeah? 'Course you norms don't get us, so I don't know why I'm even bothering. Sheeple.  

Tuesday, 5 May 2015

Jovoc - Small Fiend (CR 5)

The Jovoc is an obnoxious enemy, as it hurts your character through being hurt, its own attacks being somewhat underwhelming. It first appeared in the 3.0 Monster Manual II, and is a very underused fiend. I like 'em, and (spoiler alert) they will be appearing in my game tonight I suspect. Here is my conversion of them to 5e...

...You may notice I added an extra ability, the Vicious Skirmisher power. I did this to make them a bit more mobile, and to allow you to adjust that horrific aura they emit. If you want a Jovoc more like the original, ignore that power. 

Small Fiend (Demon) - Chaotic Evil

Armour Class: 16 (Natural Armour)
Hit Points
: 45 (7d6+21)
Speed 30'
STR 12 (+1) DEX 15 (+3) CON 16 (+3) INT 7 (-2) WIS 10 (+0) CHA 7 (-2)
Saving Throws: Dexterity +5, Charisma +0
Skills: Perception +2, Stealth +5
Damage Resistances: slashing, piercing and bludgeoning by a non silver weapon; acid, cold and fire
Damage Immunities: lightning, poison
Damage Vulnerability: cold iron
Senses: Darkvision 60'; Passive Perception: 12
Language: Daemonic dialect
Challenge: 5 (1,800 xp)
Regeneration: If the Jovoc starts its turn on at least 1 hit point, it heals 5.

Spell Resistance: The Jovoc has advantage on saving throws against spells and spell like effects.

Retributive Aura: Whenever the Jovoc suffers damage, all non demon creatures within 30' of it suffer 7 (2d6) bane damage (D.C. 13 Constitution save for half). Bane damage cannot be reduced to resisted by any effect below that created by a Wish or similar.

Vicious Skirmisher: Whenever the Jovoc's Retributive Aura is triggered, it may move 5'. This move does not provoke opportunity attacks.
Summon Jovoc: Once per long rest, the Jovoc may try to summon another of its kind, with a 25% chance of success.

Multiattack: The Jovoc makes a claw and bite attack.

Bite: Melee weapon attack, Reach 5', +5 to hit, one target, Hit: 4 (1d6+1) piercing damage

Claw: Melee weapon attack, Reach 5', +5 to hit, one target, Hit: 5 (1d4+3) slashing damage.

Smoking really does age you a lot...just ask Mr Red Claws here!

Saturday, 2 May 2015

Bone Golem - Large Construct (CR 15)

Bone Golem
Large Construct - Golem (Unaligned)

Armour Class: 18 (Natural Armour)
Hit Points
: 332 (35d10+140)
Speed 30'
STR 24 (+7) DEX 14 (+2) CON 19 (+4) INT 2 (-4) WIS 11 (+0) CHA 2 (-4)
Saving Throws: Strength +12, Constitution +9
Damage Resistances: Lightning; Slashing, Piercing and Bludgeoning from Uncommon and Rare Magical Weapons
Damage Immunities: Cold, Necrotic, Poison, Psychic; Slashing, Piercing and Bludgeoning from non-magical weapons
Damage Vulnerability: Shatter spell
Condition Immunities: Poisoned, Frightened, Disease, Petrified, Unconscious, Exhausted, Stunned, Paralysed; Immutable Form
Senses: Darkvision 120'; Passive Perception: 10
Language: Understands Creator's language
Challenge: 15 (13,000 XP)
Immutable Form: The Golem is immune to any effect that would alter its physical form.

Necrotic Restoration: If the Golem is hit by an attack that would inflict Necrotic damage, it is instead healed for an amount equal to the damage that would have been inflicted.
Multiattack: The Golem makes two Bone Claw attacks. If both hit the same target, they suffer disadvantage on their saving throws against the ongoing damage.

Bone Claw: Melee weapon attack, Reach 10', +12 to hit, one target, Hit: 20 (2d12+7) slashing damage, and the target must make a D.C. 17 Constitution saving throw or suffer Ongoing 20 (2d10+2d8) Necrotic damage (save ends).

Hideous Shriek (Recharge 5-6): All hearing creatures within 50' of the Golem must make a D.C. 17 Charisma saving throw, or be Stunned (save ends). Fail 5+: The creature must make a D.C. 17 Wisdom or Sanity (if using that score) saving throw, or gain a Short-Term Madness (DMG, p. 259).

So, this fella is loosely based on the 2nd Edition AD&D version, and as you can see draws on the 4th Edition "Save Ends" duration (i.e. you make a saving throw at the end of your turn, and the effect continues until this is successful), as well as the alternative Sanity score and Madness rules outlined in the 5e DMG. 


Call the office, this is going to be one of those days I think...