Using My Monsters

Tuesday, 30 June 2015

Allip - CR 2 (Medium Undead)

"The purest servants of Xix I ever did encounter, the Allip's of the asylum haunt me always"
 - Androsta, Unified Order Mage on Allips.  

Allip – Medium Undead
(Chaotic Evil)

A.C. 9 (Natural Armour)
Hpts: 39 (6d8+12) [18 - 60]
Speed: Fly 30' (hover)
Initiative: +3
Proficiency Bonus: +2

Str: 12 (+1) Dex: 12 (+1) Con: 14 (+2) Int: 11 (+0) Wis: 11 (+0) Cha: 16 (+3)

Saving Throws: Dexterity +3, Charisma +5
Skills: Perception +2

Damage Resistances: Slashing, Piercing and Bludgeoning from non-magical weapons
Condition Immunity: Confused, Unconscious, Prone, Poisoned, Diseased, Exhausted
Senses: Darkvision 60'; Passive Perception: 12

Language: Spoken in life

CR: 2 (450 xp)


Incorporeal: The Allip can move through solid objects as if they did not exist. If it ends its turn within one however, it suffers 5 (1d10) points of bane damage.

Babble: All sane creatures that can hear and start their turn within 60' of the Allip, must make a D.C. 13 Wisdom (or Sanity) saving throw, or become fascinated (Stunned)  by the horror for 5 (2d4) rounds. They do not get another saving throw before the end of this duration unless the Allip attacks them, or they suffer damage equal to 25% of their total amount. Once an individual has saved against this attack, they are immune to that specific Allip's Babble for the duration of that encounter.

Madness: Any attempts to read this monster's mind forces the individual doing so to make a D.C. 13 Wisdom (or Sanity) saving throw at Disadvantage. If they fail the saving throw, they gain one Short Term Madness, and their Wisdom is reduced by 1d4 points until the end of their next extended rest. If they are reduced to 0 Wisdom, they become Incapacitated as nothing makes any sense to them any more, and all they can do is weep and scream.


Multiattack: Allip makes two Touch of Madness attacks. 

Touch of Madness: Melee attack; Reach 5', One Target; +3 to hit; Hit: 7 (1d8+3) psychic damage and target must make a D.C. 13 Wisdom (or Sanity) saving throw, or their Wisdom is reduced by 1d4 points until the end of their next extended rest. If they are reduced to 0 Wisdom, they become Incapacitated as nothing makes any sense to them any more, and all they can do is weep and scream. On a critical hit, 1 point of the lost Wisdom is permanently lost until the target receives a Greater Restoration or equally potent spell. Whenever the Allip lowers a target's Wisdom, it heals 5 (1d10) hit points (11; 2d10 on a critical hit). 

Allip's are a wonderful D&D staple; a vaporous undead that brings madness (and a good deal of control) to the battlefield. If used correctly, they are terrifying foes, and as such, they are worthy of a conversion!


Wednesday, 24 June 2015

Sunstone Weapon - Uncommon Weapon

Sunstone Weapons (Uncommon)
Requires Attunement

Amongst certain  religions and orders, there are forged weapons who's cutting, crushing or piercing parts are wrought from magically strengthened sun stone. These weapons are then blessed with holy power, and become deadly towards the undead, as well as other entities that find the light of the Sun anathema.

Sunstone Weapons behave in all ways like their normal versions, save, the damage they inflict is considered to be Radiant for the purposes of weaknesses. Note it isn't Radiant. However, a creature that is vulnerable to Radiant damage is also vulnerable to the Slashing, Piercing or Bludgeoning damage of one of these weapons.

Solstice Knight Paladin - CR 5 (Medium Humanoid)

One thing I liked about Princes of the Apocalypse, was seeing that some of the wonderful 4e philosophies of humanoid enemy creation were not lost. I was worried that the human(ish) enemies would all be boring "5th level Fighter" types, that were very similar. So, it was great to see cultists that actually did cool and unique stuff that was thematically and mechanically spot on.

So, the PUG have got themselves into a bit of bother. Glorphen (a Drakven that thinks he is an Aelwyn) is a zealot dedicated to Zaeothon (an aspect of Bahamut worshipped by some Aelwyn), encountered some equally zealous worshipers of the 2nd Age version of Solum. Fireworks ensued, and now the town guard are getting involved (Glorphen pulling the heart of a cleric from his chest and biting it as they arrived hasn't exactly helped).

In short, it seems likely they may have earned a black mark with the "Solar Order of the Divine Solstice", and so, I have begun statting up their more exotic members.

Here's one right now (oh and PUGgers....spoilers).

*    *    *

Solstice Knight Paladin – Medium Humanoid (human)
(Lawful Good)

A.C. 18 (Plate Armour)
Hpts: 127 (17d8+51) [68 - 187]
Speed: 30'
Initiative: +0
Proficiency Bonus: +3

Str: 19 (+4) Dex: 10 (+0) Con: 16 (+3) Int: 12 (+1) Wis: 15 (+2) Cha: 16 (+3)

Saving Throws: Wisdom +5, Charisma +6
Skills: Athletics +7, Religion +4

Damage Resistances: Necrotic
Damage Immunities: Radiant (As a Mirror to the Sun) 
Condition Immunity: Diseased

Senses: Passive Perception: 12

Language: Solumite Sacred Tongue, Southspeak

CR: 5 (1,800 xp)


Solstice Presence:
All allies within 15' of the Knight gain a +1 bonus to their AC, and Radiant damage inflicted against them is reduced by 5 before any resistances are applied.

Bearer of the Light: The Paladin inflicts +7 (2d6) Radiant damage with each hit of their melee weapons. On a critical hit, the target must also make a D.C. 14 Constitution save or be Blinded until cured.

As a Mirror to the Sun: Attacks that inflict Radiant damage used against the Paladin are reflected at their source, as if the original attack had targeted them. Furthermore, the damage is maximised.


Paladin makes two Melee attacks.

Sunstone Greatsword: Melee Weapon Attack, Reach 5', one target; +7 to hit: Hit: 11 (2d6+4) Slashing damage +7 (2d6) Radiant damage (Bearer of the Light).

Solar Castigation (Recharge 4-6): Line 5' wide and 25' long; All creatures within the area suffer 22 (5d8) Radiant damage, are blinded (save ends) and gain +1 level of Exhaustion. They suffer half damage and avoid all additional effects if they make a D.C. 14 Constitution saving throw. Creatures slain by this power are disintegrated. Undead save against this power with Disadvantage.


Cleansing Smite (Recharge 6): When the Paladin hits an enemy with a melee attack; The target must make a D.C. 14 Charisma saving throw or be knocked unconscious (save ends). Creatures immune to Radiant damage are immune to this effect. Even undead normally immune to the Unconscious condition can be affected by this power. 

 "Ni!" Just kidding, "DIE FILTH!"

Friday, 19 June 2015

A Selection of Potent Maces

Even the greatest heroes occasionally get murdered, and a couple of sessions ago, the Legendary rogue Llewellyn was slain by a Gloom assassin. Although brought back by the priests of Merriel'Shaava, his gear was all stolen, including his legendary and hard won Mace, the Inevitable Momentum. To help, a number of the guilds currently vying for a place in the new Unifying Order, offered to lend him a replacement. Here are their stats. Which would you choose?

+2 Frost Burst Mace - (Rare, Requires Attunement) .  (+2d6 Cold damage, +2d10 cold on Crit, plus D. C. 17 Constitution save or Paralysed 1 round).

Stragniir (Very Rare, Requires Attunement) ; +1 Dracane Breath Mace; All damage is lightning. 5x/day can fire a 100' lightning bolt, that inflicts 35 (10d6) Lightning damage, D. C. 16 Dex save for half. Bearer gains Resistance to Lightning.

Ineludible (Legendary, Requires Attunement) ; +4 Mace; 3/day re-roll a missed attack as Bonus action. Ignores damage resistance.

Black Lode (Very Rare, Requires Attunement); +2 Adamantium Mace that inflicts base damage of 1d10 Bludgeoning. 3/Short or Long rest, wielder may, as a Reaction when they hit a target, push it 1d4 x 5' (Strength save, D.C. = Damage inflicted by triggering attack) halves this distance. 3/Day, Wielder may grant themselves 20 Temporary hit points as a Bonus Action. 1/Short or Long rest, wielder may inflict +22 (+4d10) Bludgeoning damage with a hit as a Reaction.

Lucifous (Rare, Requires Attunement); +1 Silver Mace / +2 Vs Undead and Shadow. Inflicts +1d8 Radiant damage / +2d8 Radiant vs Undead and Shadow. Sheds bright light in a 20' radius.

Thursday, 11 June 2015

Defacer - CR 7 (Medium Undead)

The PUG ran into one of these little buggers this evening, when they went around opening spell sealed sarcophagi in a cursed tomb. They were first seen in the 3.5 Monster Manual IV , and to be honest, hadn't really registered with me at all until I was flicking through that tome a few weeks ago, looking for things to throw at my players. It's actually a pretty damn creepy monster when you think about it, especially the part where is forces you to become one of its screaming victims for a short time. 

It nearly killed the group by the way, the Frightful Keening keeping most of the group at a safe distance, allowing it to flit here and there, taking down the party one character at the time. Luckily they just managed to wound it enough that it fled....just.

Defacer – Medium Undead
(Neutral Evil)

A.C. 15 (Natural Armour)
Hpts: 120 (16d8+48) [64 - 176]
Speed: 30' (Earth Glide)
Initiative: +2
Proficiency Bonus: +3

Str: 18 (+4) Dex: 15 (+2) Con: 16 (+3) Int: 7 (-2) Wis: 13 (+1) Cha: 18 (+4)

Saving Throws: Constitution +6, Charisma +5
Skills: Deception +7, Perception +4, Stealth +5

Damage Resistances: Psychic; Slashing, Piercing and Bludgeoning damage from non-silvered weapons
Damage Immunity: Poison
Condition Immunity: Exhausted, Poisoned, Unconscious
Senses: Darkvision 60', Tremorsense 30'; Passive Perception: 14

Language: Language spoken in life

CR: 7 (XP 2,900)


The Defacer may move through solid rock as if it did not exist, leaving no tunnel or trace of its passing. It also ignores any difficult terrain that is the result of rocks, rubble or similar earthen objects.

Frightful Keening: The faces that surround the Defacer constantly emit a horrific, hopeless wailing, which carries through solid stone as if it were air. The Defacer cannot stop this sound, and any creature that comes within 60' of it is Frightened. However, they may still approach the Defacer if they make a D.C. 15 Wisdom saving throw (though they must do this each time they try to close the distance between them and it).


Multiattack: The Defacer makes two Distorted Strikes

Distorted Strike: Melee Weapon Attack, Reach 5', One Target, +7 to hit, Hit: 13 (2d8+4) Bludgeoning +9 (2d8) Psychic damage and target must make a D.C. 15 Charisma saving throw or be Stunned until the end of the Defacer's next turn. Whilst stunned, their visage warps into that of one of the souls captured by the monster, which begins to scream for help in the soul's native tongue.

Bonus Actions:

Steal Face: If the Defacer kills a creature with an Intelligence of 3 or more, or if it touches the body of such a creature within 1 day of its death, it may steal that creature's soul as a bonus action. Once this has happened, the Defacer's own face takes on their appearance for 1 day, and it is calm and sedate for that time. If it is forced to use its Earthglide power in that time however, it looses the face (which then becomes another screaming soul surrounding it). If the Defacer is slain whilst it wears another's face, that individual returns to life, stable, at 0 hit points.
Souls that are captured by the Defacer are not free to return to their bodies, and are not free to answer spells such as Speak with Dead

 I've heard about folks being two faced, but this is taking the piss...

Friday, 5 June 2015

Sporeback Frog - CR 2 (Medium Beast)

4th Edition's Monster Manual III was not the greatest one to grace the world. However, it did contain a few cool new monsters, not all of which were lousy with supernatural powers or strange motivations. Amongst these was the Sporeback Frog...a frog with mushrooms growing on its back. One of my groups may get the chance to tangle (pun partially intended) with these things soon, so I thought I would share them with you, so you could do the same. 

Sporeback Frog – Medium Beast

A.C. 9 (Natural Armour)
Hpts: 93 (11d8+44) [55 - 132]
Speed: 15' (Swampwalk) / Swim 25'
Initiative: -1
Proficiency Bonus: +2

Str: 15 (+3) Dex: 9 (-1) Con: 19 (+4) Int: 3 (-4) Wis: 10 (+0) Cha: 9 (-1)

Saving Throws: Charisma +1, Constitution +5
Skills: Perception +2, Stealth +1 (+6 with Fungal Form)

Senses: Passive Perception: 10

Language: None

CR: 2 (450 xp)


Amphibious: The Sporeback can hold its breath underwater for a number of hours equal to its Constitution modifier before needing to come up for air. It needs to keep its skin wet, and if unable to, suffers +1 level of Exhaustion per hour it is dry.

Fungal Form: The Sporeback has fungi growing all over it, and as such, gains a +5 bonus to Stealth checks in any environment where clumps of moss and fungi are common, as well as when in water.

Powerful Bite: The Sporeback adds twice its Strength modifier to its bite damage.

Swampwalk: The Sporeback ignores all difficult terrain that is the result of a swampy or similar environment, even if not the product of a natural process.

Release Spores: When the Sporeback is reduced to 0 hit points, all creatures within 10' must make a D.C. 14 Constitution save, or be Slowed as if hit by the bite.


Multiattack: Sporeback makes a Sticky Tongue and Bite attack.

Bite: Melee attack, Reach 5', One target; +5 to hit; Hit: 24 (3d12+6) Piercing damage and the target is exposed to the frog's fungal poison. They must make a D.C. 14 Constitution save, or become Slowed; -50% speed, No dexterity bonus to AC, -2 penalty to initiative, Suffer Disadvantage on attacks rolls and all Dexterity based saves, ability and skill checks. The poison remains for 5 (1d10) rounds, although the target may repeat the save at the end of each of their turns to end the effect sooner.

Sticky Tongue: Melee attack, Reach 15', One target, +1 to hit; Hit: 6 (1d6+3) Bludgeoning damage and target is pulled 10' closer to the Sporeback and knocked prone.

The ultimate in French Cuisine - Frogs Legs with mushrooms built in!

Thursday, 4 June 2015

Zovvut - CR 10 (Medium Fiend)

Zovvut – Medium Fiend (Daemon)
(Chaotic Evil)

A.C. 20 (Natural Armour)
Hpts: 136 (21d8+42) [63 - 210]
Speed: 30' / Fly 50'
Initiative: +1
Proficiency Bonus: +4

Str: 17 (+3) Dex: 13 (+1) Con: 15 (+2) Int: 14 (+2) Wis: 16 (+3) Cha: 14 (+2)

Saving Throws: Strength +7, Constitution +6, Charisma +2
Skills: Arcana +6, Stealth +5, Insight +6, Perception +6, Intimidate +7

Damage Resistances: Acid, Cold, Fire; Slashing, Piercing and Bludgeoning from Uncommon and Rare weapons
Damage Immunity: Lightning, Poison; Slashing, Piercing and Bludgeoning from non-magical weapons
Condition Immunity: Poisoned; Spell Resistance

Senses: Darkvision 60'; Passive Perception: 16

Language: Daemonic

CR: 10 (5,900 xp)


Create Spawn: An individual slain by the Zovvut's Draining Gaze attack rises as a Wight under its control 1d4 rounds after its death.

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

Spell Lie Abilities: The Zovvut is a 10th level spell caster. Intelligence is its spell casting attribute; Save D.C. 14, Spell Attack +6. It does not need any components to cast these spells.

At-Will: Clairvoyance, Darkness, Hallow, Detect Evil and Good, Detect Thoughts, Bane, Suggestion, Teleport (has no chance of error).


Multiattack: The Zovvut makes two Claw and one Draining Gaze attack

Claw: Melee Weapon Attack, Reach 5', One Target; +7 to hit; Hit: 22 (4d6+2d4+3) Slashing damage.

Draining Gaze: One target within 30' must make a D.C. 14 Constitution saving throw or gain +1 level of Exhaustion and the Zovvut heals 11 (2d10) hit points (or, if at full health, gains them as temporary hit points). 

The pale daemon known as a Zovvut appeared I believe in the 3.0 Monster Manual II, and I used a modified version in my 4e game with Ormid and the gang. Here is a conversion of the basic one, ready and eager to tear off some limbs and open some bellies in your campaign...

 The Zovvut is the dude behind the other two...with the feathery wings....aaaaah...