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#5e monstrosity
vivi-the-goblin · 1 year
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Fun fact- lickitung couldn't learn lick in gen 1. It was exclusive to the Ghastly and Jynx lines. And...look, it's the end of the year. I'm gonna be real, my creativity's a bit burnt out from the holiday rush. maybe I'll come back and add encounter ideas later, but I'm just kinda out of it. Seriously, every entry for both of these just says it has a big tongue with paralyzing saliva. I've got little to go off here. and all my searches just say they're based on a yokai that licks the walls of old bathrooms? Which exists for some reason? So we're doing this without the descriptions like I used to. I'm gonna take a small hiatus to recover now, but I'll be back to posting when I can! I'll be back, and in the meantime will still be on youtube and posting the stuff I make for there. I know, it's not the same, but I need to take a break from one of the two to get any amount of freetime. The youtube algorithm will sweep away all my progress in 2-3 weeks, tumblr won't. I'll come back. I always do.
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5ecardaday · 12 days
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Guildmasters of Ravnica, Pt. 1
This is just a preview of five, brand-new high CR encounters for D&D 5e. Based on legendary creatures from MtG's Ravnica: City of Guilds.
If you'd like to see all five, as well as support my work and get access to other releases, you can do so over on my Patreon! Be quick though, because this release will only be public until next month.
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thirdtofifth · 9 months
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Protean Scourge Medium monstrosity (shapechanger), neutral evil Armor Class 17 (natural armor) Hit Points 161 (19d8 + 76) Speed 40 ft., climb 10 ft. Str 20, Dex 17, Con 19, Int 14, Wis 14, Cha 19 Damage Immunities poison Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Condition Immunities petrified, poisoned Senses darkvision 60 ft. passive Perception 12 Languages Abyssal, Common, Infernal Challenge 12 (8400 XP) Magic Resistance. The protean scourge has advantage on saving throws against spells and other magical effects. Shapechanger. The protean scourge can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Spellcasting. The protean scourge is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The protean scourge has the following sorcerer spells prepared: Cantrips (at will): dancing lights, mage hand, prestidigitation 1st level (4 slots): charm person, color spray, mage armor 2nd level (3 slots): mirror image, scorching ray, spider climb 3rd level (3 slots): blink, haste 4th level (2 slots): greater invisibility Actions Multiattack. The protean scourge makes either two attacks with its claws and one attack with its gore; or three attacks with its scythe and one attack with its gore. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage. Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Scythe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) slashing damage. Reactions Split. When the protean scourge is subjected to damage, it splits into two new protean scourges if it has at least 10 hit points. Each new protean scourge has hit points equal to half the original protean scourge's, rounded down. Each new protean scourge can cast spells, but they share a pool of spells per day as if they were one creature. The two protean scourges can recombine in a process that takes one minute and requires both protean scourges to be within 5 feet of each other. The separate protean scourges are incapacitated while recombining, and only two protean scourges who were originally separated from each other can recombine.
These deadly shapechanging assassins are often mistaken for denizens of the Abyss. With abnormally-long legs and pebbly red skin, the confusion is understandable. They love killing above all else, and seek out opportunities to do so, happily submitting to the service of evil warlords and the like to sate their bloodlust. These thoroughly-cruel creatures stand around 7 feet tall and weigh 200 pounds.
Originally from the Monster Manual III
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cumberworld44 · 5 months
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Kelpi encounter I homebrewed in for Wild Beyond the Witchlight. Good campaign but not enough combat me thinks.
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sheppi-isometrics · 1 month
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⚔️ Chitine on Patreon
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🌟 Get access to more than 200 creatures, maps and assets by supporting us on Patreon! Complement your campaigns with hi-res monster tokens and start building the adventure of your dreams with our isometric and 2D assets 🏰!
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starlyht · 2 months
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patch notes : kar’niss is now correctly labeled a monstrosity
sol’rys approves
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dm-tuz · 2 years
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Forgotten Foes - Realm of Beasts
Malegore, the fallen kingdom, is rumored to still continued to survive in secret, a hidden utopia away from the hell of war. But no-one knows of the true terror kept behind its black gates...
Have your players enter this ancient realm and face its denisens. Beware, this is no longer a realm of men. Only horrid beasts can be found within these fallen ruins. Get lore, handouts, ttrpg tokens, and more to fully implement the Realm of Beasts into your 5e game!
Now available on patreon and kofi, links are on my tumblr page!  
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clickityweasel · 4 months
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mission: run lightning through aatoi to try and speak to aliens was a SUCCESS, SOMEHOW
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diningwithroyals · 2 years
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I've got this idea from a different Homebrew regarding this image that I modified to be a Boss Monster in my on-going Horror Campaign. This was an encounter for a 4th Level Party with 5 Players and while challenging, they emerged victorious (just one of them died due to an ability I omitted from this version as I feel it might have been too strong)!
This is a different spin on the usual Werewolf, being a Werewolf that hates his lycanthropic curse and hates the death and destruction they caused. Such strong internalized emotions transformed the poor soul into an even stronger Werewolf: a Weeping Wolf.
The profound sadness and regret the person had is the central theme behind this strong, intimidating Werewolf that makes sure to leave an impact with the party.
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nineheavenspress · 2 years
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Some creatures based on Korean mythology that I statted up for fun! I hope to be able to include them in our book.
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vivi-the-goblin · 2 years
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It's at times like this I wish I'd kept practicing art past like 14. because a cat sized Behir would be adorable. like a Doxin with more legs. When researching Behir I found out that these 40 foot centepede-dragon-crocodile things had apparently been selectively bred in one random offshoot 3e book to be half that size, with a mention of ones the size of a small dog. The Shining South only showed the "Guard Behir," but I realized this followed the trend of what we did with cattle and dogs, so I knew what I had to do. The Young Behir cannot yet control its electricity fully, leading to a constant discharge of electricity around it and a weaker breath weapon overall. They're sometimes kept by nobility as intelligent guards, and are loyal if treated well and kept full. Pocket behir are used as exotic pets and warlock companions. They're proud, but will bond with a companion that treats them well. This is despite thier dislike of people, and likely because some secret side of them realizes they aren't as strong as they act. They also make a good stand-in for hatchlings if your players come across some. And if you're interested in behir, here's a little video.
youtube
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5ecardaday · 1 year
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Monster Popularity Contest– Ixalan
If you want to help make decisions on what content I make, get early access to all of my releases, and join my new patron-exclusive discord, you can do so by signing up to support me on Patreon!
Last week my supporters were treated to 5 new monsters, each one from the verdant islands of Magic: the Gathering’s Ixalan setting! Normally my first release of each month is just 3 creatures, but I went a little further this time since I was adhering to some rules about MtG’s color identities.
I’m particularly proud of Beckett Brass, who I think has the most interesting design; but Gishath also turned out really well, given how easy it can be to make a big stompy dinosaur into something boring in D&D. No problems with that here though.
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thirdtofifth · 10 months
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Fhorge Large monstrosity (monstrosity), unaligned Armor Class 16 (natural armor) Hit Points 147 (14d10 + 70) Speed 40 ft. Str 24, Dex 10, Con 21, Int 2, Wis 15, Cha 10 Senses passive Perception 12 Languages - Challenge 9 (5000 XP) Charge. If the fhorge moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 24 (7d6) piercing damage. Keen Smell. The fhorge has advantage on Wisdom (Perception) checks that rely on smell. Relentless (Recharges After A Short Or Long Rest). If the fhorge takes 25 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Actions Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the fhorge can't use its bite. Worry. One target grappled by the fhorge must succeed on a DC 19 Constitution saving throw or take 29 (5d8+7) bludgeoning damage and 29 (5d8+7) piercing damage.
These dread beasts roam the plains of the Outlands, finding food where they can. Some can be found on the more remote and exotic savannahs of the Material Plane, in herds of five to eight individuals. They can be quite aggressive if provoked. Fhorges stand around 5 feet tall at the shoulder and weigh almost 800 pounds.
Originally from the Fiend Folio.
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dndcreaturesinfo · 1 year
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Azor, the Lawbringer
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architech88 · 2 years
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y-rhywbeth2 · 5 months
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D&D Vampire Lore Dump #2
"Biology" Their "metabolism" and their physical body, their senses, why they're not aging and "vampires actually make fantastic torture victims, if you're a monster: vampire healing and how to inflict scars on them."
OBLIGATORY DISCLAIMER FOR FIRST TIME READERS: There are two things to note about the lore presented here: First, while the standard stat block in the monster manual is the default, in terms of lore vampires have this annoying tendency to be incredibly, stupidly varied. They are magical monstrosities ruled by the power of symbolism and superstition above anything else.
The next is that D&D is decades old, spans five editions, several settings and hundreds of writers. One guy establishes a piece of lore, and then the next picks it up goes "nah" and writes something else. I collected info from four different source books, all from different editions, which naturally don't entirely agree on how vampires work. Lore never stays consistent and may contradict itself. You may see information somewhere else from a source I don't have that contradicts what I wrote here. If you read this and like some of this stuff but not other bits, take the good and ditch the rest. Larian themselves have not written BG3 totally compliant with some established D&D lore or the original games.
Basically, in D&D, canon is what you decide it is.
Feeding | "Biology" | Hierarchy | Weaknesses and Cures | Psychology
The transformation into a vampire causes little physical change, except for the fangs, and the fact that their facial features seem take on a permanent hardened expression, appearing more "feral" in a way that is likened to a starving wolf. Spawn moreso than freed vampires, and in 5e they have claws despite the fact that freed vampires don't. Sometimes a vampire's eyes turn red upon changing, but this doesn't always happen.
Most of the vampire's five senses are sharpened by undeath. They can see perfectly in the dark, for example, and are very hard to catch off guard. The only one that gets duller than it was when they were alive is the sense of touch - "a blunt, phantom sense of touch, more mechanical than biological. It is a pale, crude approximation of a real tactile sense." They don't feel the effects of physical exertion and their ability to feel pain is dulled (but not nonexistent). They're not particularly bothered by high or cold temperatures unless they're at extremes (like frostbite levels, or "standing by a lava pool" levels). They're also largely unbothered by electric shocks.
They don't breathe, though they do actually have a heartbeat as their blood still gets pumped around their body. It doesn't provide any biological need of a living circulatory system, but is possibly part of keeping the body animated via magic.
Vampires do not produce body heat and tend to be room temperature to the touch unless they've fed within the last 24 hours, in which case they appear alive.
Lacking brain activity on account of being dead, vampires are immune to mind effecting spells and psionics. The fact that Astarion is affected by the tadpole is likely due to Netherese magic. The parasite is canonically modifying his undead state to its needs and has shut down his vampiric abilities, as he observes in one banter.
Their physical abilities massively increase. They have superhuman strength, speed and reflexes and are far more durable than the living.
Vampiric blood looks like humanoid blood at first glance, but takes on a golden sheen when held up to a light source. Also if the vampire it came from is still alive, then that blood can have strange magic properties… which are random! Maybe it burns like acid, or puts you under mind control if you touch it, or explodes into flame when exposed to sunlight! You won't know 'til you find out, it could do anything or nothing.
Vampires are capable of siring partially-undead children with the living (Dhampirs). Dhampirs are alive but as they grow up and their undead heritage starts to manifest they begin to share their vampire parent's cravings and feeding habits and are not terribly fond of said parent, as a rule.
Vampires are the only undead that require sleep. That turned out to be a very long topic of its own though, so maybe I'll focus on the details another time. Short version: Vampires have an instinctive knowledge of how close sunrise is. Some vampires can chose to sleep much like humans, others will immediately shut down the second the sun appears over the horizon and be dead until the moment it next sinks below said horizon, at which point the vampire is 1000% aware and awake again. They are bound to soil from their grave/homeland and must sleep on/in that or be destroyed. In BG3 specifically, looking at Cazador, elves still reverie (trance) in undeath. (In reverie, elves relive their memories of years gone by in vivid real time instead of dreaming. It's how elves avoid forgetting their own lives while living 700+ years) Vampires also hibernate, where they chose to go into a deep sleep for an unknown and uncontrollable length of time reaching centuries in length. Usually due to depression.
A vampire's body is frozen in time, and they will always have the same appearance they had when they died. The magic that keeps the vampire frozen in time, unageing, also gives them regenerative properties as it tries to reset them. Within minutes of receiving a wound, the wound has closed itself as if it were never there. "Wounds close, broken bones reform themselves, even missing limbs regenerate…" Reducing a vampire to 0 hit points also does not kill them, but that's for a later instalment. If one were to torture a vampire one could get both incredibly creative and make it last indefinitely.
They also can't get new tattoos or piercings, as the body heals them over again and pushes out the ink/metal. On the same logic if they had body modifications before they died then they'd never be able to get rid of them - if you scrape off the skin a tattoo is on or tore off a pierced lobe, the skin that grows back will still have the tattoo and the ear will have the hole for the earing still there.
However, there are forms of magical damage that inflict permanent marks on a vampire, which are called stigmata. Sunlight, holy water, holy symbols and the like are known to leave a scar. A silver plated blade might also do it.
There are two energy planes: Positive and Negative. Also known as the Planes of Life and Death, whose energies infuse the Prime Material Plane (which contains worlds like Earth and Toril). Living creatures are powered by positive energy (also called "radiant"), while the undead are animated by negative energy ("necrotic"). It's actually theorised that the undead somehow exist on the Prime Material Plane and the Negative Energy Plane simultaneously, though this seems gets into a lot of planar lore and conflicting information that I'm not going into. Traditionally, due to this difference, the undead are healed by spells made of negative/necrotic energy such as Inflict Wounds spells, but in reverse would be harmed by healing spells. 5e has not included this detail, that I've seen.
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