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#d&d monsters
kettlehead-comics · 2 years
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The Monster March goes on... on patreon. 
Happy May! Here’s a vegetable horse. 
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thirdtofifth · 1 year
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Walking Ballista Large construct, unaligned Armor Class 17 (natural armor) Hit Points 59 (7d10 + 21) Speed 30 ft. Str 18, Dex 16, Con 17, Int 3, Wis 11, Cha 7 Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned Senses darkvision 60 ft. passive Perception 10 Languages - Challenge 5 (1800 XP) Aether Surge (1/Day). As a bonus action, the walking ballista regains 10 hit points, and gains advantage on its next attack roll made before the end of its turn. Actions Multiattack. The walking ballista makes two ballista bolt attacks or two arm blade attacks. Arm Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage. Ballista Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 19 (3d10+3) piercing damage. Bolt Volley (Recharge 6). The walking ballista makes three Ballista Bolt attacks, each against a different target.
This aether-powered construct fires ballista bolts from its middle, and hacks down any creatures who get too close with its arm-blades. It lacks much intelligence on its own to follow anything but basic instructions, but knows to active its Aether Surge when circumstances become desperate. 
Another Magic: the Gathering card brought to life as a D&D 5e monster.
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gotham-at-nightfall · 8 months
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Dungeons and Dragons Monsters
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Red Dragons
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Beholder
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Mimic
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Displacer Beast
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Bugbear
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Bulette
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Kobold
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Magmin
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Owlbear
By John Tedrick
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shaneplays · 1 day
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The mummy that wasn't... aka are you my mummy? No! First appearing as the gluey in White Dwarf magazine (1978), the adherer shambled forward and made TSR's Fiend Folio (1981). It feels like one of those trick monsters DMs gleefully unleash on complacent or overconfident players to shake things up a bit. The adherer is often mocked, but I have to admit I thought it was kind of cool when I first saw the monster entry in the FF. A potentially sticky situation… on THAC0 Thursday!!
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dragondropgaming · 9 months
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Creature & Contraptions Wednesday!
To go along with the more recent NPCs released, this mix of guards, eclectic shop keeps, and miscreants will make your town come alive! Find these, and many more water-mark-free tokens, at my Patreon.
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autisticbritishcowboy · 8 months
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This is a book site like keep brings in it and stuff but I thought it would be cool to decorate it and make it look like a mimic so I did
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yourlocalbug · 10 months
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11 hours of drawing... I bring to you what has become one of my favorite pieces.
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Tiki, master swordsman.
Aka, my dungeon master has a new baby Indian Ringneck. Ive had all the pleasure of meeting tiki, and they are wonderful.
One of tiki's favorite activities is to swing pens around like swords, which is what birthed this idea.
Picture of the one and only below :)
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Included is a shitty stat block bc i dont know how to make stat blocks
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unreluctantone · 1 year
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Dungeon 23, Week 1, 01 to 07/01/2023 - The Entrance Hall
Like many RPG creatives, I've been doing the Dungeon 23 challenge/exercise. It's been a bit of a learning curve, with the most notable lesson being to avoid putting detail along the crease of the booklet...
I've chosen to write up the Riddle of Riggby, a mega-dungeon in my Dreadful Mire setting that began as an adventure prompt from the awesome @dailyadventureprompts, Alkeron's Riddle. Now the former mage-tower of Roland Riggby (to use a slightly less IP-bound name), Court Wizard of the Sunken Kingdom of Calamaer, the Riddle sits atop a fortress-tomb of an ancient tiefling empire, the Dominion of Bel. A permanent storm rages over the tower, and rumours of magical treasure and valuable lore has driven many adventurers to risk the depths of the Riddle.
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The High Doors
Stone stairs lead up to a carved landing in the side of the mountain. Set into the north wall is a pair of great iron doors, 15 feet wide, flanked by a bas-relief of horned warriors. 
Touching the doors causes four suits of armour composed of arcane force to manifest out of the bas-relief and attack, pursuing into the next room. Use the stats of animated armour.
The Entrance Hall
Rune-carved pillars rise to a high coffered ceiling. There is a 2-in-6 chance to encounter another adventuring party here. 
The doors to the north and south are identical: a pair of massive iron doors. The double doors to the west are stone and bear carvings of dancing bulls, close examination reveals the traces of gold plating that has been stripped away long ago.
The double doors to the east are made of lead, are bare of decoration, and are locked (DC 15/Medium difficulty). The lock magically relocks at twilight, and the mechanism reconfigures so that it can’t be unlocked the same way. 
The Shaft
The far wall of this room is composed of shimmering magical force (as per wall of force) and blocks access to a shaft that extends up and down. A stone plinth stands in the centre of the room with an articulated hand extending out of the top of it. The hand is composed of iron and animates to grasp any objects placed in it; the right object from deeper into the Riddle will dispel the force wall.
If the force wall is destroyed or bypassed, people can try and climb the smooth walls of the shaft. This is made harder by strange eddies of gravitational force that tug and pull at climbers (DC 25/Very Hard difficulty). 
There is a 4-in-6 chance that there is a masked ghoul here. She has 1d6 healing potions and 1d3-1 superior healing potions each day, which she trades for dead flesh (1 pound for a healing potion, 5 pounds for a superior). She will yell for assistance if attacked, attracting the attention of any adventuring parties in area 2, who rush to her aid, or the masked ghouls in area 4 if there is no adventuring party in area 2. She then defends herself, attacking with a stash of 1d3 flasks of alchemist’s fire. 
The secret door to area 4 can be detected is DC 15/Medium difficulty, and swings open when a secret button in the wall next to it is pushed. 
The Secret Stairwell
The spiral stairwell leads upwards and is guarded by 4 masked ghouls, one of which carries a bag that contains 5 bloodstones (each worth 50gp). The ghouls will move to assist the ghoul in area 3 if there are no nearby adventuring parties in area 2.
There is a lever in the south wall that closes and locks the doors between areas 2 & 3. 
The Vulture Shrine
A 12’ tall vulture-headed stone statue stands in an alcove in the east wall. It radiates intense but harmless magical cold. The stone doors to the north have runes carved into them (DC 10/Easy difficulty to recognize them as symbols of elemental water magic).
Unless a prayer to elemental water is said in front of the statue (DC 10/Easy difficulty), this room and the next quickly fill up with freezing cold fog when the north doors are opened. The fog obscures vision beyond five feet and lingers for an hour after the doors are closed. 
The Hall of Dancing Bulls
Bas-reliefs of bulls line the walls of this hall, depicting them dancing and being ridden by horned tieflings. The ceiling is coffered like the hall to the east. 
A bone naga lurks in this room (DC 10/Easy difficulty to spot hiding in the shadowed corners). Its head has been replaced with a bull’s skull (reflavour bite attack as a gore attack, replaced poison damage with necrotic, use Guardian naga spells) and it reforms here at twilight if destroyed.   
It doesn’t immediately attack, instead extorting intruders for an offering, a piece of golden jewellery or an art piece made of gold that must be worth at least 100gp. It has 1d4-1 such pieces at any one time. If no suitable offering is provided, it attacks to kill.
Concealed Lookout
Arrow slits along the south wall cover the main approach to the Riddle. A half-dozen barrels, empty and half-rotted, stand against the western wall; one is apparently still sealed and is secretly a mimic waiting to attack. 
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sibmakesart · 3 months
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i would kill for you - i would die for you
inspired by @/problemnyatic 's post (dont want to bother them w a mention)
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lycrabustier · 7 months
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We got some Advanced D&D monsters here! Sound off if you can name them.
AD&D Core Ruleset, CDROM, 1998
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blixxkixx · 7 months
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probably been done before but like
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kettlehead-comics · 2 years
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Here’s your monster of the month my loves. Just a big spicy fat-tailed man. 
As usual, the rest of the Monster March... is up on my patreon. 8) 
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thirdtofifth · 1 year
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Demonflesh Golem Huge construct, chaotic evil Armor Class 17 (natural armor) Hit Points 237 (19d12 + 114) Speed 50 ft., fly 100 ft. Str 24, Dex 8, Con 22, Int 8, Wis 12, Cha 13 Damage Immunities lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Damage Resistances acid, cold, fire Condition Immunities charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses truesight 120 ft. passive Perception 11 Languages Abyssal Challenge 18 (20000 XP) Fear Gaze. If a creature starts its turn within 30 feet of the golem and the two of them can see each other, the golem can force the creature to make a DC 18 Wisdom saving throw if the golem isn't incapacitated. On a failed save, the creature is frightened of the golem for 1 minute. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the golem until the start of its next turn, when it can avert its eyes again. If it looks at the golem in the meantime, it must immediately make the save. A frightened creature can repeat the save at the end of each of its turns, ending the effect for itself on a success. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem's weapon attacks are magical. Actions Multiattack. The golem makes three attacks: one with its slam, one with its claws, and one with its tail lash. Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8+7) bludgeoning damage plus 10 (3d6) necrotic damage. Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10+7) slashing damage plus 10 (3d6) necrotic damage. Tail Lash. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10+7) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked 10 feet away from the golem and fall prone.
Similar to a flesh golem, but grafted together from the body parts of many different demons, the demonflesh golem is the pinnacle of demon graft techniques. Its eyes are mismatched, its legs of different lengths, a hulking mass of stitched together Abyssal muscle and sinew. They can only be created in the Abyss, but they can be brought to the Material Plane by a variety of methods. 
Originally from the Fiend Folio.
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gotham-at-nightfall · 5 months
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I l l i t h i d
By Roysi Patramilo Şengül
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sonialiao · 2 months
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monster trio monster trio ah yo ah yooo
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dragondropgaming · 9 months
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5 More NPCs to round out the NPCs needed for all of Toliara and The Haunted Shores! Next week, it's all monsters to fill out the gaps in the encounter tables for the Realm so as to not use WoTC's non-SRD monsters!
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