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#d&d monster
ellatamara · 3 months
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Celestial 2 | Lilac Coral Fungus
The third one I drew, and I already lost track of making these simple.
Oh, and I gave it stats for D&D 5e:
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B E N O T A F R A I D, or as my friends like to say,
don't worry about it
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harkthorn · 1 month
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Owlbear, but it's a variant that mysteriously happens to look just like it's part pigeon
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notbimbophi · 3 months
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Edit* changed the viscera to a red colour because I like it more. Making that canon going forward. so I made another fucked up lesbian but its okay because she has pathos and kisses a freaky elf. Im very normal about Mohrgs.
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thirdtofifth · 9 months
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Gray Jester Medium fey, neutral evil Armor Class 14 Hit Points 58 (9d8 + 18) Speed 50 ft. Str 10, Dex 19, Con 14, Int 14, Wis 11, Cha 17 Skills Acrobatics +6, Performance +5, Stealth +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft. passive Perception 10 Languages Common, Elven, Sylvan Challenge 4 (1100 XP) Actions Multiattack. The gray jester uses Empathic Feeding. It then makes two attacks with its scepter. Scepter. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage plus 2 (1d4) psychic damage. If the target is a creature with an Intelligence score of 5 or greater, it must succeed on a DC 13 Wisdom saving throw or fall into fits of laughter and become incapacitated for 1 minute. An incapacitated creature can repeat the saving throw at the end of the each of its turns, and each time it takes damage, ending the effect on itself on a success. The target has advantage on the saving throw if it's triggered by damage. Empathic Feeding. The gray jester chooses up to three creatures within 30 feet of it with an Intelligence score of 5 or higher. Each of those creatures must succeed on a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage. A creature reduced to 0 hit points by this effect is transformed into a bleak one under the gray jester's control, then that bleak one regains 10 hit points. A bleak one has the same statistics as the creature, except its Intelligence and Charisma are 1, and it is immune to psychic damage. A bleak one can be restored to the creature it was transformed from with a remove curse spell. The gray jester can have no more than twelve bleak ones under its control at one time.
These otherworldly fey feed on joy and laughter, though not to bring happiness to themselves, merely to feed an insatiable need to drain it from others. They prefer to target children, but any humanoids will do. They are always equipped with their scepter, and pearly white broken teeth shine from behind their lipless grin. They are almost entirely devoid of color. They will use their bleak ones (usually commoner or thug stat block) as bodyguards. Gray jesters stand around 6 feet tall and weigh around 110 lbs.
Originally from Heroes of Horror. A request from kingblackfire.
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3d34-2 · 15 days
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wizaardvarksworkshop · 9 months
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“Not a coin or crown lies in the dragon’s lair. If not for the golden hue, you would think the dragon’s hoard a vast pool of quicksilver. But as you draw near, the surface ripples and, with an unearthly roar, it breaks as a dripping draconic form emerges to defend the boiling remains of its molten hoard.”
For Smaugust 2023 over on Instagram I am following prompt 3, molten. I knew it needed to be the dragon’s comeuppance for hoarding all that gold. Part ooze, part undead, part dragon, this is intended as a surprise boss at the end of dungeon for a lower level party of adventurers. It’s slow enough to keep away from, until it closes the distance along its trail, or locks you down in molten gold.
Knowing that this one was going to be basically covered in hot glue and UV resin, I focused more on overall shape when picking the dinosaur toys that went into this. It let me use some that had already been chopped up for other builds, and others that had defects in their plastic that I could hide under globs of gold.
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honestmagpie · 1 year
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It's so Flumphy I'm gonna die! <3
Yeeess, another fine illustration from @catbatart 's coloring book, colorized!
I love me some bisexual lighting.
The Flumph is such a lovely creature of the Underdark, so I wanted to give it some lights. :) They're just happy littol guys. This little guy looks so nice, I want to pet him.
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nateismagic · 1 year
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Cause who doesn’t want a a spear-wielding holy warrior riding a frog monster in their campaign
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zenonxi · 10 months
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I haven't posted crap D&D stuff in a bit sooo…
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Enjoy my stat block concept of the Dead By Daylight killer The Dredge in 5e D&D.
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homebrewsno1asked4 · 11 months
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Lloigor
Another Call of Cthulhu monster!
~
Lloigor
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 Art by Christopher Burdett!
Your foe –unseen until now – warps space and bends light as a horrible form appears. At a glance, you could mistake it for a dragon. But it has too many eyes and limbs, and its mouth distends like its body is a sheath of reptilian skin. 
In its most common form, a lloigor is invisible to conventional senses. Lloigors must alter their geometry to manipulate physical objects; in our visual spectrum, this condensed form resembles a grotesque pastiche of a dragon. Besides a similar shape, comparable strength, and humanoid-enslaving tendencies, these interstellar horrors have nothing in common with dragons.
Upon outgrowing (read: dominating and desiccating) their distant home sphere, the lloigors’ creator-god (also named Lloigor) taught its children the secrets of space travel. Since leaving home, the lloigors spread violent atrocities, empires based on fear and sacrifice, and countless people reshaped as wretched works of flesh-based art. A few great mages – of races that far predate modern humanoids – managed to craft symbols that drive away the lloigor scourge, symbols transmuted and cheapened over time into common glyph-based spells.
However, the lloigors did not realize their folly until they enjoyed several millennia of colonizing other planets. A connection to their deity and homeland was the source of their terrifying psychic prowess; ever since spreading across the universe, the lloigors’ powers were weakening. Only by consuming intelligent minds can lloigors recapture a fraction of their terrible power. After numerous rebellions, the humiliated lloigors retreated to the shadows and caverns of various worlds.
Lloigor
Small (vortex form)/large (reptilian form) Aberration, Lawful Evil
Armor Class 16 (many-angled)
Hit Points 161 (17d10 + 68)
Speed 30 ft. (reptilian form only), hover 30 ft. (vortex form only)
Vortex Form: STR 1(-5) DEX 16(+3) CON 19(+4) INT 21(+5) WIS 18(+4) CHA 18(+4)
Reptilian Form: STR 23(+6) DEX 16(+3) CON 19(+4) INT 21(+5) WIS 18(+4) CHA 18(+4)
Saving Throws Cha +8, Con +8
Skills Deception +8, Intimidation +8, Perception +8
Damage Resistances fire, nonmagic (Reptilian form), psychic (Reptilian form)
Damage Vulnerabilities radiant
Damage Immunities cold, force (Vortex form), nonmagic (Vortex form), psychic (Vortex form)
Condition Immunities charmed, frightened, frozen
Additional Immunities for Vortex Form blinded, deafened, grappled, poisoned, prone, restrained
Senses Darkvision 150 ft., passive Perception 18, truesight 120 ft.
Languages Common, Deep Speech, Draconic, Infernal, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
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Innate Spellcasting. The lloigor's innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components. However, it does need to expend Leeched Mental Energy (LME, from here on). Assume any lloigor has 4d6 stored LME at the start of an encounter.
Free Spells: gust, mage hand (hand is invisible), mind sliver (3d6) 2-point Spells: catapult 3-point Spells: detect thoughts, dissonant whispers (level 2), gust of wind, mind spike, misty step 5-point Spells: fireball, sending, slow, wind wall 6-point Spells: confusion, dimension door, polymorph, Raulothim's psychic lance 7-point Spells: Bigby’s hand (hand is invisible), control winds, create spelljamming helm, telekinesis
Bound by the Signs. Certain timeless sigils can repel the lloigor and its depraved magicks.
If a lloigor damages any creature protected by warding bond, the lloigor takes the caster’s share of the damage.
The lloigor takes maximum damage from glyph of warding.
Death ward heals all effects (except damage) from the lloigor’s fleshwarping – even regenerating severed limbs.
A lloigor can’t even attempt to enter any area protected by guards and wards, even by teleportation.
Deadly Pessimism. Lloigors’ minds are endless wells of hatred and pessimism – too much for even the most spiteful mortal mind-reader to bear. Any creature that tries to read a lloigor’s thoughts is subject to a DC 17 Wisdom saving throw.
Success: The mind-reader escapes the abyss of the lloigor’s thoughts with nothing but a searing headache. For 1 minute, the mind-reader rolls Intelligence, Wisdom, and Charisma checks with disadvantage since it hurts to concentrate.
Failure: The mind-reader is afflicted with short-term madness.
Failure by 10 or More: The mind-reader is afflicted with long-term madness.
Critical Failure: The mind-reader dies.
Legendary Resistance (3/Day). If the lloigor fails a saving throw, it can choose to succeed instead.
Star-Treader. The lloigor doesn’t need to breathe, and it can shrug off extreme cold (included in stat block). 
Actions
Multiattack. In its reptilian form, the lloigor makes one Bite attack and two Claw attacks. The lloigor has no physical attack options in vortex form.
Bite (Reptilian Form only). Melee Attack: +10 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6) piercing damage. 
Claw (Reptilian Form only). Melee Attack: +10 to hit, reach 5 ft., 1 target. Hit: 10 (1d8 + 6) slashing damage.
Fleshwarp (Recharge 5-6). In reptilian form, the lloigor must touch its target. A lloigor in vortex form can attempt to warp any target within 60 ft. Targets make a DC 16 Constitution save as their own bodies twist and rebel. On a failure, the target takes 8d10 necrotic damage, and one of their features are bent to the lloigor’s whims – a limb, torso, neck, head shape, or facial feature. On a success, the target takes half damage, and no transformation occurs. On a critical failure, the lloigor gains enough control over the flesh to exact one of their favorite punishments: shriveling limbs. The target loses the use of an arm or leg (DM’s choice).
Reversing the lloigor’s fleshwarping requires casting remove curse or greater restoration at level 6 – or, curiously, a regular 4th-level casting of death ward. 
Bonus Actions
Condense/Refract. The lloigor changes between Vortex and Reptilian form. If a lloigor changes into its reptilian form thirty feet or more off the ground, it is subject to fall damage.
Reactions
Feed on Anguish. When a lloigor deals damage to another creature, the lloigor can use its reaction to regain 1d4 LME.
Legendary Actions
The lloigor can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The lloigor regains spent legendary actions at the start of its turn.
Attack. The lloigor makes one Bite or two Claw attacks.
Cast a Spell (Costs 3 Actions). The lloigor casts one of its spells, using the normal amount of LME. 
Recalculate. The lloigor attempts to recharge its Fleshwarp ability.
Lair Actions
On initiative count 20 (losing initiative ties), the lloigor can take one of the following lair actions; the lloigor can't take the same lair action two rounds in a row:
Psychic Vampirism. The lloigor targets a random sleeping humanoid within 6 miles of its lair. The target loses 1d4 Intelligence, Wisdom, or Charisma (lloigor’s choice), and the lloigor gains an equal amount of LME. The target suffers a level of exhaustion all the next day, but another long rest will cure both the exhaustion and the ability loss. The target only dies if the ability damage reduces that ability to 0.
Summon Prey. The lloigor chooses any living mortal creature in the universe. The target makes a DC 16 Wisdom saving throw. On a success, the target is summoned to a random point within 1 mile of the lloigor. On a failure, the prey is teleported within 100 feet of the lloigor. 
Warp Time. The lloigor must also spend the rest of its stored LME to use this lair action. Every creature in the lair must reroll initiative. The lloigor can choose not to reroll.
Regional Effects
The region surrounding a lloigor's lair is altered by the lloigor's magic, creating one or more of the following effects:
For 6 miles around the lloigor’s lair, people tend to act uncharacteristically dour and negative.
Long-term exposure to the lloigor’s presence stains water and stone a jade tint. This jade stain is only visible if the lloigor’s been around for over a year, and the unnatural color is more noticeable as you approach the lair. Although a gorgeous color, looking at these lloigor-changed features instills nausea, as if the earth itself is warning you to turn back.
The lloigor practices its fleshwarping on local wildlife. Many beasts within 6 miles of the lair bear grotesque mutations. 
If the lloigor dies, the mood-altering effect vanishes immediately. The other effects are, unfortunately, permanent. 
~
DESIGN NOTES        
I know in RAW you can’t cast remove curse or greater restoration at higher levels – but why not? I don’t think you should be able to remove a high-level monster’s debilitating curse with a level 3 spell in every healer’s back pocket.
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ellatamara · 3 months
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The players fought some skellies in the Feywild. The necromancer felt very betrayed by the bones.
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harkthorn · 1 month
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Sketch of a black dragon from D&D
webGlaze wasn't kind to this one! It seems to work quite well on my line art/one colour minimal shading sketches though
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notbimbophi · 3 months
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Edit* changed the viscera to a red colour because I like it more. Making that canon going forward. more of The Butcher and Evangeline, for a cleric she sure is really interested in the undead
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thirdtofifth · 6 months
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Famine Spirit Medium undead, chaotic evil Armor Class 18 (natural armor) Hit Points 333 (29d8 + 203) Speed 30 ft. Str 16, Dex 11, Con 24, Int 12, Wis 15, Cha 15 Saving Throws Con +9, Wis +7 Damage Immunities poison Damage Resistances necrotic Condition Immunities charmed, frightened, paralyzed, poisoned, stunned, unconscious Senses truesight 60 ft. passive Perception 12 Languages Common Challenge 19 (22000 XP) Aura Of Pain. The famine spirit emits an aura of excruciating hunger. Whenever a creature starts its turn within 60 feet of the famine spirit, that creature must succeed on a DC 22 Constitution saving throw or be incapacitated until the start of its next turn. A creature that succeeds on its save is immune to the Aura of Pain of all famine spirits for 24 hours. Keen Smell. The famine spirit has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The famine spirit makes three attacks: two with its claws, and one with its Vorpal Bite. It can use Devour in place of its Vorpal Bite. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 14 (2d10+3) slashing damage plus 27 (6d8) necrotic damage. Vorpal Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 22 (3d12+3) piercing damage plus 16 (3d10) necrotic damage. If the famine spirit scores a critical hit, it rolls damage dice three times, instead of twice. A humanoid slain by this attack rises 24 hours later as a famine spirit, unless the humanoid is restored to life or its body is destroyed. Devour. The famine spirit devours one Small or Medium corpse that is within 5 feet of it, destroying it. If it does, it regains 30 hit points.
These corpulent undead have bottomless appetites. A famine spirit would be able to consume all of the food in a magnificent mansion and be hungry for more within hours. Some are known to consume a hundred corpses in a single day. Famine spirits, sometimes called ravenous ghouls, can unhinge their jaws in order to swallow particularly large meals. The only creatures a famine spirit will not try to eat are undead, so packs of ghouls sometimes follow in their wake.
Originally from the Monster Manual II.
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3d34-2 · 28 days
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wizaardvarksworkshop · 9 months
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It takes a special cunning to be a brood parasite, disguising yourself as a baby dragon. As cuckoos can mimic the eggs of other birds to lay in their nests, so too do cuckoo drakes use illusion and guile to lay their eggs in the nests of other dragons.
This was one of the first scratch builds I started, and the prompt ‘mimic’ was just the kick in the tail this aardvark needed to finish the stats, lore and design for this creature. The flimsy wings and slender body of the dinos I used made me think this would be a low threat dragon, relying on the protection of others for survival.
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