Tumgik
#homebrew monster
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You better watch out.
You better watch out.
You better watch out.
You better watch out.
Santa Claus is coming... to town.
Adventures are a bit outside of my usual fare. But that won't stop me from releasing this when the time is right.
Threw a weaker version of this at my party. When they were level 3, expressly for the purposes of killing them at the end of a Christmas oneshot.
With the power of a nat 20 death save and some very lucky rolls, they somehow managed to pull through.
So, naturally, I buffed him and threw Sword Saint Nick at them again about 10 levels later this year. A more cathartic victory they have never had.
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shinobicyrus · 2 months
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Was really tickled by Small Saga's spin on making loot chests more dangerous. Instead of a shapeshifting mimic, it's a big spider! Like a trap-door spider that uses the chest like a protective shell and uses money as projectiles.
As we also saw in the game, they're intelligent and can be reasoned with! Offer them a bit of food and not only will they not attack, they'll make it rain.
So, like the nerd that I am, I decided to try and translate it into D&D 5e. Gonna surprise the heck out of my little level 2 players. Sure, everyone expects a mimic, but no one expects a spider in a box!
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These unusually intelligent arachnids nest in chests or other containers. They wait patiently for prey to surprise, paralyze with their bite, and drag into their little lairs, adding to their collection of treasures. Clever nobles and minor crime lords bribe avarice spiders to be guards for valuables, with careful instructions about who – and who not – to devour.
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dailyadventureprompts · 5 months
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Born from waters tainted by the arcane, the species known as mindleeches are a mostly innocuous pest that mostly trouble the dreams of apprentice wizards. Sometimes however, the psychic energies they feed upon can link the squirming beasts together in a nightmarish mass compelled to devour and terrorize to sustain it's makeshift consciousness.
You can feel it before you see it, a whisper of sensation in the corner of your mind that tells you that something is touching you slowly rises into a wave of discomfort and writhing fear. This is how the Mass hunts, questing out with its wordless telepathy for anything capable of response, something it can track down and feed upon until it is comatose and exsanguinated. Life for the mindleech mass is short and unplesant, like a fire it exists in a state of constant consumption, growing each time it is fed but needing to feed more and more as it grows. The creature is either then destroyed or the limit is hit and it devours its own consciousness, collapsing back into a pile of egoless animals.
In their natural state, mindleeches and their ability to sense and drain magic can be quite helpful, as they're often used to treat arcane maladies much the same way their mundane cousins can treat poor circulation. A jar of the lil buggers can likewise be used as a quick fix for detecting magical auras.
Adventure Hooks:
When sent to the swap to gather some leeches as a favour for the local healer, the party have no way of knowing that a dark artifact has been dropped into the local waters, imbuing the creepy crawlies with a malign sapience. After they defeat the beast, the artifact will come spilling out on a tide of wiggling wormbodies, leaving them to decide what to do with it.
A hazing prank between students at the local magic college went too far and one of the apprentices ended up drowned in the sewers during a storm. Before they died their body ended up swept into a nest of thought leeches, who absorbed the student's fear and resentment and began to swarm. Now the Mass hunts students and faculty through the pipes and drains of the school, leaving the sort of bloodless bodies behind that may have the party thinking they're hunting a vampire.
Though it was once a place of beauty and arcane might, the elven enclave of Xor'Izil is today nothing more than a boggy ruin. None alive today remember its downfall, save for the colony of mindleeches that now dwell in its flooded foundations. Bred for a now forgotten war, the leeches burst free from their containment and in a single day and night devoured the inhabitants of the elven city, granting it a stockpile of psychic energy that has sustained the Mass through centuries. Now in possession of the semi-digested consciousnesses of a coterie of elven warmages, the Mindleech Mass seeks to evolve itself into a sustainable, and even more dangerous form: A Worm-that-walks. In order to do so it'll need a suitable vessel to devour and then possess, say a powerful mage allied to the party.
Mindleech Mass belongs to Magic the gathering,
Art by Kev Walker
Initial stats Stats by the mtgtodnd converter
Formatting thanks to the Griffglyph monster maker
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dm-tuz · 11 months
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Old Dragon Gods - Aleksandyr, Savior of Humanity
Altland, the continent of unlimited potential, was destined to be taken by ancient mankind. When the dragons arrived, they were too powerful for this fledgling race that had just left the cradle. Dragons conquered Altland and humanity. They reigned supreme for millennia, chief among them the Dragon Gods.
But one of the Dragon God pitied the oppressed humanity, Aleksandyr, and according to legends it was him who freed humanity and destroyed the cruel Dragon Gods.
A new lore filled update focused on draconic deities of old is now available on my patreon!
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cloaksandcapes · 5 months
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Here's a sneak peak at once of our 6 homebrew monsters coming in the Cryptid Creature Pack we're working on. Big thanks to @worldsneverfilled who was one of many who helped provide inspiration for them on our Twitch stream where we create all of creations live with the audience. And for @materialistteacher who was wondering if we had anything that was and I quote, "horrors beyond mortal comprehension." If anyone decides to use our King in Copper, please let us know how it goes! :)
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brewerssupplies · 2 years
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So in my current campaign my players are currently preparing a city for an onslaught of undead rallied by a lich lord and I’ve been brewing up some more deadly and challenging zombies for them to go against and here’s the result so far! Took some nods from the Sliver stat block I made a while back for this one. Hope you enjoy!
[PDF]
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jaypea00101010 · 17 days
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Better Monster Statblocks
I've seen a lot of people doing their own takes on revised and simplified D&D statblocks, so decided to try my own take
Here's the Golem statblock from the monster manual
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And here's my revision:
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The stats are nearly basically the same, but the main changes are to the formatting to make it nicer to read.
So, what did I change?
Colours
The monster manual's colour formatting is honestly just a bit ugly, I personally find the browns and reds all meld together a little bit. Sure it's thematic and makes it look older, but I'd personally rather it be just that little bit cleaner.
Damage..... Restorations?
Damage resistance makes you take half damage, damage immunities makes you take no damage, and damage restorations heal you for the amount of damage you would take. Basically this single line with the other damage modifications (so it's easier to reference) replaces the three line Acid Absorbtion trait from the original.
Conditions, Conditions, Conditions
You might notice three new conditions on this statblock: Hasted, Bloodied, and Beserk. More conditions cuts down a lot of unneeded lines in monster statblocks and gives more room to play around with things. Hasted is the most obvious of these new conditions, giving the creature the exact same effects as the haste spell (for this revision, the hast spell would be changed to something along the lines of 'you become Hasted for the duration of the spell). Beserk is also fairly obvious given what it's replacing, I imagine there could be plenty new spells or features built around this condition. And finally Bloodied, coming from older editions, Bloodied is a condition that all creatures get when they get below half health, it doesn't do anything on its own, other features or effects can trigger off of it, as seen here.
Force Damage!
In line with a lot of changes from Monsters of the Multiverse, the magical bludgeoning damage from the original statblock has been replaced with force damage.
Drone??
The statblock's name has also been changed to 'clay drone' rather than 'clay golem' for sensitivity reasons
There's a few other changed I'd probably make that I can't as easily showcase with this statblock, but if people are interested, I can do some more
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educationaldm · 1 year
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The Mothman, homebrew D&D monster by Critical Crafting. I think they're working through many of the Cryptids. https://linktr.ee/criticalcrafting
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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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days-drawings · 5 days
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The homebrew monster i made for my campaign.
She's called a Blade Wraith, they're a a dangerous subterranean monster with the torso of a humanoid woman and the lower body of a centipede. They use their claw like legs to burrow through stone, and can mimic basic humanoid language and sounds to lure their prey to them. This one was made the avatar of the corrupted earth god, Anos, and was embedded with a shard of his power, the red crystals that now grow in her chest.
I'll post the stat sheet at some point
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basilhomebrews · 7 months
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Day 14 - Kelpies! Some of these monsters on this prompt list really make me scratch my head when I think about what species they are, Fabula Ultima-wise. Settled on demon since kelpies seem to be more cautionary tales in the original folklore about trusting weird horses or staying around dangerous lakes or bogs.
As for mechanics, this one's kinda light on offensive options; the tradeoff being that it has some weird interactions with items and body parts that it can use to its advantage, especially near bodies of water.
Surprisingly still going strong, hope you are too internet stranger. Adios, see you when I see you.
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Janbrewary Day 8/11/14
This is very much off-schedule, but I'm not going to do the full month. Heck, I'm not even going to do a full subclass for most of them; I had enough of that in September. Better to get experience with other things like items, monsters, adventures. But a few prompts won't hurt.
This monster is based on the theorem of the same name, one of the first writings detailing the potential of a deterministic universe. The real-life Laplace, however, did not end up unleashing an actual demon.
At least, I hope not? Current research points to our universe being probabilistic - quantum mechanics and all.
Also, yes, I am going to take all of your typos and run with them. If you didn't want there to be typos, you should have fixed them before reposting your challenge.
Links in the reblogs as usual. If you're looking for what's spoilered behind the meaning of life, the universe, and everything, it's only viewable on the Homebrewery version.
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viktormonart · 11 months
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Homebrewed D&D monster, the Arcane Stalker.
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A creature engineered by an ancient lost civilization to hunt and posess spellcasters with its barbed tongue, sapping its energy.
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soylent-crocodile · 9 months
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Komatu (Creature)
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(Komatu Profile by Keenan Taylor)
(More kaimere! I won't be converting too much of kaimeran animals; many of them closely resemble their prehistoric or modern counterparts, and it would be kinda pointless to convert em. Outisde the Known World- the focal point of Kaimere and equivalent to the Inner Sea- life gets Weirder, and that's probably where I'll be focusing my attention. The komatu is one such out-of-towner, and one whose design I particularly love. Killer rabbit!)
CR3 TN Medium Animal
Komatu are wolf-sized multituberculates, animals distantly related to most modern mammals who possess powerful front teeth and large, shearing premolars. Komatu are specialists in the group, cursorial predators who have a powerful bite with their shearing, iron-infused teeth and venomous spurs. They hunt in packs, and their powerful bite and simple teamwork lets them take on animals much larger than themselves. 
Despite their ferocious appearance and deadly hunting tactics, komatu are not obligate carnivores- rather, they can subsist on fruits and nuts when such resources are abundant, and scavenge on marrow when times are lean.
Komatu Companions
Starting Statistics: AC: +3 Natural Size: Small Speed: 30ft Attack: Bite (1d8), 2 Kick (1d4 plus poison, Secondary) Ability Scores: Str:15 Dex:20 Con:10 Int: Wis: Cha: Special Qualities: Poison (See below)  4th Level Advancement: Size: Medium Speed: 40ft Attack: Bite (2d6) Ability Scores: Str +4, Dex -2, Con +4 Special Qualities: Armor-Piercing Bite (See below), +2 racial bonus to Sunder
This animal has ears like a rabbit but long legs like a wolf. Its hind legs have long, sharp spurs. Misc- CR3 TN Medium Animal HD4 Init:+8 Senses: Perception: +7 Stats- Str:19(+4) Dex:18(+4) Con:14(+2) Int:2(-4) Wis:14(+2) Cha:10(+0) BAB:+3 Space:5ft Reach:5ft Defense- HP:22(4d8+8) AC:17 (+4 Dex, +3 Natural) Fort:+5 Ref:+7 Will:+3 CMD: 21 Offense- Bite +8(2d6+6) or 2 Kick +5(1d4+4 plus Poison) CMB:+7 (+2 racial bonus to Sunder) Speed:40ft Special Attacks: Crushing Bite Feats- Weapon Focus (Bite), Improved Initiative Skills- Acrobatics +9, Perception +7 Ecology- Environment- Plains and Forests (Temperate) Languages- None Organization- Pack (2-4) Treasure- None Special Abilities-Armor-Piercing Bite (Ex)- A komatu’s iron-enforced bite is strong enough to pierce armor. It ignores object hardness when making a sunder attempt with its bite. Additionally, it does not provoke an attack of opportunity when attempting to sunder this way. Poison (Ex)- Kick-Injury Save: Fort DC12 Effect: 1d2 Str damage, victim is staggered in pain. Frequency: 1/round for 1d6 rounds Cure: 2 consecutive saves.
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dm-tuz · 11 months
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Forgotten Foes Vol. 2
Volume 2 of my Forgotten Foes is now available as a bundle on my Ko-fi Shop (or get them all by joining my patreon!).
Volume 2 includes 27 new Forgotten Foes, fully illustrated monsters with inspiring lore for your 5e game. This volume features: the Flames of Hatred,  Realm of Beasts, Spirit Cults, Murkwood Horrors, God Hands, and the Ichor Fiends!
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das-grim · 3 months
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Few homebrewed monsters I made for some DnD games
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