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#stat block
tabletopresources · 4 months
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Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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tarisbackyard · 10 months
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My very first homebrew! Unicorn foal stat block designed to be used as a 5e Warlock familar. PDF link here.
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brewerssupplies · 1 year
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I'm very happy with Fizban's and the ruleset for mythic creatures. So inspired by the art for Etali by Ryan Pancoast, I applied that ruleset to big, fucking, lightning spinosaurus.
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dinoberrypress · 1 year
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One of my favorite things about the demo for You’re In Space And Everything’s Fucked is the selection of generated monsters we put in there. Each one was made with some friends in a group call, and we had a BLAST rolling on the monster table to put them together~
This is my fav:
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Check out the demo to see the rest of the monstrosities we made!
And sign up for the Kickstarter to get notified when we launch!
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papapandashipyards · 6 months
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Calactic Council Part 1 : The Caridina Trade Enclave
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The first somewhat fleshed out Galactic council Members, at least when it comes to a name, ships, location on a map and style, is the Caridina Trade Enclave. Headcanon wise I see them as a uncomfortably wealthy Region, that acts as a neutral buffer and bridge between the Taiidan state, and it's neighbours. As a faction they make trade between all the regional factions, who don't really see eye to eye possible, by virtue of their position. Of course this is facilitated with non substantial mark ups, hence the uncomfortable amount of wealth. Due to political circumstances and logistical issues, their fleets are mainly built to defend Trade Routes and Convoys from bold Raiders. Ultimately, if it weren't for their usefulnes as a trade hub, they would sucumb quickly to their clients ambitions.
Fighter class
Intercepter
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Heavy Intercepter
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Plasma Bomber
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Corvette Class
Attack Corvette
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Railgun Corvette
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Frigate class
Assault Frigate
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Support Frigate
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Capital Class
Destroyer-Carrier
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Here's the same ships, with complete stat blocks for the Game:
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And yes, their aesthetic is based on shrimp :)
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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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roxkebo · 5 months
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This is what I think the Phantom from Minecraft stat block would look like
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educationaldm · 1 year
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The Driftsong Whale Homebrew monster from @CriticalCrafting. A few fantasy stories have sky whales, magnificent creatures, it's nice to have some 5E D&D stats for some. https://www.reddit.com/r/CriticalCrafting/comments/12dr8jw/oc_driftsong_whale_statblock/
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Wormface. The original Deathblight creature I made. Things have progressed a little since I first made this boss conversion but I still think it works a a simple encounter. Not very complicated but perhaps pulled out as a horror creature it can work? Overall this was probably one of the most disappointing bosses in ER just in terms of.. Nothing really happening but death. Regardless though I have committed to converting everything. So one more to the pile.
I am now also available on Bluesky so if you're over there check me out at CWKaitlyn!
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dungeonmalcontent · 1 year
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Happy Friday! And that means something different yet again, but this time it's bigger.
From The Dwarven Vault
This 14 page document is an item compendium of dwarven themed weapons, armors, general equipment, and magic items. It's the perfect thing to spice of a game with a lot of dwarves or for a player that really wants to play a dwarf (me… it's me I love playing dwarves).
Perhaps my favorite things from this doc are the dwarven burial armor and the ramming armor. One for your last battle and one to literally run through walls with. On top of those two, there roughly 10 items in each of the aforementioned category (quite of few of which serve as generic variant item types so that players can have an even greater variety of equipment). Also, I included a stat block for a dwarven hero archetype that you can use as the base for an NPC or a general backup for a dwarven character that has suddenly sprung into existence and needs to fight well; and it's built to handle the items in the doc as well.
And the doc is only $1.50.
A decent amount of inspiration was gained from the dwarven features and equipment in Pathfinder and other TTRPGs, which honestly seem to favor dwarves more than 5e does. But then again, if I had my way, dwarves would be the most powerful heritage option in the game. Love me some grumpy, short, bearded folk that love to make things.
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tabletopresources · 2 months
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Check out Tabletop Gaming Resources for more art, tips, and tools for your game!
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Hi there! Not sure if this is how it works, but could you do a stat block for the nautilus (N. pompillius is its scientific name btw!)
Hell yeah I can! Hope I did it justice.
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Apparently Nautilus are predators, and also they jet through the water at speeds of up to two knots! They also sometimes eat other nautilus.
For future submitters, you can either submit through the ask box, or if you have a statblock you made you can submit through the blog as well and if it fits the vibes of the blog then I will post it.
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brewerssupplies · 2 years
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I haven’t made a monster stat block in a long while, so here’s the Dragon Broodmother. Very much inspired by the first magic card an old friend gave me which I still have. I hope you enjoy!
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Two Magic Dorks
I have two statblocks for you: A simplified magic missile-themed mage and a simplified ice-themed cleric.
These were both inspired by me wanting to be lazy while restructuring the Rime of the Frostmaiden to end it early (pre-Caves of Hunger), so I wanted some memorable creatures other than the "20 Cult Fanatics" that the tiefling Avarice has as minions. I wasn't about to keep track of 20 spiritual weapons and who has who's Shield of Faith across a massive matrix of spell slots. Instead, I made these guys that basically do the same thing without needing to strategize.
Like the Cult Fanatic, the Stygian Cultist has a bonus action attack (spiritual weapon), they have 3/day inflict wounds, and 1/day "hold person" reflavored as an ice cube. Sure, they are missing out on upcasting Command, but I can live without it. These are minions, after all, not commanders. Then I added a fun gamified mechanic that rewards players for moving or pushing enemies: they gain a huge AC boost near ice blocks, and thankfully, they both entomb players in ice and turn into ice themselves when they die! Be careful not to seal yourself in a hallway by killing too many cultists!
Meanwhile the Brotherhood Mage is a similar situation. I took a spellcaster, chose a spell as their main action to focus on, then gave them a 1/day "ultimate" ability that combines some effects of their best spells (lightning bolt and dispel magic), made sure they had a useful reaction or bonus action, and then added the twist of marking their target for double damage!
Check out these really cool mechanics!
Stygian Cultist
Medium humanoid (any)
Armor Class 13 (leather) Hit Points 33 (6d8+6) Speed 30 ft.
| STR 11 (+0) | DEX 14 (+2) | CON 12 (+1) |
| INT 10 (+0) |  WIS 14 (+2) | CHA 14 (+2) |
Skills Deception +4, Persuasion +4, Religion +2 Damage Resistances cold Senses passive Perception 11 Languages Common, Infernal Challenge 2 (450 XP)
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Icy Doom. The cultist turns into a block of ice for 9 days when they die.
Stygian Shield. As long as the cultist is adjacent to a creature petrified or restrained by ice, the cultist gains +5 to their AC.
Actions
Chill Touch. Ranged Spell Attack: +4 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage. The target can't regain hit points until the start of the cultist's next turn.
Inflict Wounds (3/day). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 16 (3d10) necrotic damage.
Ice Tomb (1/day). One creature within 60 feet of the cultist that it can see must make a DC 12 Charisma saving throw or become petrified in a block of ice for 1 minute. The creature is freed early if they take 10 or more fire damage. On a successful save, the creature instead takes 2d8 cold damage instead.
Bonus Actions
Frost Spike. Ranged Spell Attack: +4 to hit, range 30 ft., one target. Hit: 6 (1d8+2) cold damage.
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Brotherhood Mage
Medium humanoid (any)
Armor Class 12 Hit Points 55 (10d8+10) Speed 30 ft.
| STR 11 (+0) | DEX 15 (+2) | CON 12 (+1) |
| INT 16 (+3) |  WIS 12 (+1) | CHA 11 (+0) |
Skills Arcana +5, Deception +2, History +5 Senses passive Perception 11 Languages Common, Draconic Challenge 3 (700 XP)
Charges (7). The mage has 7 Charges that fuel their abilities. These replenish whenever they complete a long rest.
Actions
Mage Spark. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 5 (2d6) lightning damage. On a hit, the target becomes vulnerable to force damage until the end of the mage's next turn.
Magic Missiles (1 Charge). The mage chooses 3 target creatures within 120 feet that they can see. They can choose the same target multiple times. Each target takes 3 (1d4 + 1) force damage. They can spend 1 additional charge to choose one bonus target.
Arcane Disjunction (1/Day). One creature within 60 feet of the mage must make a DC 13 Constitution saving throw or take 28 (8d6) lightning damage and end all beneficial spells of 3rd-level or lower affecting them. On a success, they take half this damage and suffer no other effects.
Reactions
Abjuring Shield (1 Charge). When targeted by an attack or a Magic Missile spell, the mage can use its reaction to gain +5 to its AC and negate all Magic Missiles targeting them until the start of its next turn. The mage then gains 10 temporary hit points.
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Expanded (ish) info
Name: Flowers
Species: Elf Human Definitely
Title: Sun Witch
Gender: Agender (any / she pronouns)
Abilities: Potion brewing, runic magic, plant-based magic
Skills: Archery, brewing, agility
Health: 78 / 100
Magic: 34 / 100
Inventory:
Empty glass bottles, potion of health, flower crown
Storage:
Hunting bow, empty quiver, rations for the next day
Currency: N / A
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Heads up! I'll be on vacay the 17-to the 20! don't expect me to answer anything or post while I'm away!
Stat Block
Name: Dread Species: Eldritch Horror Age: N/A Gender: N/A Abilities:Eldritch magic,summoning,portaling. Skills:Melee combat,bow & arrow proficiency,axe proficiency,survival. Health// 87/100
Sanity//74/100 Magic//78/100 Power//87/100
currency//2050 Inventory:
bow & arrow set, hatchet, medium axe, two flintlock guns one of which has a bite taken out of it, a scimitar, a belt of big(2x your size), a hat of style, potion of health.
[ Intro post ]
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