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#thirdtofifth CR 12
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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thirdtofifth · 1 year
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Kolyarut Medium construct (inevitable), lawful neutral Armor Class 18 (plate) Hit Points 161 (19d8 + 76) Speed 30 ft. Str 17, Dex 15, Con 19, Int 10, Wis 17, Cha 16 Saving Throws Dex +6, Int +4, Wis +7 Skills Perception +7, Insight +7, Investigation +4 Damage Immunities poison Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made of adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 17 Languages all Challenge 12 (8400 XP) Brute. A melee weapon deals one extra die of its damage when the kolyarut hits with it (included in the attack). Discern Lies. The kolyarut knows if it hears a lie. Immutable Form. The kolyarut is immune to any spell or effect that would alter its form. Magic Resistance. The kolyarut has advantage on saving throws against spells and other magical effects. Magic Weapons. The kolyarut's weapons are magical. Innate Spellcasting. The kolyarut's spellcasting ability is Charisma (spell save DC 15). The kolyarut can innately cast the following spells, requiring no material components: At will: disguise self, fear, invisibility, locate creature, suggestion 1/day each: geas, hold monster Actions Multiattack. The kolyarut makes three melee attacks or two ranged attacks. It can only make one Vampiric Touch attack per turn. Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) slashing damage or 14 (2d10+3) slashing damage if used with two hands, plus 9 (2d8) necrotic damage. Vampiric Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 24 (7d6) necrotic damage. The kolyarut regains hit points equal to half the amount of necrotic damage dealt. Enervation Ray. Ranged Weapon Attack: +6 to hit, range 60 ft., one creature. Hit: 36 (8d8) necrotic damage and the target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Kolyaruts are among the inevitables, dispassionate but relentless enforcers of particular universal laws. Kolyaruts, in particular, hunt for those who break bargains or oaths. They are cautious in this pursuit, learning as much of their quarry as they can before setting out. They are more than willing to use their powers to disguise themselves to better close in on their prey. They are formal, polite, and quite talkative, but will not hesitate to use violence to subdue and punish their quarry.
Originally from the Monster Manual I.
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thirdtofifth · 2 years
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Night Twist Large plant, neutral evil Armor Class 14 (natural armor) Hit Points 231 (22d10 + 110) Speed 10 ft. Str 25, Dex 6, Con 21, Int 12, Wis 14, Cha 19 Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Condition Immunities blinded, deafened, exhaustion Senses darkvision 120 ft., tremorsense 60 ft. passive Perception 12 Languages understands Common, Elven, and Sylvan, but cannot speak Challenge 12 (8400 XP) Death Curse. When the night twist is killed, the creature that killed it must succeed on a DC 16 Wisdom saving throw or be cursed. The curse causes the creature's sleep to be plagued with nightmares. If the creature needs to sleep, it is unable to, and gains one level of exhaustion each morning. After gaining a level of exhaustion, an affected creature may repeat the saving throw, ending the effect for itself on a success. A remove curse spell cast on the creature also ends the effect for that creature. If an affected creature dies before the curse is removed, and its remains are buried, a new night twist begins to grow on the site of its grave after 1 month. Song Of Despair. While it is night, the night twist constantly emits a sorrowful song, which can be heard up to 1200 feet from it. Whenever a creature that can hear the song enters within 1200 feet of the night twist, that creature must make a DC 16 Wisdom saving throw. On a successful save, the creature is immune to the Song of Despair of all night twists for 24 hours. On a failed save, the creature is charmed by the night twist. While charmed in this way, the creature moves toward the night twist, and takes no other actions. When it reaches the night twist, it stands within 5 feet of it, taking no action. If a remove curse spell is cast on the affected creature, the effect ends. If an affected creature takes damage, it may repeat the save, ending the effect on itself on a success. Actions Multiattack. The night twist can use Wind Blast if it is able to. It then makes three slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 20 (3d8+7) bludgeoning damage. Wind Blast (Recharge 5-6). A powerful wind emanates from the night twist, extinguishing all open flames within 120 feet of it. Each creature within that radius must succeed on a DC 17 Strength saving throw or be knocked prone.
Often, travelers through the dark forests and marshes of the world will hear a haunting melody wafting through the trees. The song always sounds like the most sorrowful thing the listener can imagine; it never sounds alike to two different people. What they can all agree on is its allure, magically drawing toward the old, dead-looking, twisted tree that sings it. There, the night twist attacks its prey, consuming the festering corpses that remain. Night twists stand around 15 feet tall and weigh at least 6,000 pounds. They do not seem to die naturally, though no one knows for sure. The older the night twist, the larger it grows, and the truly ancient ones are said to have attained massive size, and are far more formidable. 
Originally from the Monster Manual III
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thirdtofifth · 2 years
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Slaughterstone Eviscerator Large construct, unaligned Armor Class 22 (natural armor) Hit Points 112 (15d10 + 30) Speed 30 ft. Str 23, Dex 11, Con 14, Int 2, Wis 11, Cha 1 Damage Immunities poison, psychic; bludgeoning, piercing and slashing from nonmagical attacks that aren't adamantine Damage Resistances acid, cold, fire, lightning Condition Immunities charmed, deafened, exhaustion, frightened, petrified, poisoned, stunned Senses darkvision 60 ft. passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 12 (8400 XP) Adamantine Weapons. The slaughterstone eviscerator's weapon attacks are adamantine. Keen Blades. The slaughterstone eviscerator's attacks score a critical hit on a roll of 19 or 20. Magic Resistance. The slaughterstone eviscerator has advantage on saving throws against spells and other magical effects. Actions Multiattack. The slaughterstone eviscerator makes four attacks with its adamantine blades. Adamantine Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10+6) slashing damage. Slashing Whirlwind (Recharge 6). Each creature within 10 feet of the slaughterstone eviscerator must make a DC 18 Dexterity saving throw, taking 50 (8d10+6) slashing damage on a failed save, or half as much damage on a successful one.
These terrifying stone dervishes were first created by the dwarves as war machines, but the secret to their creation has escaped their careful guardianship, and spread to others. This construct can tear through an entire battalion of enemy soldiers. The duergar are said to have learned the secret of building slaughterstone eviscerators, and dwarves warn they will use one in a surface raid before long. Slaughterstone eviscerators give off no odor, and make no noise but the occasional creaking of their joints as they move.
Originally from the Monster Manual III.
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thirdtofifth · 3 years
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Rampager Large monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 178 (17d10 + 85) Speed 50 ft. Str 20, Dex 15, Con 21, Int 2, Wis 15, Cha 10 Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages - Challenge 12 (8400 XP) Fear Aura. Any creature hostile to the rampager that comes within 60 feet of it must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the rampager's Fear Aura for the next 24 hours. Keen Smell. The rampager has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The rampager makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) piercing damage and the target must make a DC 17 Constitution saving throw. On a failed save, the target takes 22 (5d8) poison damage, and the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage plus 9 (2d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
The nocturnal rampager is a vicious predator. Also known by “so-ut” among the goblinoids, the mere sight of metal is enough to send this creature into a killing rampage, driving it to attack any creatures wearing metal armor or possessing metal weapons, kill them, then rip apart their armor. Any metallic structures will also be relentlessly demolished by the creature. It will kill as long as there is prey to kill in sight, not stopping to feed until there is nothing left. It has four thick elephant-like legs that belie its surprising agility, and two blank bone-white eyes. It stands around 10 feet tall and weighs at least 800 lbs.
Originally from the Monster Manual II
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thirdtofifth · 6 years
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War Troll Large giant, lawful evil Armor Class 18 (plate) Hit Points 184 (16d10 + 96)   Speed 30 ft. Str 25, Dex 14, Con 23, Int 8, Wis 15, Cha 10 Saving Throws Str +11, Con +10, Wis +6   Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine   Senses darkvision 90 ft. passive Perception 16 Languages Giant Challenge 12 (8400 XP)
Keen Smell. The war troll has advantage on Wisdom (Perception) checks that rely on smell.  Regeneration. The war troll regains 10 hit points at the start of its turn. If the war troll takes acid or fire damage, this trait doesn't function at the start of the war troll's next turn. The war troll dies only if it starts its turn with 0 hit points and doesn't regenerate.   
–Actions– Multiattack. The war troll makes three melee attacks, or two ranged attacks.   Greatsword.  Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (3d6+7) slashing damage. Longbow.  Ranged Weapon Attack: +6 to hit, range 300/1200 ft., one target. Hit: 12 (3d6+2) piercing damage.
Bred for battle, even a single war troll is a nearly-unstoppable force on the battlefield. Able to cut through dozens of opponents, war trolls are only found serving the most powerful warlords. They often serve as mercenaries, but roving bands of war trolls, while rare, can be exceptionally deadly. Much more disciplined than most trolls, war trolls are capable of following intricate instructions, and fight with a tactical finesse almost unknown among the lesser giants. Many a warrior has underestimated a war troll, and it is almost always the last thing that he does.
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